scoutos / scout / libscout / src / behaviors / maze_solve.cpp @ 754da79f
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/**
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* Copyright (c) 2011 Colony Project
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "maze_solve.h" |
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using namespace std; |
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// want to have a minimal working thing, use a big enough
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// static array and start in the middle
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// we assume we are facing right, that affects where we store
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// wall information
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// -1 for wall, 0 for unseen, 1 for traveled, 2 for critical
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#define WALL -1 |
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#define UNSEEN 0 |
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#define SEEN 1 |
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#define CRITICAL 2 |
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// facings
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#define UP 0 |
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#define RIGHT 1 |
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#define DOWN 2 |
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#define LEFT 3 |
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void maze_solve::run(){
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// TODO:first initialize map to all 0's
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solve(25,25, RIGHT); |
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} |
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bool maze_solve::solve(int row, int col, int dir) |
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{ |
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int initial_dir = dir;
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// use backtracking to solve the maze
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if (at_destination())
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return true; |
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// this function should fill the adjacent cells around me with
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// wall's or paths
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look_around(row, col, dir); |
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/* try go up */
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if (map[row-1][col] != WALL && initial_dir != UP) |
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{ |
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// Turn up.
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turn_from_to(dir, UP); |
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follow_line(); |
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// Solve recursively.
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bool solved = solve(row-1, col, DOWN); |
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if (solved)
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{ |
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return solved;
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} |
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else
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{ |
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//Update where we are.
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dir = UP; |
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} |
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} |
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/* try right */
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if (map[row][col+1] != WALL && initial_dir != RIGHT) |
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{ |
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// Turn right.
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turn_from_to(dir, RIGHT); |
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follow_line(); |
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// Solve recursively.
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bool solved = solve(row, col+1, LEFT); |
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if (solved)
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{ |
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return solved;
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} |
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else
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{ |
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//Update where we are.
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dir = RIGHT; |
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} |
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} |
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/* try down */
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if (map[row+1][col] != WALL && initial_dir != DOWN) |
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{ |
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// Turn down.
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turn_from_to(dir, DOWN); |
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follow_line(); |
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// Solve recursively.
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bool solved = solve(row+1, col, UP); |
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if (solved)
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{ |
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return solved;
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} |
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else
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{ |
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//Update where we are.
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dir = DOWN; |
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} |
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} |
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/* try left */
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if (map[row][col-1] != WALL && initial_dir != LEFT) |
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{ |
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// Turn down.
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turn_from_to(dir, LEFT); |
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follow_line(); |
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// Solve recursively.
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bool solved = solve(row, col-1, RIGHT); |
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if (solved)
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{ |
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return solved;
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} |
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else
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{ |
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//Update where we are.
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dir = LEFT; |
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} |
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} |
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// we have exhausted all the options. This path is clearly a
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// dead end. go back to where we come from and return false.
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turn_from_to(dir, initial_dir); |
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follow_line(); |
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return false; |
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} |
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// this function takes in the current direction and turns the scout
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// into it intended direction
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void maze_solve::turn_from_to(int current_dir, int intended_dir) { |
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switch ((4 + intended_dir - current_dir) % 4) |
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{ |
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case 0: |
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spot_turn(); |
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break;
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case 1: |
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turn_right(); |
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break;
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case 2: |
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turn_straight(); |
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break;
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case 3: |
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turn_left(); |
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break;
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} |
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} |
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void maze_solve::look_around(int row, int col, int dir) |
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{ |
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// look around current place using sonar
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// store whether or not
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// there is a wall into the map
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// stores at row col 2 if point is critical, 1 otherwise
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int* readings = sonar->get_sonar_readings();
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// Look to the right.
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int right_distance = (readings[1] + readings[0] + readings[47])/3; |
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// Look to the front.
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int front_distance = (readings[11] + readings[12] + readings[13])/3; |
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// Look to the left.
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int left_distance = (readings[23] + readings[24] + readings[25])/3; |
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switch (dir)
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{ |
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case UP:
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// If the distance is less than 500, mark the area as a wall otherwise
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// mark it as seen.
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map[row][col+1] = (left_distance < 500)?WALL:SEEN; |
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map[row+1][col] = (front_distance < 500)?WALL:SEEN; |
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map[row][col-1] = (right_distance < 500)?WALL:SEEN; |
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break;
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case RIGHT:
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// If the distance is less than 500, mark the area as a wall otherwise
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// mark it as seen.
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map[row+1][col] = (left_distance < 500)?WALL:SEEN; |
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map[row][col-1] = (front_distance < 500)?WALL:SEEN; |
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map[row-1][col] = (right_distance < 500)?WALL:SEEN; |
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break;
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case DOWN:
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// If the distance is less than 500, mark the area as a wall otherwise
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// mark it as seen.
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map[row][col-1] = (left_distance < 500)?WALL:SEEN; |
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map[row-1][col] = (front_distance < 500)?WALL:SEEN; |
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map[row][col+1] = (right_distance < 500)?WALL:SEEN; |
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break;
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case LEFT:
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// If the distance is less than 500, mark the area as a wall otherwise
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// mark it as seen.
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map[row-1][col] = (left_distance < 500)?WALL:SEEN; |
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map[row][col+1] = (front_distance < 500)?WALL:SEEN; |
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map[row+1][col] = (right_distance < 500)?WALL:SEEN; |
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break;
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} |
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} |
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bool maze_solve::at_destination()
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{ |
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vector<uint32_t> readings = linesensor->query(); |
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if ( readings[0] > 200 && |
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readings[1] < 55 && |
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readings[2] < 55 && |
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readings[3] > 200 && |
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readings[4] > 200 && |
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readings[5] < 55 && |
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readings[6] < 55 && |
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readings[7] > 200 ) |
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{ |
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return true; |
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} |
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return false; |
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} |