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Revision 64ee446f

ID64ee446faaa45db3a768bed2c9e8a98d2b2f5075

Added by Yuyang over 11 years ago

a poor barebone of maze_solve that I wasn't able to finish

View differences:

scout/libscout/src/behaviors/maze_solve.cpp
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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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static int map[60][60];
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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(row, col, dir)
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{   
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    // use backtracking to solve the maze
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    if (at_destination()) {
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        // not really sure what to do next... just chill here
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        return true;
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    }
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    else
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    {
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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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        if (at_dead_end(row, col, dir))
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        {
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            // set the scout to a back tracking direction
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            spot_turn();
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            return false;
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        }
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        /* try go up */
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        // no need to check range because we assume our map is big enough
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        if (map[row-1][col] != WALL)
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        {
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            turn_from_to(dir, UP);
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            line_follow();
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            // halts at intersection
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            bool solved = solve(row-1, col)
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            if (solved) {
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                //yeah!!! don't really know what to do now...
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                // hopefully send some message to some other scout
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                // waiting for my valuable information
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            }
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            else {
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                // whoops, that path did not work out
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                // redo the move, since the recursive call has 
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                // already put me into the right direction, I will just 
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                // drive back and halt at intersection
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                line_follow();
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                // undo the turning
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                turn_from_to()
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            }            
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        }
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        /* try right */
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        if (map[row][col+1] != WALL)
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        {
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            turn_from
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        }
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    }
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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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        case 0:
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            turn_straight();
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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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            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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int maze_solve::look_around(row, col)
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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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}
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bool maze_solve::at_destination() 
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{
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}
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bool wall_in_direction()
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{
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}
scout/libscout/src/behaviors/maze_solve.h
1
/**
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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
5
 * obtaining a copy of this software and associated documentation
6
 * files (the "Software"), to deal in the Software without
7
 * restriction, including without limitation the rights to use,
8
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
9
 * copies of the Software, and to permit persons to whom the
10
 * Software is furnished to do so, subject to the following
11
 * conditions:
12
 * 
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 * The above copyright notice and this permission notice shall be
14
 * 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,
17
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
18
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
19
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
20
 * 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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#ifndef _MAZE_SOLVE_H_
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#define _MAZE_SOLVE_H_
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#include "../Behavior.h"
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class maze_solve: public line_follow
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{
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    public:
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        maze_solve(std::string scoutname, Sensors* sensors):
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            line_follow(scoutname, "maze_solve", sensors) {};
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        void run();
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}
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#endif
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