コード例 #1
0
def strafe_to_block(x, y):
    if map_data.is_valid_loc(x, y):
        x_diff = x - map_data.getX()
        y_diff = y - map_data.getY()

        #x movement
        distance = 0
        dir = map_data.RIGHT
        if x_diff > 0:
            distance = blocklength * x_diff
            dir = map_data.RIGHT
        elif x_diff < 0:
            distance = blocklength * x_diff * -1
            dir = map_data.LEFT
        move(distance, dir)
        map_data.setX(x)

        time.sleep(.4)

        #y movement
        distance = 0
        if y_diff < 0:
            dir = map_data.UP
            distance = blocklength * y_diff * -1
        elif y_diff > 0:
            dir = map_data.DOWN
            distance = blocklength * y_diff
        move(distance, dir)
        map_data.setY(y)
コード例 #2
0
def move_to_block(x, y):
    if map_data.is_valid_loc(x, y):
        x_diff = x - map_data.getX()
        y_diff = y - map_data.getY()

        #x movement
        turn_angle = 0
        distance = 0
        if x_diff > 0:
            turn_angle = -1 * current_direction
            distance = blocklength * x_diff
        elif x_diff < 0:
            turn_angle = -1 * (current_direction - 180)
            distance = blocklength * x_diff * -1
        if (turn_angle == 270) or (turn_angle == -270):
            turn_angle = turn_angle * (-1 / 3)
        turn(turn_angle)
        move(distance, 1)
        map_data.setX(x)

        #y movement
        turn_angle = 0
        distance = 0
        if y_diff > 0:
            turn_angle = -1 * (current_direction - 90)
            distance = blocklength * y_diff
        elif y_diff < 0:
            turn_angle = -1 * (current_direction - 270)
            distance = blocklength * y_diff * -1
        if (turn_angle == 270) or (turn_angle == -270):
            turn_angle = turn_angle * (-1 / 3)
        turn(turn_angle)
        move(distance, 1)
        map_data.setY(y)
コード例 #3
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def checkAndMapObstacles(direction):
    # check for obstacles above
    map_data.set_obstacle_at(pos_x - 1, pos_y, IR_north.check())
    # do that for all other directions
    if not direction:
        return
    x, y = map_data.coordsFor(map_data.getX(), map_data.getY(), direction)
    return map_data.has_obstacle_for_loc(x, y)
コード例 #4
0
def avoidObstacle(dir):
    obstacleBlock = []
    obstacleBlock = coordsFor(map_data.getX(), map_data.getY(), dir)
    rightOfMoveDir = []
    rightOfMoveDir = coordsFor(map_data.getX(), map_data.getY(), dir - 1)
    #default go right (relative to dir) since we are usually going clockwise

    #check the block to the right
    is_valid = False  #this is true when the desired block is safe to move to
    if map_data.has_been_explored(rightOfMoveDir[0], rightOfMoveDir[1]):
        is_valid = not map_data.has_obstacle_for_loc(rightOfMoveDir[0],
                                                     rightOfMoveDir[1])
    else:
        map_data.set_obstacle_at(rightOfMoveDir[0], rightOfMoveDir[1], IRSTUFF)
    if is_valid_loc:
        movement_wrapper.strafe_one_block(dir - 1)
    else:
        tryleft
コード例 #5
0
def find_live_tunnel_perimeter():
    # we start at the bottom left, start exploring north
    moveDirection = map_data.UP
    exploring = True
    checkAndMapObstacles()
    while exploring:
        if checkAndMapObstacles(moveDirection):
            # try going around the obstacle
            avoiding = True
            destX, destY = map_data.coordsFor(map_data.getX(), map_data.getY(),
                                              moveDirection)
            lastDirection = moveDirection
            circleAround = 1
            while avoiding:
                for naiveDest in range(lastDirection + 1, lastDirection +
                                       3):  # will loop through all directions
                    naiveDest = naiveDest + 4 + (circleAround * 4)
                    direction = naiveDest % 4
                    if not map_data.has_obstacle_for_loc(direction):
                        lastDirection = direction
                        circleAround *= -1
                        break  # out of the different directions
                movement_wrapper.strafe_one_block(lastDirection % 4)
                if map_data.getX() is destX and map_data.getY() is Y:
                    avoiding = False
            break  # out of this exploration round
        movement_wrapper.strafe_one_block(moveDirection)
        pos_x = map_data.getX()
        pos_y = map_data.getY()
        if is_infrastructure_below():
            wireEnds.append([pos_x, pos_y])
            analyzeCache()  # it's beneath us!
            exploring = False  # we are done
        checkAndMapObstacles()
        # [TODO]: don't move into an obstacle
        if pos_x == 0 and pos_y == 0:  # top left
            moveDirection = map_data.RIGHT
        elif pos_x == 6 and pos_y == 0:  # top right
            moveDirection = map_data.DOWN
        elif pos_x == 6 and pos_y == 6:  # bottom right
            moveDirection = map_data.LEFT
        elif pos_x == 0 and pos_y == 6:  # back at bottom left
            exploring = False
    return moveDirection
コード例 #6
0
def mapOut(lastDirection):
    #lastDirection = map_data.UP # let's just start moving upwards
    if map_data.getY() is 0:  # uh, if we're at the top, let's not
        lastDirection = map_data.DOWN
    exploring = True
    while exploring:
        if not wireBelowBlockIn(
                lastDirection):  # try the preferred direction first
            for direction in range(0, 3):  # will loop through all directions
                if direction is not lastDirection:  # we don't want to waste time
                    if wireBelowBlockIn(direction):
                        lastDirection = direction  # the wire probably moves towards this direction
                        break  # skip trying other directions
                    else:  # no wire :(
                        # flip the direction
                        if direction > 1:
                            direction -= 2
                        else:
                            direction += 2
                        # move back to the previous block
                        movement_wrapper.strafe_one_block(direction)
        if map_data.getX() is 0 or map_data.getY() is 0:
            # we're at an edge, so we're back on the other side
            exploring = False
コード例 #7
0
def strafe_one_block(direction):
    x = map_data.getX()
    y = map_data.getY()
    if direction == map_data.RIGHT:
        x = x + 1
    elif direction == map_data.UP:
        y = y - 1
    elif direction == map_data.LEFT:
        x = x - 1
    elif direction == map_data.DOWN:
        y = y + 1

    if map_data.is_valid_loc(x, y):
        map_data.setX(x)
        map_data.setY(y)
        move(blocklength, direction)
        print "moved to (%s, %s)" % (map_data.loc[0], map_data.loc[1])
    else:
        #error in movement algorithm
        print "invalid location (%s, %s)" % (x, y)
コード例 #8
0
def wireBelowBlockIn(direction):
    x, y = map_data.coordsFor(map_data.getX(), map_data.getY(), direction)
    if map_data.has_not_been_explored(x, y):
        movement_wrapper.strafe_one_block(direction)
        return is_infrastructure_below()