CognitiveAgentFollowRoute

A NavigationAction using RouteFollowing navigation strategy.

Parameters

T

the concentration type.

L

the type of landmarks of the pedestrian's cognitive map.

R

the type of edges of the pedestrian's cognitive map, representing the Relations between landmarks.

Constructors

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fun <T> CognitiveAgentFollowRoute(environment: Euclidean2DEnvironmentWithGraph<*, T, ConvexPolygon, Euclidean2DPassage>, reaction: Reaction<T>, pedestrian: OrientingPedestrian2D<T, L, R>, vararg route: Number)

Functions

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open override fun cloneAction(node: Node<T>, reaction: Reaction<T>): Action<T>
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open override fun crossDoor(door: Euclidean2DPassage)

Moves the pedestrian across the provided door, which must be among doorsInSight.

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fun declareDependencyTo(p0: Dependency)
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open override fun doorsInSight(): List<Euclidean2DPassage>
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open override fun execute()
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fun getConcentration(p0: Molecule): Optional<T>
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override fun getContext(): Context
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fun getCurrentPosition(): Euclidean2DPosition
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open fun getEnvironment(): Environment<T, Euclidean2DPosition>
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open override fun getNextPosition(): Euclidean2DPosition
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fun getNodePosition(p0: Node<T>): Euclidean2DPosition
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override fun getOutboundDependencies(): ListSet<out Dependency>
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fun isAbsolute(): Boolean
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open override fun moveToFinal(destination: Euclidean2DPosition)

Moves the pedestrian to the given final destination, which must be inside currentRoom.

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open override fun nextPosition(): Euclidean2DPosition

The position the owner of this action moves to when it is executed, in relative coordinates with respect to its current position.

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fun nodeContains(p0: Molecule): Boolean
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fun removeConcentration(p0: Molecule)
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fun setConcentration(p0: Molecule, p1: T)
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open fun stop()

Stops moving the pedestrian.

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open override fun toString(): String
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open fun update()

Updates the internal state but does not move the pedestrian.

Properties

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open override var currentRoom: ConvexPolygon?

The room (= environment's area) the pedestrian is into, this is cached and updated every time update is called so as to avoid potentially costly re-computations.

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val desiredPosition: Euclidean2DPosition

The position the pedestrian wants to reach.

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open override val environment: Euclidean2DEnvironmentWithGraph<*, T, ConvexPolygon, Euclidean2DPassage>

The environment the pedestrian is into.

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open val maxWalk: Double

The maximum distance the pedestrian can walk, this is a length.

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override val pedestrian: OrientingPedestrian<T, Euclidean2DPosition, Euclidean2DTransformation, L, R>

The owner of this action.

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open lateinit override var pedestrianPosition: Euclidean2DPosition

The position of the pedestrian in the environment, this is cached and updated every time update is called so as to avoid potentially costly re-computations.