ConstantDistanceRandomWalk

class ConstantDistanceRandomWalk<T>(node: Node<T>, reaction: Reaction<T>, environment: Environment<T, Euclidean2DPosition>, randomGenerator: RandomGenerator, distance: Double, speed: Double) : GenericRandomWalker<T>

Moves for distance toward a uniformly random chosen direction at a constant speed, then changes direction and walks another distance, and so on.

Automatically changes direction on impact with obstacles if the environment supports them.

Parameters

concentration type
environment

environment containing the node

node

the node to move

reaction

the reaction containing this action

randomGenerator

random number generator to use for the decisions

distance

the distance to travel before picking another one

speed

the speed

Constructors

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fun <T> ConstantDistanceRandomWalk(node: Node<T>, reaction: Reaction<T>, environment: Environment<T, Euclidean2DPosition>, randomGenerator: RandomGenerator, distance: Double, speed: Double)

Functions

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open override fun cloneAction(node: Node<T>, reaction: Reaction<T>): ConstantDistanceRandomWalk<T>
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fun declareDependencyTo(p0: Dependency)
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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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fun getCurrentRoute(): Route<*>
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open fun getEnvironment(): Environment<T, Euclidean2DPosition>
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override fun getNextPosition(): Euclidean2DPosition
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open fun getNode(): Node<T>
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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 getRoutingStrategy(): RoutingStrategy<T, Euclidean2DPosition>
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fun getTargetPoint(): Euclidean2DPosition
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fun isAbsolute(): Boolean
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fun nodeContains(p0: Molecule): Boolean
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fun removeConcentration(p0: Molecule)
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fun resetRoute()
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fun setConcentration(p0: Molecule, p1: T)
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fun setTargetPoint(p0: Euclidean2DPosition)
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open override fun toString(): String