DynamicallyPursue
open class DynamicallyPursue<T, L : Euclidean2DConvexShape, R>(action: NavigationAction2D<T, L, R, ConvexPolygon, Euclidean2DPassage>, var destination: Euclidean2DPosition) : Pursue<T, L, R> (source)
Pursue strategy allowing to dynamically change destination.
Parameters
T
the concentration type.
L
the type of landmarks of the node's cognitive map.
R
the type of edges of the node's cognitive map, representing the Relations between landmarks.
Inheritors
Constructors
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constructor(action: NavigationAction2D<T, L, R, ConvexPolygon, Euclidean2DPassage>, destination: Euclidean2DPosition)
Properties
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The NavigationAction used to navigate the environment.
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The destination to pursue.
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open val orientingCapability: OrientingProperty<T, Euclidean2DPosition, Euclidean2DTransformation, L, ConvexPolygon, Euclidean2DPassage>
The node's orienting capability.
Functions
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This is called whenever the node enters a new room.
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open fun inUnexpectedNewRoom(previousRoom: ConvexPolygon, expectedNewRoom: ConvexPolygon, actualNewRoom: ConvexPolygon)
This is called in place of inNewRoom when the node ends up in an unexpected room while moving. By default, unexpected rooms are treated just like expected ones.
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Changes the destination of the strategy. If voidVolatileMemory is true, the node's volatile memory is set to zero. This has two effects: