DynamicallyPursue

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

Link copied to clipboard

Properties

Link copied to clipboard

The NavigationAction used to navigate the environment.

Link copied to clipboard
protected open override var destination: Euclidean2DPosition

The destination to pursue.

Functions

Link copied to clipboard
open override fun inNewRoom(newRoom: ConvexPolygon)

This is called whenever the node enters a new room.

Link copied to clipboard
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.

Link copied to clipboard
fun setDestination(newDestination: Euclidean2DPosition, voidVolatileMemory: Boolean = false)

Changes the destination of the strategy. If voidVolatileMemory is true, the node's volatile memory is set to zero. This has two effects: