I'm trying to do something really simple, but for some reason I just can't get it to work.
My setup function creates a square wall from (-20, 20) to (20, 20), and generates a circular turtle of size 3 inside the wall. The square wall is simply made of patches colored blue.
Now I have a go function, which tells the turtle to rotate anywhere from -90 to 90 degrees, and moves it forward by 0.5 steps. It is not allowed to walk "into" the wall; when it hits the wall, it simply picks another direction to move in. The turtle cannot "sense" the wall until it actually walks into it.
The code I've been using is as follows:
ask turtle 0 [
let invalid true
let turn-degree (random(180) - 90)
rt turn-degree
let next-patch patch-ahead 1 ;; Declare next-patch before moving
while [invalid] [ ;; While invalid condition
ask next-patch [
;; Neighbors of the next patch are counted, because turtle is size 3
if ( count neighbors with [pcolor = blue] = 0 ) [
set invalid false
]
]
if (invalid) [
lt turn-degree ;; Turn the turtle back to the original direction
set turn-degree (random(180) - 90) ;; Randomize turn degree again
set next-patch patch-ahead 1 ;; Declare next-patch before moving again
]
]
;; Finally, jump 0.5 steps ahead in the chosen direction
jump 0.5
]
I'm sad to say that the above code doesn't work, because the turtle still somehow manages to overlap itself with the blue wall, which shouldn't happen. I suspect it is because of two reasons:
1) The 0.5 steps is screwing up the "patch-ahead" condition. However, I've tried with patch-ahead 0.5 to no effect. 2) The randomized turn degree is resulting in the blue wall being slightly more than 0.5 away from the turtle, but I have no workaround to this...
Any suggestions?