Here’s the cause of the problem we had at the end of part 1: we put down a token and, before we had the chance to move, tested to see if we were not next to a token. Since we were next to a token, we never go the chance to get in the while loop. Perhaps we can change the program to add a move() before we start the loop, as follows:
put("token");
move();
while ( !token_here() ){
if (front_is_clear()){
move();
} else {
turn_left();
}
}
Try it!
Make sure the above program works before moving on.
Let’s try the program we wrote on a slightly more complicated world Around 2.
When you try your program, you will see that the result is not exactly what we wanted: Reeborg takes a shortcut, and doesn’t go all the way around. The problem is that we assumed that Reeborg only had to move forward or turn left to go around the world; we never took into account situations where we would have wanted him to make a right turn. What Reeborg needs to do is first to check on his right to see if there is still a wall; if not, we have him make a right turn. Here’s a modified program that attempts to do just that:
put("token");
move();
while ( !token_here() ){
if (right_is_clear()){
turn_right();
} else if (front_is_clear()){
move();
} else {
turn_left();
}
}
Your turn!
Does it work? Read it carefully to decide for yourself. Then try it to confirm your opinion by running the program, or make any change you think appropriate.