added a functioning version of rumbleBot
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@ -1,3 +1,5 @@
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import java.util.Random;
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/*
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* RumbleBot.
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* Der Rover ist auch mit einem Geschütz ausgestattet, dass nur in Fahrrichtung feuern kann.
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@ -8,6 +10,11 @@
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*/
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public class RumbleBot extends Bot{
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private String moves = "";
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private int spiralFactor = 1;
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private char spiralDirection = '>';
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private boolean goesForward = true;
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private boolean frontIsBlocked, leftIsBlocked, rightIsBlocked;
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public static void main(String[] args) {
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Bot rumbleBot = new RumbleBot(args);
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rumbleBot.run();
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@ -17,15 +24,165 @@ public class RumbleBot extends Bot{
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super(args);
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}
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//@TODO: add nextMove() logic
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protected char nextMove(View view){
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return walk();
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char nextMove = checkForEnemy(view) ? takeAimAndShoot(view) : walkByColumns(view);
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checkBarriers(view);
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nextMove = checkMove(nextMove);
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return nextMove;
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}
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//@TODO: add walk() logic
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private char walk() {
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private char takeAimAndShoot(View view) {
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resetMovesSequence();
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int[] frontIndexes = getFrontIndexes(view);
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int[] leftIndexes = getLeftIndexes(view);
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int[] rightIndexes = getRightIndexes(view);
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char[] enemies = {'^', '<', '>', 'v'};
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for (int index : frontIndexes) {
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for (char enemy : enemies) {
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if (view.data.charAt(index) == enemy) return 'f';
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}
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}
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for (int index : leftIndexes) {
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for (char enemy : enemies) {
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if (view.data.charAt(index) == enemy) return '<';
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}
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}
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for (int index : rightIndexes) {
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for (char enemy : enemies) {
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if (view.data.charAt(index) == enemy) return '>';
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}
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}
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return '^';
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}
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private int[] getLeftIndexes(View view) {
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int center = view.width / 2;
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int[] leftIndexes = new int[center];
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int index = 0;
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for (int col = 0; col < center; col++) {
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leftIndexes[index++] = getCharIndexFromCoordinates(view.width, col, center);
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}
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return leftIndexes;
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}
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private int[] getRightIndexes(View view) {
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int center = view.width / 2;
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int[] rightIndexes = new int[center];
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int index = 0;
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for (int col = center + 1; col < view.width; col++) {
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rightIndexes[index++] = getCharIndexFromCoordinates(view.width, col, center);
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}
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return rightIndexes;
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}
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private int[] getFrontIndexes(View view) {
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int center = view.width / 2;
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int[] frontIndexes = new int[center];
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int index = 0;
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for (int row = 0; row < center; row++) {
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frontIndexes[index++] = getCharIndexFromCoordinates(view.width, center, row);
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}
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return frontIndexes;
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}
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private int getCharIndexFromCoordinates(int width, int x, int y) {
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return width * y + x;
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}
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private void resetMovesSequence() {
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moves = "";
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spiralFactor = 1;
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spiralDirection = (spiralDirection == '>') ? '<' : '>';
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goesForward = true;
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}
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private boolean checkForEnemy(View view) {
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char[] enemies = {'^', '<', '>', 'v'};
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boolean enemyDetected = false;
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for (char enemy : enemies) {
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if (view.data.contains(Character.toString(enemy))) {
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enemyDetected = true;
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System.out.println("There is an enemy!");
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break;
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}
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}
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return enemyDetected;
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}
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private void checkBarriers(View view) {
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int centerCoordinates = view.width / 2;
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int centerIndex = getCharIndexFromCoordinates(view.width, centerCoordinates, centerCoordinates);
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int frontIndex = getCharIndexFromCoordinates(view.width, centerCoordinates, centerCoordinates - 1);
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int leftIndex = centerIndex - 1;
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int rightIndex = centerIndex + 1;
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char[] obstacles = {'#', '~', 'X'};
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frontIsBlocked = containsChar(obstacles, view.data.charAt(frontIndex));
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leftIsBlocked = containsChar(obstacles, view.data.charAt(leftIndex));
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rightIsBlocked = containsChar(obstacles, view.data.charAt(rightIndex));
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}
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public boolean containsChar(char[] array, char target) {
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for (char c : array) {
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if (c == target) {
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return true;
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}
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}
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return false;
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}
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private char checkMove(char move) {
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if (frontIsBlocked) {
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resetMovesSequence();
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if (leftIsBlocked) move = '>';
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else if (rightIsBlocked) move = '<';
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}
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return move;
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}
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private char walkBySpiral(View view) {
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if (moves.isEmpty()) {
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moves += ' ';
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spiralFactor++;
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moves += "^".repeat(view.width * spiralFactor) + spiralDirection + "^".repeat(view.width * spiralFactor) + spiralDirection;
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}
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char nextMove = moves.charAt(0);
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moves = moves.substring(1);
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return nextMove;
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}
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private char walkByColumns(View view) {
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if (moves.isEmpty()) {
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int min = 10;
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int max = 100;
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Random random = new Random();
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int steps = random.nextInt((max - min) + 1) + min;
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//int steps = 32 - view.width;
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moves = "^".repeat(steps);
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moves += (goesForward ? ">" + "^".repeat(view.width) + ">" : "<" + "^".repeat(view.width) + "<");
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goesForward = !goesForward;
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}
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char nextMove = moves.charAt(0);
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moves = moves.substring(1);
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@ -1,64 +0,0 @@
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/*
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* RumbleBot.
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* Der Rover ist auch mit einem Geschütz ausgestattet, dass nur in Fahrrichtung feuern kann.
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* Der Feuerbefehl ist „f“. Die Reichweite des Geschützes entspricht der Scanreichweite.
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* Wälder, Felsen und Wasser blockieren Schüsse.
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* Der Rover ist beim ersten Treffer zerstört. Wer überlebt am längsten?
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* docker run --rm -p 63187:63187 mediaeng/bots rumble
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*/
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public class RumbleBotTest1 extends Bot {
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private char currentDirection = '^'; // Start-Richtung des Bots
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protected RumbleBotTest1(String[] args) {
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super(args);
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}
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public static void main(String[] args) {
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Bot rumbleBot = new RumbleBot(args);
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rumbleBot.run();
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System.out.println("hello");
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}
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@Override
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protected char nextMove(View view) {
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// Scanne das Spielfeld nach Gegnern in Fahrtrichtung
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if (isEnemyInSight(view)) {
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return 'f'; // Feuere, wenn ein Gegner in Reichweite ist
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}
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// Wenn kein Gegner in Sicht, wähle eine Bewegung
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return chooseMove(view);
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}
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private boolean isEnemyInSight(View view) {
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// Prüfe, ob ein Gegner in der aktuellen Fahrtrichtung ist
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// Annahme: Gegner sind als ^, <, >, v gekennzeichnet
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String enemySymbols = "^<>v";
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return view.data.contains(String.valueOf(currentDirection)) && enemySymbols.contains(String.valueOf(currentDirection));
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}
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private char chooseMove(View view) {
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// Wähle eine sichere Bewegung, vermeide Hindernisse und versuche, Gegner zu finden
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// Einfache Implementierung: Wechsle die Richtung bei jedem Zug
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currentDirection = getNextDirection(currentDirection);
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return currentDirection;
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}
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private char getNextDirection(char currentDirection) {
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switch (currentDirection) {
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case '^':
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return '>';
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case '>':
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return 'v';
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case 'v':
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return '<';
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case '<':
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return '^';
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default:
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return '^'; // Standardrichtung, falls etwas schiefgeht
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}
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}
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}
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