## Pledge algorithm

Once again, you thought that your algorithm were good enough to escape the maze, and once again, you buggle is now in a maze where your previous algorithm fails. Just give it a try: copy/paste your code and hit the "Run" button and see your creation fail. The trap is shaped like an upper case "G". The buggle enters the trap and follows the inner border. At some point, it finds the north direction free, run into that direction, and falls again in the trap.

The Pledge's algorithm (named after Jon Pledge of Exeter) can solve this maze.

This algorithm is a modification of the previous one thought to avoid obstacles. It randomly picks a heading and let the buggle move in that direction. When it encounters an obstacle, a paw (for example the left one) is kept on the wall following the obstacle while counting the turns. When the buggle is back to its original heading and when the sum of the turns is 0, the buggle leaves the obstacle and continues keeping its original heading.

Note that the use of "total turning" rather than just the "current direction" allows the algorithm to avoid G-shapped traps. If one proceeds left into the trap, one gets turned around a full 360 degrees by the walls. As we said before, the naive "current direction" algorithm gets into a limit cycle as it leaves the lower rightmost wall heading left and runs into the curved section on the left again.

The Pledge's algorithm does not leave the rightmost wall due to the total turning not being zero at that point. It follows the wall all the way around, finally leaving it heading left on the bottom outside

### Traguardo dell'esercizio

You now have to modify your solution to implement the Pledge algorithm to escape this maze.

Change your `keepHandOnSideWall()` method to count the amount of turns done by the buggle (+1 when it turns left, and -1 when it turns right). This counting may require the addition of an `angleSum` integer value in your program.

Write a boolean method `isDirectionFree(dir)` indicating if the provided direction is free, ie, if you can move in that direction (Note that the demo uses the NORTH direction for that). You can retrieve the current direction of the buggle using the method `getDirection()`. You can change your direction (without moving) using `setDirection(dir)`. Don't forget to store the previous direction of your buggle (in a dedicated variable) before checking if your favorite direction is free in order to restore your state afterward.

You may have to change the rest of your code also, but these changes should remain limited.

[!python]

Don't forget that if you have a method modifying a global variable (such as angleSum), you should ensure that it declares this variable as global. Without it, the method creates a new variable of the same name, and the global never gets modified.

    def myMethod():
      global angleSum
      ...
      angleSum = angleSum + 1

[/!]
You should set your direction to your favorite one (NORTH is advised). Then, you should write the algorithm main loop. In other words, while your buggle did not find its biscuit, you have to move forward until next obstacle in the favorite direction. Then, put a paw on a wall (using `keepHandOnSideWall()`) while the sum of turns is not null and the favorite direction is not free. Do that until you find your baggle.