blob: 7fb4c05408df8f0ba87b221051e69a54d5cda490 [file] [log] [blame]
#include "y2014/actors/shoot_actor.h"
#include <functional>
#include "aos/logging/logging.h"
#include "frc971/control_loops/drivetrain/drivetrain.q.h"
#include "y2014/constants.h"
#include "y2014/control_loops/claw/claw.q.h"
#include "y2014/control_loops/shooter/shooter.q.h"
namespace y2014 {
namespace actors {
constexpr double ShootActor::kOffsetRadians;
constexpr double ShootActor::kClawShootingSeparation;
constexpr double ShootActor::kClawShootingSeparationGoal;
ShootActor::ShootActor(::aos::EventLoop *event_loop)
: ::aos::common::actions::ActorBase<actors::ShootActionQueueGroup>(
event_loop, ".y2014.actors.shoot_action"),
claw_goal_fetcher_(
event_loop->MakeFetcher<::y2014::control_loops::ClawQueue::Goal>(
".y2014.control_loops.claw_queue.goal")),
claw_status_fetcher_(
event_loop->MakeFetcher<::y2014::control_loops::ClawQueue::Status>(
".y2014.control_loops.claw_queue.status")),
claw_goal_sender_(
event_loop->MakeSender<::y2014::control_loops::ClawQueue::Goal>(
".y2014.control_loops.claw_queue.goal")),
shooter_status_fetcher_(
event_loop->MakeFetcher<::y2014::control_loops::ShooterQueue::Status>(
".y2014.control_loops.shooter_queue.status")),
shooter_goal_fetcher_(
event_loop->MakeFetcher<::y2014::control_loops::ShooterQueue::Goal>(
".y2014.control_loops.shooter_queue.goal")),
shooter_goal_sender_(
event_loop->MakeSender<::y2014::control_loops::ShooterQueue::Goal>(
".y2014.control_loops.shooter_queue.goal")) {}
double ShootActor::SpeedToAngleOffset(double speed) {
const constants::Values &values = constants::GetValues();
// scale speed to a [0.0-1.0] on something close to the max
return (speed / values.drivetrain_max_speed) * kOffsetRadians;
}
bool ShootActor::IntakeOff() {
claw_goal_fetcher_.Fetch();
if (!claw_goal_fetcher_.get()) {
AOS_LOG(WARNING, "no claw goal\n");
// If it doesn't have a goal, then the intake isn't on so we don't have to
// turn it off.
return true;
} else {
auto goal_message = claw_goal_sender_.MakeMessage();
goal_message->bottom_angle = claw_goal_fetcher_->bottom_angle;
goal_message->separation_angle = claw_goal_fetcher_->separation_angle;
goal_message->intake = 0.0;
goal_message->centering = 0.0;
if (!goal_message.Send()) {
AOS_LOG(WARNING, "sending claw goal failed\n");
return false;
}
}
return true;
}
bool ShootActor::RunAction(const double&) {
InnerRunAction();
// Now do our 'finally' block and make sure that we aren't requesting shots
// continually.
shooter_goal_fetcher_.Fetch();
if (shooter_goal_fetcher_.get() == nullptr) {
return true;
}
auto goal_message = shooter_goal_sender_.MakeMessage();
goal_message->shot_power = shooter_goal_fetcher_->shot_power;
goal_message->shot_requested = false;
goal_message->unload_requested = false;
goal_message->load_requested = false;
if (!goal_message.Send()) {
AOS_LOG(WARNING, "sending shooter goal failed\n");
return false;
}
AOS_LOG(INFO, "finished\n");
return true;
}
void ShootActor::InnerRunAction() {
AOS_LOG(INFO, "Shooting at the current angle and power.\n");
// wait for claw to be ready
if (WaitUntil(::std::bind(&ShootActor::DoneSetupShot, this))) {
return;
}
if (!IntakeOff()) return;
// Make sure that we have the latest shooter status.
shooter_status_fetcher_.Fetch();
// Get the number of shots fired up to this point. This should not be updated
// again for another few cycles.
previous_shots_ = shooter_status_fetcher_->shots;
// Shoot!
shooter_goal_fetcher_.Fetch();
{
auto goal_message = shooter_goal_sender_.MakeMessage();
goal_message->shot_power = shooter_goal_fetcher_->shot_power;
goal_message->shot_requested = true;
goal_message->unload_requested = false;
goal_message->load_requested = false;
if (!goal_message.Send()) {
AOS_LOG(WARNING, "sending shooter goal failed\n");
return;
}
}
// wait for record of shot having been fired
if (WaitUntil(::std::bind(&ShootActor::DoneShot, this))) return;
if (!IntakeOff()) return;
}
bool ShootActor::ClawIsReady() {
claw_goal_fetcher_.Fetch();
bool ans = claw_status_fetcher_->zeroed &&
(::std::abs(claw_status_fetcher_->bottom_velocity) < 0.5) &&
(::std::abs(claw_status_fetcher_->bottom -
claw_goal_fetcher_->bottom_angle) < 0.10) &&
(::std::abs(claw_status_fetcher_->separation -
claw_goal_fetcher_->separation_angle) < 0.4);
AOS_LOG(DEBUG,
"Claw is %sready zeroed %d bottom_velocity %f bottom %f sep %f\n",
ans ? "" : "not ", claw_status_fetcher_->zeroed,
::std::abs(claw_status_fetcher_->bottom_velocity),
::std::abs(claw_status_fetcher_->bottom -
claw_goal_fetcher_->bottom_angle),
::std::abs(claw_status_fetcher_->separation -
claw_goal_fetcher_->separation_angle));
return ans;
}
bool ShootActor::ShooterIsReady() {
shooter_goal_fetcher_.Fetch();
AOS_LOG(DEBUG, "Power error is %f - %f -> %f, ready %d\n",
shooter_status_fetcher_->hard_stop_power,
shooter_goal_fetcher_->shot_power,
::std::abs(shooter_status_fetcher_->hard_stop_power -
shooter_goal_fetcher_->shot_power),
shooter_status_fetcher_->ready);
return (::std::abs(shooter_status_fetcher_->hard_stop_power -
shooter_goal_fetcher_->shot_power) < 1.0) &&
shooter_status_fetcher_->ready;
}
bool ShootActor::DoneSetupShot() {
shooter_status_fetcher_.Fetch();
claw_status_fetcher_.Fetch();
// Make sure that both the shooter and claw have reached the necessary
// states.
if (ShooterIsReady() && ClawIsReady()) {
AOS_LOG(INFO, "Claw and Shooter ready for shooting.\n");
return true;
}
return false;
}
bool ShootActor::DonePreShotOpen() {
claw_status_fetcher_.Fetch();
if (claw_status_fetcher_->separation > kClawShootingSeparation) {
AOS_LOG(INFO, "Opened up enough to shoot.\n");
return true;
}
return false;
}
bool ShootActor::DoneShot() {
shooter_status_fetcher_.Fetch();
if (shooter_status_fetcher_.get() &&
shooter_status_fetcher_->shots > previous_shots_) {
AOS_LOG(INFO, "Shot succeeded!\n");
return true;
}
return false;
}
} // namespace actors
} // namespace y2014