blob: c87cc9505a98d55b1ac7130f8057b6573a43f618 [file] [log] [blame]
#include "y2022/control_loops/superstructure/superstructure.h"
#include "aos/events/event_loop.h"
#include "y2022/control_loops/superstructure/collision_avoidance.h"
namespace y2022 {
namespace control_loops {
namespace superstructure {
using frc971::control_loops::AbsoluteEncoderProfiledJointStatus;
using frc971::control_loops::PotAndAbsoluteEncoderProfiledJointStatus;
using frc971::control_loops::RelativeEncoderProfiledJointStatus;
Superstructure::Superstructure(::aos::EventLoop *event_loop,
std::shared_ptr<const constants::Values> values,
const ::std::string &name)
: frc971::controls::ControlLoop<Goal, Position, Status, Output>(event_loop,
name),
values_(values),
climber_(values_->climber.subsystem_params),
intake_front_(values_->intake_front.subsystem_params),
intake_back_(values_->intake_back.subsystem_params),
turret_(values_->turret.subsystem_params),
catapult_(*values_),
drivetrain_status_fetcher_(
event_loop->MakeFetcher<frc971::control_loops::drivetrain::Status>(
"/drivetrain")),
can_position_fetcher_(
event_loop->MakeFetcher<CANPosition>("/superstructure")) {
event_loop->SetRuntimeRealtimePriority(30);
}
void Superstructure::RunIteration(const Goal *unsafe_goal,
const Position *position,
aos::Sender<Output>::Builder *output,
aos::Sender<Status>::Builder *status) {
if (WasReset()) {
AOS_LOG(ERROR, "WPILib reset, restarting\n");
intake_front_.Reset();
intake_back_.Reset();
turret_.Reset();
climber_.Reset();
catapult_.Reset();
}
OutputT output_struct;
aos::FlatbufferFixedAllocatorArray<
frc971::control_loops::StaticZeroingSingleDOFProfiledSubsystemGoal, 64>
turret_goal_buffer;
const aos::monotonic_clock::time_point timestamp =
event_loop()->context().monotonic_event_time;
drivetrain_status_fetcher_.Fetch();
const float velocity = robot_velocity();
const turret::Aimer::Goal *auto_aim_goal = nullptr;
if (drivetrain_status_fetcher_.get() != nullptr) {
aimer_.Update(drivetrain_status_fetcher_.get(),
turret::Aimer::ShotMode::kShootOnTheFly);
auto_aim_goal = aimer_.TurretGoal();
}
const frc971::control_loops::StaticZeroingSingleDOFProfiledSubsystemGoal
*turret_goal = nullptr;
double roller_speed_compensated_front = 0.0;
double roller_speed_compensated_back = 0.0;
double transfer_roller_speed_front = 0.0;
double transfer_roller_speed_back = 0.0;
double flipper_arms_voltage = 0.0;
if (unsafe_goal != nullptr) {
roller_speed_compensated_front =
unsafe_goal->roller_speed_front() +
std::max(velocity * unsafe_goal->roller_speed_compensation(), 0.0);
roller_speed_compensated_back =
unsafe_goal->roller_speed_back() -
std::min(velocity * unsafe_goal->roller_speed_compensation(), 0.0);
transfer_roller_speed_front = unsafe_goal->transfer_roller_speed_front();
transfer_roller_speed_back = unsafe_goal->transfer_roller_speed_back();
turret_goal =
unsafe_goal->auto_aim() ? auto_aim_goal : unsafe_goal->turret();
}
// Superstructure state machine:
// 1. IDLE: Wait until an intake beambreak is triggerred, meaning that a ball
// is being intaked. This means that the transfer rollers have a ball. If
// we've been waiting here for too long without any beambreak triggered, the
// ball got lost, so reset.
// 2. TRANSFERRING: Until the turret reaches the loading position where the
// ball can be transferred into the catapult, wiggle the ball in place.
// Once the turret reaches the loading position, send the ball forward with
// the transfer rollers until the turret beambreak is triggered.
// If we have been in this state for too long, the ball probably got lost so
// reset back to IDLE.
// 3. LOADING: To load the ball into the catapult, put the flippers at the
// feeding speed. Wait for a timeout, and then wait until the ball has gone
// past the turret beambreak and the flippers have stopped moving, meaning
// that the ball is fully loaded in the catapult.
// 4. LOADED: Wait until the user asks us to fire to transition to the
// shooting stage. If asked to cancel the shot, reset back to the IDLE state.
// 5. SHOOTING: Open the flippers to get ready for the shot. If they don't
// open quickly enough, try reseating the ball and going back to the LOADING
// stage, which moves the flippers in the opposite direction first.
// Now, hold the flippers open and wait until the turret has reached its
// aiming goal. Once the turret is ready, tell the catapult to fire.
// If the flippers move back for some reason now, it could damage the
// catapult, so estop it. Otherwise, wait until the catapult shoots a ball and
// goes back to its return position. We have now finished the shot, so return
// to IDLE.
// If we started off preloaded, skip to the loaded state.
// Make sure we weren't already there just in case.
if (unsafe_goal != nullptr && unsafe_goal->preloaded()) {
switch (state_) {
case SuperstructureState::IDLE:
case SuperstructureState::TRANSFERRING:
case SuperstructureState::LOADING:
state_ = SuperstructureState::LOADED;
loading_timer_ = timestamp;
break;
case SuperstructureState::LOADED:
case SuperstructureState::SHOOTING:
break;
}
}
const bool is_spitting = ((intake_state_ == IntakeState::INTAKE_FRONT_BALL &&
transfer_roller_speed_front < 0) ||
(intake_state_ == IntakeState::INTAKE_BACK_BALL &&
transfer_roller_speed_back < 0));
// Intake handling should happen regardless of the turret state
if (position->intake_beambreak_front() || position->intake_beambreak_back()) {
if (intake_state_ == IntakeState::NO_BALL) {
if (position->intake_beambreak_front()) {
intake_state_ = IntakeState::INTAKE_FRONT_BALL;
} else if (position->intake_beambreak_back()) {
intake_state_ = IntakeState::INTAKE_BACK_BALL;
}
}
intake_beambreak_timer_ = timestamp;
}
if (timestamp >
intake_beambreak_timer_ + constants::Values::kBallLostTime()) {
intake_state_ = IntakeState::NO_BALL;
}
if (intake_state_ != IntakeState::NO_BALL) {
roller_speed_compensated_front = 0.0;
roller_speed_compensated_back = 0.0;
const double wiggle_voltage =
constants::Values::kTransferRollerWiggleVoltage();
// Wiggle transfer rollers: send the ball back and forth while waiting
// for the turret or waiting for another shot to be completed
if (intake_state_ == IntakeState::INTAKE_FRONT_BALL) {
if (position->intake_beambreak_front()) {
transfer_roller_speed_front = -wiggle_voltage;
transfer_roller_speed_back = wiggle_voltage;
} else {
transfer_roller_speed_front = wiggle_voltage;
transfer_roller_speed_back = -wiggle_voltage;
}
} else {
if (position->intake_beambreak_back()) {
transfer_roller_speed_back = -wiggle_voltage;
transfer_roller_speed_front = wiggle_voltage;
} else {
transfer_roller_speed_back = wiggle_voltage;
transfer_roller_speed_front = -wiggle_voltage;
}
}
}
// Send the turret to the loading position if we have a ball in the intake, or
// are trying to intake one
double turret_loading_position = std::numeric_limits<double>::quiet_NaN();
if (state_ == SuperstructureState::TRANSFERRING &&
intake_state_ != IntakeState::NO_BALL) {
turret_loading_position = (intake_state_ == IntakeState::INTAKE_FRONT_BALL
? constants::Values::kTurretFrontIntakePos()
: constants::Values::kTurretBackIntakePos());
} else if (state_ == SuperstructureState::IDLE && unsafe_goal != nullptr) {
if (unsafe_goal->roller_speed_front() > 0) {
turret_loading_position = constants::Values::kTurretFrontIntakePos();
} else if (unsafe_goal->roller_speed_back() > 0) {
turret_loading_position = constants::Values::kTurretBackIntakePos();
}
}
if (!std::isnan(turret_loading_position)) {
// Turn to the loading position as close to the current position as
// possible
// Strategy is copied from frc971/control_loops/aiming/aiming.cc
turret_loading_position =
turret_.estimated_position() +
aos::math::NormalizeAngle(turret_loading_position -
turret_.estimated_position());
// if out of range, reset back to within +/- pi of zero.
if (turret_loading_position > constants::Values::kTurretRange().upper ||
turret_loading_position < constants::Values::kTurretRange().lower) {
turret_loading_position =
aos::math::NormalizeAngle(turret_loading_position);
}
turret_goal_buffer.Finish(
frc971::control_loops::
CreateStaticZeroingSingleDOFProfiledSubsystemGoal(
*turret_goal_buffer.fbb(), turret_loading_position));
turret_goal = &turret_goal_buffer.message();
}
switch (state_) {
case SuperstructureState::IDLE: {
if (is_spitting) {
intake_state_ = IntakeState::NO_BALL;
}
if (intake_state_ == IntakeState::NO_BALL ||
!(position->intake_beambreak_front() ||
position->intake_beambreak_back())) {
break;
}
state_ = SuperstructureState::TRANSFERRING;
// Save the side the ball is on for later
break;
}
case SuperstructureState::TRANSFERRING: {
// If we've been transferring for too long, the ball probably got lost
if (intake_state_ == IntakeState::NO_BALL) {
state_ = SuperstructureState::IDLE;
break;
}
const bool turret_near_goal =
std::abs(turret_.estimated_position() - turret_loading_position) <
kTurretGoalThreshold;
if (!turret_near_goal) {
break; // Wait for turret to reach the chosen intake
}
// Transfer rollers and flipper arm belt on
if (intake_state_ == IntakeState::INTAKE_FRONT_BALL) {
transfer_roller_speed_front =
constants::Values::kTransferRollerVoltage();
transfer_roller_speed_back =
-constants::Values::kTransferRollerVoltage();
} else {
transfer_roller_speed_back =
constants::Values::kTransferRollerVoltage();
transfer_roller_speed_front =
-constants::Values::kTransferRollerVoltage();
}
flipper_arms_voltage = constants::Values::kFlipperFeedVoltage();
// Ball is in catapult
if (position->turret_beambreak()) {
intake_state_ = IntakeState::NO_BALL;
state_ = SuperstructureState::LOADING;
loading_timer_ = timestamp;
}
break;
}
case SuperstructureState::LOADING: {
flipper_arms_voltage = constants::Values::kFlipperFeedVoltage();
// Keep feeding for kExtraLoadingTime
// The ball should go past the turret beambreak to be loaded.
// If we got a CAN reading not too long ago, the flippers should have
// also stopped.
if (position->turret_beambreak()) {
loading_timer_ = timestamp;
} else if (timestamp >
loading_timer_ + constants::Values::kExtraLoadingTime()) {
state_ = SuperstructureState::LOADED;
reseating_in_catapult_ = false;
}
break;
}
case SuperstructureState::LOADED: {
if (unsafe_goal != nullptr) {
if (unsafe_goal->cancel_shot()) {
// Cancel the shot process
state_ = SuperstructureState::IDLE;
} else if (unsafe_goal->fire()) {
// Start if we were asked to and the turret is at goal
state_ = SuperstructureState::SHOOTING;
prev_shot_count_ = catapult_.shot_count();
// Reset opening timeout
flipper_opening_start_time_ = timestamp;
}
}
break;
}
case SuperstructureState::SHOOTING: {
// Opening flipper arms could fail, wait until they are open using their
// potentiometers (the member below is just named encoder).
// Be a little more lenient if the flippers were already open in case of
// noise or collisions.
const double flipper_open_position =
(flippers_open_ ? constants::Values::kReseatFlipperPosition()
: constants::Values::kFlipperOpenPosition());
// TODO(milind): add left arm back once it's fixed
flippers_open_ =
position->flipper_arm_right()->encoder() >= flipper_open_position;
if (flippers_open_) {
// Hold at kFlipperHoldVoltage
flipper_arms_voltage = constants::Values::kFlipperHoldVoltage();
} else {
// Open at kFlipperOpenVoltage
flipper_arms_voltage = constants::Values::kFlipperOpenVoltage();
}
if (!flippers_open_ &&
timestamp >
loading_timer_ + constants::Values::kFlipperOpeningTimeout()) {
// Reseat the ball and try again
state_ = SuperstructureState::LOADING;
loading_timer_ = timestamp;
reseating_in_catapult_ = true;
break;
}
const bool turret_near_goal =
turret_goal != nullptr &&
std::abs(turret_goal->unsafe_goal() - turret_.position()) <
kTurretGoalThreshold;
const bool collided = collision_avoidance_.IsCollided(
{.intake_front_position = intake_front_.estimated_position(),
.intake_back_position = intake_back_.estimated_position(),
.turret_position = turret_.estimated_position(),
.shooting = true});
// If the turret reached the aiming goal and the catapult is safe to move
// up, fire!
if (flippers_open_ && turret_near_goal && !collided) {
fire_ = true;
}
// If we started firing and the flippers closed a bit, estop to prevent
// damage
if (fire_ && !flippers_open_) {
catapult_.Estop();
}
const bool near_return_position =
(unsafe_goal != nullptr && unsafe_goal->has_catapult() &&
unsafe_goal->catapult()->has_return_position() &&
std::abs(unsafe_goal->catapult()->return_position()->unsafe_goal() -
catapult_.estimated_position()) < kCatapultGoalThreshold);
// Once the shot is complete and the catapult is back to its return
// position, go back to IDLE
if (catapult_.shot_count() > prev_shot_count_ && near_return_position) {
prev_shot_count_ = catapult_.shot_count();
fire_ = false;
state_ = SuperstructureState::IDLE;
}
break;
}
}
collision_avoidance_.UpdateGoal(
{.intake_front_position = intake_front_.estimated_position(),
.intake_back_position = intake_back_.estimated_position(),
.turret_position = turret_.estimated_position(),
.shooting = state_ == SuperstructureState::SHOOTING},
turret_goal);
turret_.set_min_position(collision_avoidance_.min_turret_goal());
turret_.set_max_position(collision_avoidance_.max_turret_goal());
intake_front_.set_min_position(collision_avoidance_.min_intake_front_goal());
intake_front_.set_max_position(collision_avoidance_.max_intake_front_goal());
intake_back_.set_min_position(collision_avoidance_.min_intake_back_goal());
intake_back_.set_max_position(collision_avoidance_.max_intake_back_goal());
const flatbuffers::Offset<AimerStatus> aimer_offset =
aimer_.PopulateStatus(status->fbb());
// Disable the catapult if we want to restart to prevent damage with
// flippers
const flatbuffers::Offset<PotAndAbsoluteEncoderProfiledJointStatus>
catapult_status_offset =
catapult_.Iterate(unsafe_goal, position,
output != nullptr && !catapult_.estopped()
? &(output_struct.catapult_voltage)
: nullptr,
fire_, status->fbb());
const flatbuffers::Offset<RelativeEncoderProfiledJointStatus>
climber_status_offset = climber_.Iterate(
unsafe_goal != nullptr ? unsafe_goal->climber() : nullptr,
position->climber(),
output != nullptr ? &output_struct.climber_voltage : nullptr,
status->fbb());
const flatbuffers::Offset<PotAndAbsoluteEncoderProfiledJointStatus>
intake_status_offset_front = intake_front_.Iterate(
unsafe_goal != nullptr ? unsafe_goal->intake_front() : nullptr,
position->intake_front(),
output != nullptr ? &output_struct.intake_voltage_front : nullptr,
status->fbb());
const flatbuffers::Offset<PotAndAbsoluteEncoderProfiledJointStatus>
intake_status_offset_back = intake_back_.Iterate(
unsafe_goal != nullptr ? unsafe_goal->intake_back() : nullptr,
position->intake_back(),
output != nullptr ? &output_struct.intake_voltage_back : nullptr,
status->fbb());
const flatbuffers::Offset<PotAndAbsoluteEncoderProfiledJointStatus>
turret_status_offset = turret_.Iterate(
turret_goal, position->turret(),
output != nullptr ? &output_struct.turret_voltage : nullptr,
status->fbb());
if (output != nullptr) {
output_struct.roller_voltage_front = roller_speed_compensated_front;
output_struct.roller_voltage_back = roller_speed_compensated_back;
output_struct.transfer_roller_voltage_front = transfer_roller_speed_front;
output_struct.transfer_roller_voltage_back = transfer_roller_speed_back;
output_struct.flipper_arms_voltage = flipper_arms_voltage;
output->CheckOk(output->Send(Output::Pack(*output->fbb(), &output_struct)));
}
Status::Builder status_builder = status->MakeBuilder<Status>();
const bool zeroed = intake_front_.zeroed() && intake_back_.zeroed() &&
turret_.zeroed() && climber_.zeroed() &&
catapult_.zeroed();
const bool estopped = intake_front_.estopped() || intake_back_.estopped() ||
turret_.estopped() || climber_.estopped() ||
catapult_.estopped();
status_builder.add_zeroed(zeroed);
status_builder.add_estopped(estopped);
status_builder.add_intake_front(intake_status_offset_front);
status_builder.add_intake_back(intake_status_offset_back);
status_builder.add_turret(turret_status_offset);
status_builder.add_climber(climber_status_offset);
status_builder.add_catapult(catapult_status_offset);
status_builder.add_solve_time(catapult_.solve_time());
status_builder.add_shot_count(catapult_.shot_count());
status_builder.add_mpc_active(catapult_.mpc_active());
status_builder.add_flippers_open(flippers_open_);
status_builder.add_reseating_in_catapult(reseating_in_catapult_);
status_builder.add_fire(fire_);
status_builder.add_state(state_);
status_builder.add_intake_state(intake_state_);
status_builder.add_aimer(aimer_offset);
(void)status->Send(status_builder.Finish());
}
double Superstructure::robot_velocity() const {
return (drivetrain_status_fetcher_.get() != nullptr
? drivetrain_status_fetcher_->robot_speed()
: 0.0);
}
} // namespace superstructure
} // namespace control_loops
} // namespace y2022