Rename control loop queues to the new convention.

Change-Id: I306be7867038e384af19d8b4db77eaf6c20b5c7e
diff --git a/y2014/control_loops/shooter/shooter.cc b/y2014/control_loops/shooter/shooter.cc
index 2a9f6e8..5211967 100644
--- a/y2014/control_loops/shooter/shooter.cc
+++ b/y2014/control_loops/shooter/shooter.cc
@@ -102,8 +102,8 @@
                                absolute_position(), previous_offset, offset_));
 }
 
-ShooterMotor::ShooterMotor(control_loops::ShooterGroup *my_shooter)
-    : aos::controls::ControlLoop<control_loops::ShooterGroup>(my_shooter),
+ShooterMotor::ShooterMotor(control_loops::ShooterQueue *my_shooter)
+    : aos::controls::ControlLoop<control_loops::ShooterQueue>(my_shooter),
       shooter_(MakeShooterLoop()),
       state_(STATE_INITIALIZE),
       loading_problem_end_time_(0, 0),
@@ -153,7 +153,7 @@
 }
 
 void ShooterMotor::CheckCalibrations(
-    const control_loops::ShooterGroup::Position *position) {
+    const control_loops::ShooterQueue::Position *position) {
   CHECK_NOTNULL(position);
   const frc971::constants::Values &values = constants::GetValues();
 
@@ -202,10 +202,10 @@
 
 // Positive is out, and positive power is out.
 void ShooterMotor::RunIteration(
-    const control_loops::ShooterGroup::Goal *goal,
-    const control_loops::ShooterGroup::Position *position,
-    control_loops::ShooterGroup::Output *output,
-    control_loops::ShooterGroup::Status *status) {
+    const control_loops::ShooterQueue::Goal *goal,
+    const control_loops::ShooterQueue::Position *position,
+    control_loops::ShooterQueue::Output *output,
+    control_loops::ShooterQueue::Status *status) {
   constexpr double dt = 0.01;
 
   if (goal && ::std::isnan(goal->shot_power)) {
diff --git a/y2014/control_loops/shooter/shooter.gyp b/y2014/control_loops/shooter/shooter.gyp
index 260fb11..e96b592 100644
--- a/y2014/control_loops/shooter/shooter.gyp
+++ b/y2014/control_loops/shooter/shooter.gyp
@@ -16,7 +16,7 @@
       ],
     },
     {
-      'target_name': 'shooter_loop',
+      'target_name': 'shooter_queue',
       'type': 'static_library',
       'sources': ['shooter.q'],
       'variables': {
@@ -41,14 +41,14 @@
         'unaugmented_shooter_motor_plant.cc',
       ],
       'dependencies': [
-        'shooter_loop',
+        'shooter_queue',
         '<(AOS)/common/controls/controls.gyp:control_loop',
         '<(DEPTH)/y2014/y2014.gyp:constants',
         '<(DEPTH)/frc971/control_loops/control_loops.gyp:state_feedback_loop',
         '<(AOS)/common/logging/logging.gyp:queue_logging',
       ],
       'export_dependent_settings': [
-        'shooter_loop',
+        'shooter_queue',
         '<(AOS)/common/controls/controls.gyp:control_loop',
         '<(DEPTH)/frc971/control_loops/control_loops.gyp:state_feedback_loop',
       ],
@@ -61,7 +61,7 @@
       ],
       'dependencies': [
         '<(EXTERNALS):gtest',
-        'shooter_loop',
+        'shooter_queue',
         'shooter_lib',
         '<(AOS)/common/controls/controls.gyp:control_loop_test',
         '<(DEPTH)/frc971/control_loops/control_loops.gyp:state_feedback_loop',
diff --git a/y2014/control_loops/shooter/shooter.h b/y2014/control_loops/shooter/shooter.h
index 1339f6b..71347cb 100644
--- a/y2014/control_loops/shooter/shooter.h
+++ b/y2014/control_loops/shooter/shooter.h
@@ -121,17 +121,17 @@
 const Time kPrepareFireEndTime = Time::InMS(40);
 
 class ShooterMotor
-    : public aos::controls::ControlLoop<control_loops::ShooterGroup> {
+    : public aos::controls::ControlLoop<control_loops::ShooterQueue> {
  public:
-  explicit ShooterMotor(control_loops::ShooterGroup *my_shooter =
-                            &control_loops::shooter_queue_group);
+  explicit ShooterMotor(control_loops::ShooterQueue *my_shooter =
+                            &control_loops::shooter_queue);
 
   // True if the goal was moved to avoid goal windup.
   bool capped_goal() const { return shooter_.capped_goal(); }
 
   double PowerToPosition(double power);
   double PositionToPower(double position);
-  void CheckCalibrations(const control_loops::ShooterGroup::Position *position);
+  void CheckCalibrations(const control_loops::ShooterQueue::Position *position);
 
   typedef enum {
     STATE_INITIALIZE = 0,
@@ -152,9 +152,9 @@
 
  protected:
   virtual void RunIteration(
-      const ShooterGroup::Goal *goal,
-      const control_loops::ShooterGroup::Position *position,
-      ShooterGroup::Output *output, ShooterGroup::Status *status);
+      const ShooterQueue::Goal *goal,
+      const control_loops::ShooterQueue::Position *position,
+      ShooterQueue::Output *output, ShooterQueue::Status *status);
 
  private:
   // We have to override this to keep the pistons in the correct positions.
@@ -176,7 +176,7 @@
     load_timeout_ = Time::Now() + kLoadTimeout;
   }
 
-  control_loops::ShooterGroup::Position last_position_;
+  control_loops::ShooterQueue::Position last_position_;
 
   ZeroedStateFeedbackLoop shooter_;
 
diff --git a/y2014/control_loops/shooter/shooter.q b/y2014/control_loops/shooter/shooter.q
index bc83ff7..009e20e 100644
--- a/y2014/control_loops/shooter/shooter.q
+++ b/y2014/control_loops/shooter/shooter.q
@@ -3,7 +3,7 @@
 import "aos/common/controls/control_loops.q";
 import "frc971/control_loops/control_loops.q";
 
-queue_group ShooterGroup {
+queue_group ShooterQueue {
   implements aos.control_loops.ControlLoop;
 
   message Output {
@@ -57,7 +57,7 @@
   queue Status status;
 };
 
-queue_group ShooterGroup shooter_queue_group;
+queue_group ShooterQueue shooter_queue;
 
 struct ShooterStateToLog {
 	double absolute_position;
diff --git a/y2014/control_loops/shooter/shooter_lib_test.cc b/y2014/control_loops/shooter/shooter_lib_test.cc
index a65e56f..2beb705 100644
--- a/y2014/control_loops/shooter/shooter_lib_test.cc
+++ b/y2014/control_loops/shooter/shooter_lib_test.cc
@@ -40,12 +40,12 @@
         plunger_latched_(false),
         brake_piston_state_(true),
         brake_delay_count_(0),
-        shooter_queue_group_(
-            ".frc971.control_loops.shooter_queue_group", 0xcbf22ba9,
-            ".frc971.control_loops.shooter_queue_group.goal",
-            ".frc971.control_loops.shooter_queue_group.position",
-            ".frc971.control_loops.shooter_queue_group.output",
-            ".frc971.control_loops.shooter_queue_group.status") {
+        shooter_queue_(
+            ".frc971.control_loops.shooter_queue", 0xcbf22ba9,
+            ".frc971.control_loops.shooter_queue.goal",
+            ".frc971.control_loops.shooter_queue.position",
+            ".frc971.control_loops.shooter_queue.output",
+            ".frc971.control_loops.shooter_queue.status") {
     Reinitialize(initial_position);
   }
 
@@ -82,7 +82,7 @@
 
   // Sets the values of the physical sensors that can be directly observed
   // (encoder, hall effect).
-  void SetPhysicalSensors(control_loops::ShooterGroup::Position *position) {
+  void SetPhysicalSensors(control_loops::ShooterQueue::Position *position) {
     const frc971::constants::Values &values = constants::GetValues();
 
    	position->position = GetPosition();
@@ -115,7 +115,7 @@
       PosedgeOnlyCountedHallEffectStruct *sensor,
       const PosedgeOnlyCountedHallEffectStruct &last_sensor,
       const constants::Values::AnglePair &limits,
-      const control_loops::ShooterGroup::Position &last_position) {
+      const control_loops::ShooterQueue::Position &last_position) {
     sensor->posedge_count = last_sensor.posedge_count;
     sensor->negedge_count = last_sensor.negedge_count;
 
@@ -150,8 +150,8 @@
   void SendPositionMessage(bool use_passed, bool plunger_in,
                            bool latch_in, bool brake_in) {
     const frc971::constants::Values &values = constants::GetValues();
-    ::aos::ScopedMessagePtr<control_loops::ShooterGroup::Position> position =
-        shooter_queue_group_.position.MakeMessage();
+    ::aos::ScopedMessagePtr<control_loops::ShooterQueue::Position> position =
+        shooter_queue_.position.MakeMessage();
 
     if (use_passed) {
       plunger_latched_ = latch_in && plunger_in;
@@ -180,22 +180,22 @@
   // Simulates the claw moving for one timestep.
   void Simulate() {
     last_plant_position_ = GetAbsolutePosition();
-    EXPECT_TRUE(shooter_queue_group_.output.FetchLatest());
-    if (shooter_queue_group_.output->latch_piston && !latch_piston_state_ &&
+    EXPECT_TRUE(shooter_queue_.output.FetchLatest());
+    if (shooter_queue_.output->latch_piston && !latch_piston_state_ &&
         latch_delay_count_ <= 0) {
       ASSERT_EQ(0, latch_delay_count_) << "The test doesn't support that.";
       latch_delay_count_ = 6;
-    } else if (!shooter_queue_group_.output->latch_piston &&
+    } else if (!shooter_queue_.output->latch_piston &&
                latch_piston_state_ && latch_delay_count_ >= 0) {
       ASSERT_EQ(0, latch_delay_count_) << "The test doesn't support that.";
       latch_delay_count_ = -6;
     }
 
-    if (shooter_queue_group_.output->brake_piston && !brake_piston_state_ &&
+    if (shooter_queue_.output->brake_piston && !brake_piston_state_ &&
         brake_delay_count_ <= 0) {
       ASSERT_EQ(0, brake_delay_count_) << "The test doesn't support that.";
       brake_delay_count_ = 5;
-    } else if (!shooter_queue_group_.output->brake_piston &&
+    } else if (!shooter_queue_.output->brake_piston &&
                brake_piston_state_ && brake_delay_count_ >= 0) {
       ASSERT_EQ(0, brake_delay_count_) << "The test doesn't support that.";
       brake_delay_count_ = -5;
@@ -221,7 +221,7 @@
                                    shooter_plant_->D() * shooter_plant_->U();
     } else {
       shooter_plant_->mutable_U() << last_voltage_;
-      //shooter_plant_->U << shooter_queue_group_.output->voltage;
+      //shooter_plant_->U << shooter_queue_.output->voltage;
       shooter_plant_->Update();
     }
     LOG(DEBUG, "Plant index is %d\n", shooter_plant_->plant_index());
@@ -258,7 +258,7 @@
     EXPECT_LE(constants::GetValues().shooter.lower_hard_limit,
               GetAbsolutePosition());
 
-    last_voltage_ = shooter_queue_group_.output->voltage;
+    last_voltage_ = shooter_queue_.output->voltage;
     ::aos::time::Time::IncrementMockTime(::aos::time::Time::InMS(10.0));
   }
 
@@ -279,11 +279,11 @@
   int brake_delay_count_;
 
  private:
-  ShooterGroup shooter_queue_group_;
+  ShooterQueue shooter_queue_;
   double initial_position_;
   double last_voltage_;
 
-  control_loops::ShooterGroup::Position last_position_message_;
+  control_loops::ShooterQueue::Position last_position_message_;
   double last_plant_position_;
 };
 
@@ -293,7 +293,7 @@
   // Create a new instance of the test queue so that it invalidates the queue
   // that it points to.  Otherwise, we will have a pointer to shared memory that
   // is no longer valid.
-  ShooterGroup shooter_queue_group_;
+  ShooterQueue shooter_queue_;
 
   // Create a loop and simulation plant.
   ShooterMotor shooter_motor_;
@@ -304,21 +304,21 @@
   }
 
   ShooterTest()
-      : shooter_queue_group_(
-            ".frc971.control_loops.shooter_queue_group", 0xcbf22ba9,
-            ".frc971.control_loops.shooter_queue_group.goal",
-            ".frc971.control_loops.shooter_queue_group.position",
-            ".frc971.control_loops.shooter_queue_group.output",
-            ".frc971.control_loops.shooter_queue_group.status"),
-        shooter_motor_(&shooter_queue_group_),
+      : shooter_queue_(
+            ".frc971.control_loops.shooter_queue", 0xcbf22ba9,
+            ".frc971.control_loops.shooter_queue.goal",
+            ".frc971.control_loops.shooter_queue.position",
+            ".frc971.control_loops.shooter_queue.output",
+            ".frc971.control_loops.shooter_queue.status"),
+        shooter_motor_(&shooter_queue_),
         shooter_motor_plant_(0.2) {
   }
 
   void VerifyNearGoal() {
-    shooter_queue_group_.goal.FetchLatest();
-    shooter_queue_group_.position.FetchLatest();
+    shooter_queue_.goal.FetchLatest();
+    shooter_queue_.position.FetchLatest();
     double pos = shooter_motor_plant_.GetAbsolutePosition();
-    EXPECT_NEAR(shooter_queue_group_.goal->shot_power, pos, 1e-4);
+    EXPECT_NEAR(shooter_queue_.goal->shot_power, pos, 1e-4);
   }
 };
 
@@ -355,7 +355,7 @@
 
 // Tests that the shooter zeros correctly and goes to a position.
 TEST_F(ShooterTest, GoesToValue) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 200; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -365,14 +365,14 @@
   // EXPECT_NEAR(0.0, shooter_motor_.GetPosition(), 0.01);
   double pos = shooter_motor_plant_.GetAbsolutePosition();
   EXPECT_NEAR(
-      shooter_motor_.PowerToPosition(shooter_queue_group_.goal->shot_power),
+      shooter_motor_.PowerToPosition(shooter_queue_.goal->shot_power),
       pos, 0.05);
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
 }
 
 // Tests that the shooter zeros correctly and goes to a position.
 TEST_F(ShooterTest, Fire) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 120; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -380,7 +380,7 @@
     SimulateTimestep(true);
   }
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
-  shooter_queue_group_.goal.MakeWithBuilder()
+  shooter_queue_.goal.MakeWithBuilder()
       .shot_power(35.0)
       .shot_requested(true)
       .Send();
@@ -393,7 +393,7 @@
     SimulateTimestep(true);
     if (shooter_motor_.state() == ShooterMotor::STATE_FIRE) {
       if (!hit_fire) {
-        shooter_queue_group_.goal.MakeWithBuilder()
+        shooter_queue_.goal.MakeWithBuilder()
             .shot_power(17.0)
             .shot_requested(false)
             .Send();
@@ -404,7 +404,7 @@
 
   double pos = shooter_motor_plant_.GetAbsolutePosition();
   EXPECT_NEAR(
-      shooter_motor_.PowerToPosition(shooter_queue_group_.goal->shot_power),
+      shooter_motor_.PowerToPosition(shooter_queue_.goal->shot_power),
       pos, 0.05);
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
   EXPECT_TRUE(hit_fire);
@@ -412,7 +412,7 @@
 
 // Tests that the shooter zeros correctly and goes to a position.
 TEST_F(ShooterTest, FireLong) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 150; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -420,7 +420,7 @@
     SimulateTimestep(true);
   }
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
-  shooter_queue_group_.goal.MakeWithBuilder().shot_requested(true).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_requested(true).Send();
 
   bool hit_fire = false;
   for (int i = 0; i < 400; ++i) {
@@ -430,7 +430,7 @@
     SimulateTimestep(true);
     if (shooter_motor_.state() == ShooterMotor::STATE_FIRE) {
       if (!hit_fire) {
-        shooter_queue_group_.goal.MakeWithBuilder()
+        shooter_queue_.goal.MakeWithBuilder()
             .shot_requested(false)
             .Send();
       }
@@ -439,7 +439,7 @@
   }
 
   double pos = shooter_motor_plant_.GetAbsolutePosition();
-  EXPECT_NEAR(shooter_motor_.PowerToPosition(shooter_queue_group_.goal->shot_power), pos, 0.05);
+  EXPECT_NEAR(shooter_motor_.PowerToPosition(shooter_queue_.goal->shot_power), pos, 0.05);
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
   EXPECT_TRUE(hit_fire);
 }
@@ -447,7 +447,7 @@
 // Verifies that it doesn't try to go out too far if you give it a ridicilous
 // power.
 TEST_F(ShooterTest, LoadTooFar) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(500.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(500.0).Send();
   for (int i = 0; i < 160; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -462,7 +462,7 @@
 
 // Tests that the shooter zeros correctly and goes to a position.
 TEST_F(ShooterTest, MoveGoal) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 150; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -470,7 +470,7 @@
     SimulateTimestep(true);
   }
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(14.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(14.0).Send();
 
   for (int i = 0; i < 100; ++i) {
     shooter_motor_plant_.SendPositionMessage();
@@ -481,14 +481,14 @@
 
   double pos = shooter_motor_plant_.GetAbsolutePosition();
   EXPECT_NEAR(
-      shooter_motor_.PowerToPosition(shooter_queue_group_.goal->shot_power),
+      shooter_motor_.PowerToPosition(shooter_queue_.goal->shot_power),
       pos, 0.05);
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
 }
 
 
 TEST_F(ShooterTest, Unload) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 150; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -496,7 +496,7 @@
     SimulateTimestep(true);
   }
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
-  shooter_queue_group_.goal.MakeWithBuilder().unload_requested(true).Send();
+  shooter_queue_.goal.MakeWithBuilder().unload_requested(true).Send();
 
   for (int i = 0;
        i < 800 && shooter_motor_.state() != ShooterMotor::STATE_READY_UNLOAD;
@@ -514,7 +514,7 @@
 
 // Tests that it rezeros while unloading.
 TEST_F(ShooterTest, RezeroWhileUnloading) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 150; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -531,7 +531,7 @@
     SimulateTimestep(true);
   }
 
-  shooter_queue_group_.goal.MakeWithBuilder().unload_requested(true).Send();
+  shooter_queue_.goal.MakeWithBuilder().unload_requested(true).Send();
 
   for (int i = 0;
        i < 800 && shooter_motor_.state() != ShooterMotor::STATE_READY_UNLOAD;
@@ -549,7 +549,7 @@
 
 // Tests that the shooter zeros correctly and goes to a position.
 TEST_F(ShooterTest, UnloadWindupNegative) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 150; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -557,7 +557,7 @@
     SimulateTimestep(true);
   }
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
-  shooter_queue_group_.goal.MakeWithBuilder().unload_requested(true).Send();
+  shooter_queue_.goal.MakeWithBuilder().unload_requested(true).Send();
 
   int kicked_delay = 20;
   int capped_goal_count = 0;
@@ -589,7 +589,7 @@
 
 // Tests that the shooter zeros correctly and goes to a position.
 TEST_F(ShooterTest, UnloadWindupPositive) {
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 150; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -597,7 +597,7 @@
     SimulateTimestep(true);
   }
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
-  shooter_queue_group_.goal.MakeWithBuilder().unload_requested(true).Send();
+  shooter_queue_.goal.MakeWithBuilder().unload_requested(true).Send();
 
   int kicked_delay = 20;
   int capped_goal_count = 0;
@@ -634,7 +634,7 @@
 // Tests that the shooter zeros correctly and goes to a position.
 TEST_F(ShooterTest, StartsOnDistal) {
   Reinitialize(HallEffectMiddle(constants::GetValues().shooter.pusher_distal));
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 200; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -644,7 +644,7 @@
   // EXPECT_NEAR(0.0, shooter_motor_.GetPosition(), 0.01);
   double pos = shooter_motor_plant_.GetAbsolutePosition();
   EXPECT_NEAR(
-      shooter_motor_.PowerToPosition(shooter_queue_group_.goal->shot_power),
+      shooter_motor_.PowerToPosition(shooter_queue_.goal->shot_power),
       pos, 0.05);
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
 }
@@ -654,7 +654,7 @@
 TEST_F(ShooterTest, StartsOnProximal) {
   Reinitialize(
       HallEffectMiddle(constants::GetValues().shooter.pusher_proximal));
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(70.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(70.0).Send();
   for (int i = 0; i < 300; ++i) {
     shooter_motor_plant_.SendPositionMessage();
     shooter_motor_.Iterate();
@@ -664,7 +664,7 @@
   // EXPECT_NEAR(0.0, shooter_motor_.GetPosition(), 0.01);
   double pos = shooter_motor_plant_.GetAbsolutePosition();
   EXPECT_NEAR(
-      shooter_motor_.PowerToPosition(shooter_queue_group_.goal->shot_power),
+      shooter_motor_.PowerToPosition(shooter_queue_.goal->shot_power),
       pos, 0.05);
   EXPECT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
 }
@@ -683,7 +683,7 @@
 	//		latch, brake, plunger_back, start_pos);
   bool initialized = false;
   Reinitialize(start_pos);
-  shooter_queue_group_.goal.MakeWithBuilder().shot_power(120.0).Send();
+  shooter_queue_.goal.MakeWithBuilder().shot_power(120.0).Send();
   for (int i = 0; i < 200; ++i) {
     shooter_motor_plant_.SendPositionMessage(!initialized, plunger_back, latch, brake);
     initialized = true;
@@ -694,7 +694,7 @@
   // EXPECT_NEAR(0.0, shooter_motor_.GetPosition(), 0.01);
   double pos = shooter_motor_plant_.GetAbsolutePosition();
   EXPECT_NEAR(
-      shooter_motor_.PowerToPosition(shooter_queue_group_.goal->shot_power),
+      shooter_motor_.PowerToPosition(shooter_queue_.goal->shot_power),
       pos, 0.05);
   ASSERT_EQ(ShooterMotor::STATE_READY, shooter_motor_.state());
 }