blob: 58df18695b45eaa470fdc4c1cc6afee4988ce0e8 [file] [log] [blame]
#include "y2014/actors/shoot_actor.h"
#include <functional>
#include "aos/logging/logging.h"
#include "y2014/constants.h"
#include "y2014/control_loops/claw/claw_goal_generated.h"
#include "y2014/control_loops/claw/claw_status_generated.h"
#include "y2014/control_loops/shooter/shooter_goal_generated.h"
#include "y2014/control_loops/shooter/shooter_status_generated.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<aos::common::actions::Goal>(
event_loop, "/shoot_action"),
claw_goal_fetcher_(
event_loop->MakeFetcher<::y2014::control_loops::claw::Goal>("/claw")),
claw_status_fetcher_(
event_loop->MakeFetcher<::y2014::control_loops::claw::Status>(
"/claw")),
claw_goal_sender_(
event_loop->MakeSender<::y2014::control_loops::claw::Goal>("/claw")),
shooter_status_fetcher_(
event_loop->MakeFetcher<::y2014::control_loops::shooter::Status>(
"/shooter")),
shooter_goal_fetcher_(
event_loop->MakeFetcher<::y2014::control_loops::shooter::Goal>(
"/shooter")),
shooter_goal_sender_(
event_loop->MakeSender<::y2014::control_loops::shooter::Goal>(
"/shooter")) {}
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 builder = claw_goal_sender_.MakeBuilder();
control_loops::claw::Goal::Builder claw_builder =
builder.MakeBuilder<control_loops::claw::Goal>();
claw_builder.add_bottom_angle(claw_goal_fetcher_->bottom_angle());
claw_builder.add_separation_angle(claw_goal_fetcher_->separation_angle());
claw_builder.add_intake(0.0);
claw_builder.add_centering(0.0);
if (!builder.Send(claw_builder.Finish())) {
AOS_LOG(WARNING, "sending claw goal failed\n");
return false;
}
}
return true;
}
bool ShootActor::RunAction(const aos::common::actions::DoubleParam *) {
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 builder = shooter_goal_sender_.MakeBuilder();
control_loops::shooter::Goal::Builder shooter_builder =
builder.MakeBuilder<control_loops::shooter::Goal>();
shooter_builder.add_shot_power(shooter_goal_fetcher_->shot_power());
shooter_builder.add_shot_requested(false);
shooter_builder.add_unload_requested(false);
shooter_builder.add_load_requested(false);
if (!builder.Send(shooter_builder.Finish())) {
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 builder = shooter_goal_sender_.MakeBuilder();
control_loops::shooter::Goal::Builder goal_builder =
builder.MakeBuilder<control_loops::shooter::Goal>();
goal_builder.add_shot_power(shooter_goal_fetcher_->shot_power());
goal_builder.add_shot_requested(true);
goal_builder.add_unload_requested(false);
goal_builder.add_load_requested(false);
if (!builder.Send(goal_builder.Finish())) {
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