Use explicit flatbuffer IDs in y2017 and newer.
Non-explicit ids are risky. We've seen backwards incompatible
changes...
Change-Id: Id6ceebe031ac80430191f367635d0e951c3d2cbc
diff --git a/y2020/control_loops/superstructure/superstructure_position.fbs b/y2020/control_loops/superstructure/superstructure_position.fbs
index ed4ba18..f139381 100644
--- a/y2020/control_loops/superstructure/superstructure_position.fbs
+++ b/y2020/control_loops/superstructure/superstructure_position.fbs
@@ -4,29 +4,29 @@
table ShooterPosition {
// Flywheel angle in radians, positive is shooting.
- theta_finisher:double;
+ theta_finisher:double (id: 0);
// Kicker angle in radians of the slowest (lowest) wheel, positive is
// accelerating the ball toward the shooter.
- theta_accelerator_left:double;
- theta_accelerator_right:double;
+ theta_accelerator_left:double (id: 1);
+ theta_accelerator_right:double (id: 2);
}
table Position {
// Zero is at the horizontal, positive towards the front (radians).
- hood:frc971.AbsolutePosition;
+ hood:frc971.AbsolutePosition (id: 0);
// Position of the intake. 0 when four-bar is vertical, positive extended.
- intake_joint:frc971.AbsolutePosition;
+ intake_joint:frc971.AbsolutePosition (id: 1);
// See goal for definition of 0
- turret:frc971.PotAndAbsolutePosition;
+ turret:frc971.PotAndAbsolutePosition (id: 2);
// Position of the kicker and flywheel
- shooter:ShooterPosition;
+ shooter:ShooterPosition (id: 3);
// Position of the control panel, relative to start, positive counterclockwise from above.
- control_panel:frc971.RelativePosition;
+ control_panel:frc971.RelativePosition (id: 4);
}
root_type Position;