| #include "y2014/actors/shoot_actor.h" |
| |
| #include <functional> |
| |
| #include "aos/common/logging/logging.h" |
| |
| #include "y2014/control_loops/shooter/shooter.q.h" |
| #include "y2014/control_loops/claw/claw.q.h" |
| #include "y2014/constants.h" |
| #include "frc971/control_loops/drivetrain/drivetrain.q.h" |
| |
| namespace y2014 { |
| namespace actors { |
| namespace { |
| |
| bool IntakeOff() { |
| control_loops::claw_queue.goal.FetchLatest(); |
| if (!control_loops::claw_queue.goal.get()) { |
| 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 { |
| if (!control_loops::claw_queue.goal.MakeWithBuilder() |
| .bottom_angle(control_loops::claw_queue.goal->bottom_angle) |
| .separation_angle(control_loops::claw_queue.goal->separation_angle) |
| .intake(0.0) |
| .centering(0.0) |
| .Send()) { |
| LOG(WARNING, "sending claw goal failed\n"); |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| } // namespace |
| |
| constexpr double ShootActor::kOffsetRadians; |
| constexpr double ShootActor::kClawShootingSeparation; |
| constexpr double ShootActor::kClawShootingSeparationGoal; |
| |
| ShootActor::ShootActor(actors::ShootActionQueueGroup* s) |
| : ::aos::common::actions::ActorBase<actors::ShootActionQueueGroup>(s) {} |
| |
| 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::RunAction(const double&) { |
| InnerRunAction(); |
| |
| // Now do our 'finally' block and make sure that we aren't requesting shots |
| // continually. |
| control_loops::shooter_queue.goal.FetchLatest(); |
| if (control_loops::shooter_queue.goal.get() == nullptr) { |
| return true; |
| } |
| if (!control_loops::shooter_queue.goal.MakeWithBuilder() |
| .shot_power(control_loops::shooter_queue.goal->shot_power) |
| .shot_requested(false) |
| .unload_requested(false) |
| .load_requested(false) |
| .Send()) { |
| LOG(WARNING, "sending shooter goal failed\n"); |
| return false; |
| } |
| |
| LOG(INFO, "finished\n"); |
| return true; |
| } |
| |
| void ShootActor::InnerRunAction() { |
| 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. |
| control_loops::shooter_queue.status.FetchLatest(); |
| // Get the number of shots fired up to this point. This should not be updated |
| // again for another few cycles. |
| previous_shots_ = control_loops::shooter_queue.status->shots; |
| // Shoot! |
| if (!control_loops::shooter_queue.goal.MakeWithBuilder() |
| .shot_power(control_loops::shooter_queue.goal->shot_power) |
| .shot_requested(true) |
| .unload_requested(false) |
| .load_requested(false) |
| .Send()) { |
| 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 ClawIsReady() { |
| control_loops::claw_queue.goal.FetchLatest(); |
| |
| bool ans = |
| control_loops::claw_queue.status->zeroed && |
| (::std::abs(control_loops::claw_queue.status->bottom_velocity) < 0.5) && |
| (::std::abs(control_loops::claw_queue.status->bottom - |
| control_loops::claw_queue.goal->bottom_angle) < 0.10) && |
| (::std::abs(control_loops::claw_queue.status->separation - |
| control_loops::claw_queue.goal->separation_angle) < 0.4); |
| LOG(DEBUG, "Claw is %sready zeroed %d bottom_velocity %f bottom %f sep %f\n", |
| ans ? "" : "not ", control_loops::claw_queue.status->zeroed, |
| ::std::abs(control_loops::claw_queue.status->bottom_velocity), |
| ::std::abs(control_loops::claw_queue.status->bottom - |
| control_loops::claw_queue.goal->bottom_angle), |
| ::std::abs(control_loops::claw_queue.status->separation - |
| control_loops::claw_queue.goal->separation_angle)); |
| return ans; |
| } |
| |
| bool ShooterIsReady() { |
| control_loops::shooter_queue.goal.FetchLatest(); |
| |
| LOG(DEBUG, "Power error is %f - %f -> %f, ready %d\n", |
| control_loops::shooter_queue.status->hard_stop_power, |
| control_loops::shooter_queue.goal->shot_power, |
| ::std::abs(control_loops::shooter_queue.status->hard_stop_power - |
| control_loops::shooter_queue.goal->shot_power), |
| control_loops::shooter_queue.status->ready); |
| return (::std::abs(control_loops::shooter_queue.status->hard_stop_power - |
| control_loops::shooter_queue.goal->shot_power) < 1.0) && |
| control_loops::shooter_queue.status->ready; |
| } |
| |
| bool ShootActor::DoneSetupShot() { |
| control_loops::shooter_queue.status.FetchAnother(); |
| control_loops::claw_queue.status.FetchAnother(); |
| // Make sure that both the shooter and claw have reached the necessary |
| // states. |
| if (ShooterIsReady() && ClawIsReady()) { |
| LOG(INFO, "Claw and Shooter ready for shooting.\n"); |
| return true; |
| } |
| |
| return false; |
| } |
| |
| bool ShootActor::DonePreShotOpen() { |
| control_loops::claw_queue.status.FetchAnother(); |
| if (control_loops::claw_queue.status->separation > kClawShootingSeparation) { |
| LOG(INFO, "Opened up enough to shoot.\n"); |
| return true; |
| } |
| return false; |
| } |
| |
| bool ShootActor::DoneShot() { |
| control_loops::shooter_queue.status.FetchAnother(); |
| if (control_loops::shooter_queue.status->shots > previous_shots_) { |
| LOG(INFO, "Shot succeeded!\n"); |
| return true; |
| } |
| return false; |
| } |
| |
| ::std::unique_ptr<ShootAction> MakeShootAction() { |
| return ::std::unique_ptr<ShootAction>( |
| new ShootAction(&::y2014::actors::shoot_action, 0.0)); |
| } |
| |
| } // namespace actors |
| } // namespace y2014 |