Add ids to flatbuffer fields in y2012, y2016, frc971, and aos

Change-Id: I9ed9006ce6224e2df0459df47771786b928164a1
diff --git a/y2016/control_loops/shooter/shooter_goal.fbs b/y2016/control_loops/shooter/shooter_goal.fbs
index f041503..5931d57 100644
--- a/y2016/control_loops/shooter/shooter_goal.fbs
+++ b/y2016/control_loops/shooter/shooter_goal.fbs
@@ -4,20 +4,20 @@
 // For all angular velocities, positive is shooting the ball out of the robot.
 table Goal {
   // Angular velocity goals in radians/second.
-  angular_velocity:double;
+  angular_velocity:double (id: 0);
 
-  clamp_open:bool; // True to release our clamp on the ball.
+  clamp_open:bool (id: 1); // True to release our clamp on the ball.
   // True to push the ball into the shooter.
   // If we are in the act of shooting with a goal velocity != 0, wait until it
   // is up to speed, push the ball into the shooter, and then wait until it
   // spins up and down before letting the piston be released.
-  push_to_shooter:bool;
+  push_to_shooter:bool (id: 2);
 
   // Forces the lights on.
-  force_lights_on:bool;
+  force_lights_on:bool (id: 3);
 
   // If true, the robot is shooting forwards.
-  shooting_forwards:bool;
+  shooting_forwards:bool (id: 4);
 }
 
 root_type Goal;
diff --git a/y2016/control_loops/shooter/shooter_output.fbs b/y2016/control_loops/shooter/shooter_output.fbs
index 6d7fcdf..a1f3914 100644
--- a/y2016/control_loops/shooter/shooter_output.fbs
+++ b/y2016/control_loops/shooter/shooter_output.fbs
@@ -2,18 +2,18 @@
 
 table Output {
   // Voltage in volts of the left and right shooter motors.
-  voltage_left:double;
-  voltage_right:double;
+  voltage_left:double (id: 0);
+  voltage_right:double (id: 1);
 
   // See comments on the identical fields in Goal for details.
-  clamp_open:bool;
-  push_to_shooter:bool;
+  clamp_open:bool (id: 2);
+  push_to_shooter:bool (id: 3);
 
   // If true, the lights are on.
-  lights_on:bool;
+  lights_on:bool (id: 4);
 
-  forwards_flashlight:bool;
-  backwards_flashlight:bool;
+  forwards_flashlight:bool (id: 5);
+  backwards_flashlight:bool (id: 6);
 }
 
 root_type Output;
diff --git a/y2016/control_loops/shooter/shooter_position.fbs b/y2016/control_loops/shooter/shooter_position.fbs
index d97268c..27ac7d8 100644
--- a/y2016/control_loops/shooter/shooter_position.fbs
+++ b/y2016/control_loops/shooter/shooter_position.fbs
@@ -4,8 +4,8 @@
 // For all angular velocities, positive is shooting the ball out of the robot.
 table Position {
   // Wheel angle in radians/second.
-  theta_left:double;
-  theta_right:double;
+  theta_left:double (id: 0);
+  theta_right:double (id: 1);
 }
 
 root_type Position;
diff --git a/y2016/control_loops/shooter/shooter_status.fbs b/y2016/control_loops/shooter/shooter_status.fbs
index 6f6262b..0ea54e5 100644
--- a/y2016/control_loops/shooter/shooter_status.fbs
+++ b/y2016/control_loops/shooter/shooter_status.fbs
@@ -2,26 +2,26 @@
 
 table ShooterSideStatus {
   // True if the shooter side is up to speed and stable.
-  ready:bool;
+  ready:bool (id: 0);
   // The current average velocity in radians/second.
-  avg_angular_velocity:double;
+  avg_angular_velocity:double (id: 1);
   // The current instantaneous filtered velocity in radians/second.
-  angular_velocity:double;
+  angular_velocity:double (id: 2);
 }
 
 table Status {
   // Left side status.
-  left:ShooterSideStatus;
+  left:ShooterSideStatus (id: 0);
   // Right side status.
-  right:ShooterSideStatus;
+  right:ShooterSideStatus (id: 1);
 
   // True if the shooter is ready.  It is better to compare the velocities
   // directly so there isn't confusion on if the goal is up to date.
-  ready:bool;
+  ready:bool (id: 2);
 
   // The number of shots that have been fired since the start of the shooter
   // control loop.
-  shots:uint;
+  shots:uint (id: 3);
 }
 
 root_type Status;