Merge branch 'shooter'
This commit is contained in:
commit
deb31d3f0a
@ -8,6 +8,11 @@
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#define THUMB 2 // Thumb button number
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#define RAMP_RAISE 3 // Button 3 for Raising Ramp
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#define RAMP_LOWER 4 // Button 4 to lower ramp.
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#define UNJAM 11
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#define DEADZONE_RADIUS 0.01 // Deadzone Radius prevents tiny twitches in the joystick's value from
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// affecting the robot. Use this for cleaning up drive train and shooter.
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// Also used for detecting changes in an axis' value.
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#endif // BUTTON_LAYOUT
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@ -15,24 +20,22 @@ class Robot: public IterativeRobot
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{
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TalonSRX left_drive, right_drive;
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CANTalon shooter1, shooter2,
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ramp;
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launch_spinny;
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RobotDrive drive;
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Shooter shooter;
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Joystick driver_stick, operator_stick;
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Counter ramp_height;
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public:
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Robot():
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left_drive(0), // Left DriveTrain Talons plug into PWM channel 1 with a Y-spliter
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left_drive(0), // Left DriveTrain Talons plug into PWM channel 1 with a Y-splitter
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right_drive(1), // Right DriveTrain Talons plug // left wheel 2
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shooter1(10), // shooter drive 1
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shooter2(11), // shooter drive 2
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ramp(12),
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shooter1(11), // shooter drive 1
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shooter2(10), // shooter drive 2
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launch_spinny(12),
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drive(&left_drive, &right_drive),
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ramp_height(),
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shooter( // initialize Shooter object.
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&shooter1, &shooter2, &ramp, &ramp_height),
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&shooter1, &shooter2, &launch_spinny),
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driver_stick(0), // right stick (operator)
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operator_stick(1) // left stick (driver)
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operator_stick(1) // left stick (driver)
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{
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}
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@ -41,6 +44,10 @@ private:
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// instance variables
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bool pickupRunning; // don't want to spam the Talon with set messages. Toggle the pickup when a button is pressed or released.
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bool inverting;
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bool ramping;
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bool shooting;
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bool unjamming;
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float shooter_power;
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LiveWindow *lw = LiveWindow::GetInstance();
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SendableChooser *chooser;
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@ -54,13 +61,17 @@ private:
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chooser->AddDefault(autoNameDefault, (void*)&autoNameDefault);
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chooser->AddObject(autoNameCustom, (void*)&autoNameCustom);
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SmartDashboard::PutData("Auto Modes", chooser);
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ramp_height.SetUpSource(1);
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ramp.Enable();
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shooter1.Enable();
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shooter2.Enable();
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left_drive.SetInverted(true);
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right_drive.SetInverted(true);
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//launch_spinny.SetInverted(true);
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inverting = false;
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pickupRunning = false;
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ramping = false;
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shooting = false;
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unjamming = false;
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shooter_power = 0;
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}
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@ -76,9 +87,6 @@ private:
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*/
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void AutonomousInit()
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{
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shooter.CalibrateRamp();
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shooter.SetRamp(Shoot);
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autoSelected = *((std::string*)chooser->GetSelected());
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//std::string autoSelected = SmartDashboard::GetString("Auto Selector", autoNameDefault);
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std::cout << "Auto selected: " << autoSelected << std::endl;
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@ -101,41 +109,84 @@ private:
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void TeleopInit()
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{
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shooter.CalibrateRamp();
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shooter.SetRamp(Shoot); // start in the full up position!
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}
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void TeleopPeriodic()
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{
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//std::cout << "Ramp position: "<< launch_spinny.GetEncPosition() << std::endl;
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drive.ArcadeDrive(&driver_stick, true);
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//bool rampDoing = false;
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// This is shit code for testing. Replace it with real code.
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if(operator_stick.GetRawButton(RAMP_RAISE))
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if(!ramping && operator_stick.GetRawButton(RAMP_RAISE))
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{
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ramp.Set(1);
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std::cout << "Raising Ramp.";
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//launch_spinny.Set(1);
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shooter.RaiseRamp();
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ramping =true;
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}
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else if(operator_stick.GetRawButton(RAMP_LOWER))
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else if(!ramping && operator_stick.GetRawButton(RAMP_LOWER))
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{
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ramp.Set(-1);
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std::cout << "Lowering Ramp.";
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//launch_spinny.Set(-1);
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shooter.LowerRamp();
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ramping = true;
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}
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else
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/*else if(!ramping && operator_stick.GetRawButton(TRIGGER))
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{
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ramp.Set(0);
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shooter.BoostRamp();
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ramping = true;
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}*/
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else if(ramping
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&& !operator_stick.GetRawButton(RAMP_LOWER)
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&& !operator_stick.GetRawButton(RAMP_RAISE))
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{
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std::cout << "Stopping Ramp.";
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shooter.StopRamp();
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ramping = false;
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}
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if(!unjamming && operator_stick.GetRawButton(UNJAM))
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{
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unjamming = true;
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shooter.Unjam();
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}
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else if(unjamming && !operator_stick.GetRawButton(UNJAM))
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{
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shooter.PickUp(false);
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unjamming = false;
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}
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/*
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* Run the Shooter only while the THUMB button is held down on the operator stick.
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* the 'pickupRunning' boolean is there to prevent the shooter from calling PickUp
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* every itteration of the TeleopPeriodic method (once every 10ms!)
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* The pickup is disabled when the thumb button is released, but the code still
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* has 'pickupRunning' as true.
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*/
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if(operator_stick.GetRawButton(THUMB) && !pickupRunning)
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{
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shooter.PickUp();
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pickupRunning = true;
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}
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else if(pickupRunning)
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else if(!operator_stick.GetRawButton(THUMB) && pickupRunning)
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{
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shooter.PickUp(false);
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pickupRunning = false;
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}
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/*
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* The 'inverting' variable is used to make sure that the drive train isn't getting
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* inverted every itteration of the TeleopPeriodic method while the button is held down.
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* This is important because the TeleopPeriodic method executes something like once every 10ms.
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* Thus, this if-else if pair make the button a toggle.
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*/
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if(driver_stick.GetRawButton(THUMB) && !inverting)
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{
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std::cout << "Inverting Drive Train.";
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left_drive.SetInverted(!left_drive.GetInverted());
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right_drive.SetInverted(!right_drive.GetInverted());
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inverting = true;
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@ -145,8 +196,41 @@ private:
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inverting = false;
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}
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float power = (1.0 - operator_stick.GetThrottle()) / 2.0;
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shooter.SetPower(power);
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/*
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* Unlike the previous actions, this method does need to be called every itteration of
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* TeleopPeriodic. This is because the logic running this operation needs to be checked
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* Every time the method is called. This cannot be a loop in the Shoot method because
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* that would lock the robot every time the trigger is hit.
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*/
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if(operator_stick.GetRawButton(TRIGGER))
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{
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shooting = true;
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shooter.Shoot();
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}
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else if(shooting && !operator_stick.GetRawButton(TRIGGER))
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{
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shooting = false;
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shooter.StopShooter();
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}
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// This code will become obsolete after the Shooter logic is complete.
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float opThrottle = SaneThrottle(operator_stick.GetThrottle());
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if(!pickupRunning && ( opThrottle > shooter_power + DEADZONE_RADIUS
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|| opThrottle < shooter_power - DEADZONE_RADIUS))
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{
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shooter.SetPower(opThrottle);
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}
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}
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/**
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* Takes the gross raw throttle input from joystick and returns a
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* value between 0.0-1.0 (no negative values)
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*/
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float SaneThrottle(float rawThrottle)
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{
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return ((1.0 - rawThrottle) / 2.0);
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}
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void TestPeriodic()
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@ -9,77 +9,151 @@
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#define SRC_SHOOTER_H_
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#define PICKUP_POWER 0.5
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#define RAMP_LOWER_DURATION 2 //Rotations.
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#define LAUNCH_POWER 1
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#define SPINUP_TIME 1.5 // seconds.
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#define LAUNCH_TIME 0.5
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/**
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* You can use the values assigned to each of these values as the number
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* of rotations to run the motor down from the "Shoot" position.
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*
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* This might not be the best way to do it, and also requires that we
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* figure out how to read the Hall Effect signal from the motor.
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*/
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enum RampState {
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Shoot = 0, // 0 rotations
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Half = (RAMP_LOWER_DURATION / 2), // 1 rotation?
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Down = RAMP_LOWER_DURATION, // 2 rotations?
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Uncalibrated = -1,
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Transitioning = -2
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};
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class Shooter {
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class Shooter
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{
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public:
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/**
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* Shooter talons and ramp talon.
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* Shooter talons and launch-spinny talon.
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* s2 is also for the pickup-mechanism and can be controlled independently.
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*
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*/
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Shooter(CANTalon *s1, CANTalon *s2, CANTalon *r, Counter *h) {
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shooterDrive = new RobotDrive(s1, s2);
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enum ShooterState
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{
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READY,
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ON_FIRE,
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SPINNINGUP,
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LAUNCH,
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LAUNCHING,
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RESETTING
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};
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Shooter(CANTalon *s1, CANTalon *s2, CANTalon *r)
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{
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// shooterDrive = new RobotDrive(s1, s2);
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launcher = s1;
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pickup = s2;
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ramp = r;
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rampState = Uncalibrated;
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rampHeight = h;
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launch_spinny = r;
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ready = true;
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state = READY;
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}
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/**
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* Call this method on TeleopInit so that the ramp is properly
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* set at the beginning of the match.
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*/
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RampState CalibrateRamp() {
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// TODO:
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// Raise ramp until limit switch is triggered,
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// then lower the ramp to its lower limit.
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return Down;
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}
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virtual ~Shooter() {
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delete shooterDrive;
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virtual ~Shooter()
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{
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delete launcher;
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delete pickup;
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delete ramp;
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delete rampHeight;
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delete launch_spinny;
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}
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void PickUp(bool state = true) {
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pickup->Set((float) (state * PICKUP_POWER));
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void StopShooter()
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{
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ready = true;
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launch_spinny->Set(0);
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launcher->Set(0);
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pickup->Set(0);
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}
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void SetRamp(RampState state) {
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// TODO:
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// Move the Ramp to the set position.
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void LowerRamp()
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{
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launch_spinny->Set(-1);
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}
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void RaiseRamp()
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{
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launch_spinny->Set(1);
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}
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void StopRamp()
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{
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launch_spinny->Set(0);
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}
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void BoostRamp()
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{
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launch_spinny->Set(1);
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}
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void Shoot()
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{
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// TODO: Shooter Logic should go as follows:
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/*
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Assuming a ball is held in the shooter. When the trigger is pulled,
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the launch-spinny should be STOPPED. Start a Timer object counting
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When... too hard to write.. I emailed you a flow chart.
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*/
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switch (state)
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{
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case Shoot:
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if (ramp->GetForwardLimitOK())
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case READY:
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{
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ramp->Set(1);
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} else
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state = SPINNINGUP;
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launch_spinny->Set(-1);
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launcher->Set(LAUNCH_POWER);
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pickup->Set(LAUNCH_POWER);
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shotClock.Reset();
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shotClock.Start();
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break;
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}
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case SPINNINGUP:
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{
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ramp->Set(0);
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rampHeight->Reset();
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if (shotClock.Get() > SPINUP_TIME)
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{
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state = LAUNCH;
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shotClock.Reset();
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shotClock.Start();
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} else
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{
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std::cout << "*Goku noises*\n";
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}
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break;
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}
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case LAUNCH:
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{
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launch_spinny->Set(LAUNCH_POWER);
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state = LAUNCHING;
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break;
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}
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case LAUNCHING:
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{
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if (shotClock.Get() > LAUNCH_TIME)
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{
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state = RESETTING;
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}
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break;
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}
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case RESETTING:
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{
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launch_spinny->Set(0);
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launcher->Set(0);
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pickup->Set(0);
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state = READY;
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break;
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}
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case ON_FIRE:
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{
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std::cout << "Something is wrong with the launch sequence.\n";
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break;
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}
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}
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}
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void PickUp(bool state = true)
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{
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pickup->Set((float) (state * PICKUP_POWER));
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launcher->Set((float) (state * PICKUP_POWER * -1));
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//launch_spinny->Set(-1.0*PICKUP_POWER);
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//std::cout << "picking up!\n";
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}
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/**
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@ -90,19 +164,22 @@ public:
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pickup->Set(-1 * PICKUP_POWER);
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}
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void SetPower(float power) {
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shooterDrive->TankDrive(power, -power, false);
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void SetPower(float power)
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{
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pickup->Set(power);
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launcher->Set(power);
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//std::cout << "setting shooter power" << std::endl;
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}
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private:
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RobotDrive *shooterDrive;
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//RobotDrive *shooterDrive;
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CANTalon *launcher;
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CANTalon *pickup;
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CANTalon *ramp;
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Counter *rampHeight;
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CANTalon *launch_spinny;
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ShooterState state;
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RampState rampState;
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RampState targetState;
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RampState previousState;
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Timer shotClock;
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bool ready;
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};
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#endif /* SRC_SHOOTER_H_ */
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Reference in New Issue
Block a user