Added comments and info for the shooter logic. I emailed you a flow chart also...
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@ -62,6 +62,7 @@ private:
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left_drive.SetInverted(true);
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left_drive.SetInverted(true);
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right_drive.SetInverted(true);
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right_drive.SetInverted(true);
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inverting = false;
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inverting = false;
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pickupRunning = false;
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shooter_power = 0;
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shooter_power = 0;
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}
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}
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@ -156,7 +157,24 @@ private:
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{
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{
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inverting = false;
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inverting = false;
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}
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}
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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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shooter.Shoot();
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}
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else
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{
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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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float opThrottle = SaneThrottle(operator_stick.GetThrottle());
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if( opThrottle > shooter_power + DEADZONE_RADIUS
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if( opThrottle > shooter_power + DEADZONE_RADIUS
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@ -10,18 +10,23 @@
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#define PICKUP_POWER 1.0
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#define PICKUP_POWER 1.0
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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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public:
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/**
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/**
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* Shooter talons and launch-spinny 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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* s2 is also for the pickup-mechanism and can be controlled independently.
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*
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*
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*/
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*/
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Shooter(CANTalon *s1, CANTalon *s2, CANTalon *r) {
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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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// shooterDrive = new RobotDrive(s1, s2);
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launcher = s1;
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launcher = s1;
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pickup = s2;
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pickup = s2;
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launch_spinny = r;
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launch_spinny = r;
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ready = true;
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shotClock = Timer();
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}
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}
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/**
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/**
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@ -29,13 +34,35 @@ public:
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* set at the beginning of the match.
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* set at the beginning of the match.
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*/
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*/
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virtual ~Shooter() {
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virtual ~Shooter()
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{
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delete launcher;
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delete launcher;
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delete pickup;
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delete pickup;
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delete launch_spinny;
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delete launch_spinny;
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}
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}
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void PickUp(bool state = true) {
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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 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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}
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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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pickup->Set((float) (state * PICKUP_POWER));
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launch_spinny->Set(-1.0*PICKUP_POWER);
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launch_spinny->Set(-1.0*PICKUP_POWER);
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std::cout << "picking up!\n";
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std::cout << "picking up!\n";
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@ -49,17 +76,21 @@ public:
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pickup->Set(-1 * PICKUP_POWER);
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pickup->Set(-1 * PICKUP_POWER);
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}
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}
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void SetPower(float power) {
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void SetPower(float power)
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{
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pickup->Set(power);
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pickup->Set(power);
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launcher->Set(power);
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launcher->Set(power);
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std::cout << "setting shooter power" << std::endl;
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std::cout << "setting shooter power" << std::endl;
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}
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}
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private:
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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 *launcher;
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CANTalon *pickup;
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CANTalon *pickup;
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CANTalon *launch_spinny;
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CANTalon *launch_spinny;
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Timer shotClock;
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bool ready;
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};
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};
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#endif /* SRC_SHOOTER_H_ */
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#endif /* SRC_SHOOTER_H_ */
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