most functionality to splashdwon, find neutral and start mission. short timeouts still in code for testing, will adjust to go directly to sit_idle after splashdown
Dependencies: mbed MODSERIAL FATFileSystem
StateMachine/StateMachine.hpp
- Committer:
- tnhnrl
- Date:
- 2017-11-21
- Revision:
- 17:7c16b5671d0e
- Parent:
- 16:3363b9f14913
- Child:
- 20:8987a9ae2bc7
File content as of revision 17:7c16b5671d0e:
#ifndef STATEMACHINE_HPP #define STATEMACHINE_HPP #include "mbed.h" extern "C" void mbed_reset(); // utilized to reset the mbed // state enumerations enum { SIT_IDLE, // stops both motors, exits after a keyboard input KEYBOARD, // handles an individual keypress, exits to state by a keyboard menu FIND_NEUTRAL, // dives to depth at zero pitch, exits when stable DIVE, // dives to depth at negative pitch, exits when crossing a defined depth RISE, // rises to surface at positive pitch, exits when near surface FLOAT_LEVEL, // bce position to float, pitch loop active at zero, exits when stable near zero pitch FLOAT_BROADCAST, // bce position to float, batt position forward to hold tail up, exits when actuators done EMERGENCY_CLIMB, // bce position to full rise, batt position to full aft, exits when at surface NEUTRAL_SINKING, // NEW: FIND_NEUTRAL immediately goes into "sinking" NEUTRAL_SLOWLY_RISE, // NEW: Once sinking times out, goes into "check pitch" NEUTRAL_CHECK_PITCH, // NEW: Once pitch rate confirmed, saves the data and exits to RISE state NEUTRAL_EXIT, // NEW: sub-FSM has completed all checks MULTI_DIVE, // NEW: multi-dive sequence MULTI_RISE // NEW: multi-rise sequence }; //struct for saving the data struct currentSequenceStruct { int state; //for the current StateMachine, states are ID-ed with enumeration float timeout; float depth; float pitch; }; class StateMachine { public: StateMachine(); void runStateMachine(); void showMenu(); void keyboard(); void keyboard_menu_BCE_PID_settings(); void keyboard_menu_BATT_PID_settings(); void keyboard_menu_DEPTH_PID_settings(); void keyboard_menu_PITCH_PID_settings(); float getDepthCommand(); float getPitchCommand(); int findNeutralSubState(int input_state); //substate returns the state (which is used in overall FSM) void setState(int input_state); int getState(); void setTimeout(float input_timeout); void setDepthCommand(float input_depth_command); void setPitchCommand(float input_pitch_command); void setNeutralPositions(float batt_pos_mm, float bce_pos_mm); int timeoutRunning(); //new (quick and dirty version using public variables) void getDiveSequence(); private: int _timeout; // generic timeout for every state, seconds float depthTolerance; // depth tolerance for neutral finding exit critera float pitchTolerance; // pitch angle tolerance for neutral finding exit criteria float bceFloatPosition; // bce position for "float" states float battFloatPosition; // batt position for "broadcast" state float depthCommand; // user keyboard depth float pitchCommand; // user keyboard depth Timer timer; int _state; //Fine State Machine (FSM) state int _sub_state; //substate on find_neutral function int _previous_sub_state; //previous substate so that what goes into the sub-state is not being changed as it is processed float _neutral_sink_timer; float _neutral_rise_timer; //volatile bool isTimeoutRunning; bool isTimeoutRunning; float previousPosition_mm; bool isSubStateTimeoutRunning; float _neutral_buoyancy_bce_pos_mm; float _neutral_buoyancy_batt_pos_mm; int _keyboard_state; int _next_state; //next state is used to prevent states from changing as the FSM executes int _state_counter; currentSequenceStruct currentStateStruct; //type_of_struct struct_name }; #endif