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Dependencies: Servo ServoArm mbed
Fork of PES_Official by
Sources/Robot.cpp
- Committer:
- EpicG10
- Date:
- 2017-05-10
- Revision:
- 13:6c1f8e35b242
- Parent:
- 11:292bdbd85a9c
- Child:
- 15:915f8839fe48
File content as of revision 13:6c1f8e35b242:
#include "Robot.h" #include "Declarations.h" /* Work in progress -------------------------------------------- */ Robot::Robot(PwmOut* left, PwmOut* right, DigitalOut* powerSignal, DigitalOut* leds, AnalogIn* FarbVoltage, AnalogIn* frontS, AnalogIn* leftS, AnalogIn* rightS, ServoArm* Arm, Servo* Greifer ) { this->left = left; this->right = right; this->powerSignal = powerSignal; //this->errorMotor = errorMotor; this->left->period(0.00005f); this->right->period(0.00005f); this->leds = leds; this->FarbVoltage = FarbVoltage; this->frontS = frontS; this->leftS = leftS; this->rightS = rightS; this->Arm = Arm; this->Greifer = Greifer; } //Drive functions void Robot::drive() { //pwm determine what direction it goes. *powerSignal = 1; *left= 0.6f; *right= 0.4f; } void Robot::driveB() { //pwm determine what direction it goes. *powerSignal = 1; *left= 0.4f; *right= 0.6f; } void Robot::turnLeft() { *powerSignal = 1; *left= 0.4f; *right= 0.4f; } void Robot::turnLeftS() { *powerSignal = 1; *left= 0.45f; *right= 0.45f; } void Robot::turnRight() { *powerSignal = 1; *left= 0.6f; *right= 0.6f; } void Robot::turnRightS() { *powerSignal = 1; *left= 0.55f; *right= 0.55f; } void Robot::turnAround(int left) { *powerSignal = 1; if (left) { turnLeft(); } else { turnRight(); } } void Robot::stop() { *powerSignal = 1; *left= 0.5f; *right= 0.5f; } //Functions that use the drive functions void Robot::counterMax(int* counter, int* timer, int* lastAct, int* rando){ if (*lastAct != 0){ //If this wasn't the last called action, reset the timer. *timer = 0; *lastAct = 0; } if (*rando == -1){ //If rando was unused, set a new number. *rando = rand() % 2; } if (this->sensors[FWD] < NEAR){ //While something is seen turn around. this->turnAround(*rando); } else{ *rando = -1; *counter = 0; } } void Robot::wallRight(int* counter, int* timer, int* lastAct){ *counter += 1; if (*lastAct != 1){ //If this wasn't the last called action, reset the timer. *timer = 0; *lastAct = 1; } this->turnLeft(); } void Robot::wallLeft(int* counter, int* timer, int* lastAct){ *counter += 1; if (*lastAct != 2){ //If this wasn't the last called action, reset the timer. *timer = 0; *lastAct = 2; } this->turnRight(); } void Robot::wallFront(int* counter, int* timer, int* lastAct){ if (*lastAct != 3){ //If this wasn't the last called action, reset the timer. *timer = 0; *lastAct = 3; } *counter = MAX; //By setting the counter to MAX, next time it will go into the first if-statement (action 0). } void Robot::legoFront(int* counter, int* timer, int* lastAct, int* legoFound, int* found){ //*counter += 1; *legoFound = 0; if (*lastAct != 4){ //If this wasn't the last called action, reset the timer. *timer = 0; *lastAct = 4; } if (this->sensors[FWD] < NEAR){ //If Sam sees a wall turn around *legoFound = -1; *counter = MAX; //setting counter to MAX will couse sam to turnAround } if (this->sensors[FWD_L] > 0.16f){ this->drive(); } else{ this->stop(); *found = 1; } } void Robot::legoRight(int* counter, int* timer, int* lastAct, int* legoFound){ //*counter += 1; *legoFound = 1; if (*lastAct != 5){ //If this wasn't the last called action, reset the timer. *timer = 0; *lastAct = 5; } if (this->sensors[FWD_L] > 0.22f){ this->turnRight(); } else{ this->stop(); *legoFound = -1; } } void Robot::legoLeft(int* counter, int* timer, int* lastAct, int* legoFound){ //*counter += 1; *legoFound = 2; if (*lastAct != 6){ //If this wasn't the last called action, reset the timer. *timer = 0; *lastAct = 6; } if (this->sensors[FWD_L] > 0.22f){ this->turnLeft(); } else{ this->stop(); *legoFound = -1; } } void Robot::nothingFound(int* counter, int* timer, int* lastAct){ *counter = 0; if (*lastAct != 7){ //If this wasn't the last called action, reset the timer. *timer = 0; *lastAct = 7; } this->drive(); } int Robot::search(int* timer){ //return 1; enum states {neutral = 0, max, wallF, wallL, wallR, legoF, legoL, legoR }; static int state = neutral; static int counter = 0; //counter is used blabla static int rando = -1; //static int lastAct = 0; switch( state ){ case neutral: if( counter > MAX ){ state = max; } else if( this->sensors[FWD] < NEAR ){ state = wallF; } else if( this->sensors[LEFT] < NEAR ){ state = wallL; } else if( this->sensors[RIGHT] < NEAR ){ state = wallR; } else if( this->sensors[FWD_L] < NEAR ){ state = legoF; } else if( this->sensors[LEFT_L] < NEAR ){ state = legoL; } else if( this->sensors[RIGHT_L] < NEAR ){ state = legoR; } else{ this->drive(); counter = 0; } break; case max: { int time = 0; if( time < 15 && this->sensors[FWD] > NEAR ){ rando == -1 ? rando = rand() % 2 : rando = rando; this->turnAround(rando); } else{ state = neutral; counter = 0; rando = -1; } break; } case wallF: counter++; if( this->sensors[FWD] < NEAR ){ rando == -1 ? rando = rand() % 2 : rando = rando; this->turnAround(rando); } else{ state = neutral; rando = -1; } break; case wallL: counter++; if( this->sensors[LEFT] < NEAR ){ this->turnRight(); } else{ state = neutral; } break; case wallR: counter++; if( this->sensors[RIGHT] < NEAR ){ this->turnLeft(); } else{ state = neutral; } break; case legoF: //counter++; if( this->sensors[FWD_L] > 0.17f ){ this->drive(); } else{ state = neutral; counter = 0; this->stop(); return 1; } break; case legoL: counter++; if( this->sensors[FWD_L] < NEAR_LEGO + 0.05f ){ this->turnLeft(); } else{ state = legoF; } break; case legoR: counter++; if( this->sensors[FWD_L] < NEAR_LEGO + 0.05f ){ this->turnRight(); } else{ state = legoF; } break; } return 0; } int Robot::getErrorMotor(){ return 0; //errorMotor; } /*int Robot::searchh(int* timer){ enum states {neutral = 0, max, wallF, wallL, wallR, legoF, legoL, legoR }; static int state = neutral; static int counter = 0; //counter is used blabla //static int lastAct = 0; switch( state ){ case neutral: if( counter > MAX ){ state = max; } else if( this->sensora[FWD] < NEAR ){ state = wallF; counter = 0; } else if( this->sensors[LEFT] < NEAR ){ state = wallL; counter = 0; } else if( this->sensors[RIGHT] < NEAR ){ state = wallR; counter = 0; } else if( this->sensors[FWD_L] < NEAR ){ state = legoF; counter = 0; } else if( this->sensors[LEFT_L] < NEAR ){ state = legoL; counter = 0; } else if( this->sensors[RIGHT_L] < NEAR ){ state = legoR; counter = 0; } break; case max: break; */ //reset //} //Add management for Overpower!! 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