Files
cheesy-arena-lite/field/arena.go
2018-09-17 20:55:14 -07:00

893 lines
29 KiB
Go

// Copyright 2014 Team 254. All Rights Reserved.
// Author: pat@patfairbank.com (Patrick Fairbank)
//
// Functions for controlling the arena and match play.
package field
import (
"fmt"
"github.com/Team254/cheesy-arena/game"
"github.com/Team254/cheesy-arena/led"
"github.com/Team254/cheesy-arena/model"
"github.com/Team254/cheesy-arena/partner"
"github.com/Team254/cheesy-arena/plc"
"github.com/Team254/cheesy-arena/vaultled"
"log"
"math/rand"
"time"
)
const (
arenaLoopPeriodMs = 10
dsPacketPeriodMs = 250
matchEndScoreDwellSec = 3
)
// Progression of match states.
type MatchState int
const (
PreMatch MatchState = iota
StartMatch
WarmupPeriod
AutoPeriod
PausePeriod
TeleopPeriod
EndgamePeriod
PostMatch
)
type Arena struct {
Database *model.Database
EventSettings *model.EventSettings
accessPoint *AccessPoint
networkSwitch *NetworkSwitch
Plc plc.Plc
TbaClient *partner.TbaClient
StemTvClient *partner.StemTvClient
AllianceStations map[string]*AllianceStation
Displays map[string]*Display
ArenaNotifiers
MatchState
lastMatchState MatchState
CurrentMatch *model.Match
MatchStartTime time.Time
LastMatchTimeSec float64
RedRealtimeScore *RealtimeScore
BlueRealtimeScore *RealtimeScore
lastDsPacketTime time.Time
FieldVolunteers bool
FieldReset bool
AudienceDisplayMode string
SavedMatch *model.Match
SavedMatchResult *model.MatchResult
AllianceStationDisplayMode string
MuteMatchSounds bool
matchAborted bool
Scale *game.Seesaw
RedSwitch *game.Seesaw
BlueSwitch *game.Seesaw
RedVault *game.Vault
BlueVault *game.Vault
ScaleLeds led.Controller
RedSwitchLeds led.Controller
BlueSwitchLeds led.Controller
RedVaultLeds vaultled.Controller
BlueVaultLeds vaultled.Controller
warmupLedMode led.Mode
lastRedAllianceReady bool
lastBlueAllianceReady bool
}
type AllianceStation struct {
DsConn *DriverStationConnection
Astop bool
Estop bool
Bypass bool
Team *model.Team
}
// Creates the arena and sets it to its initial state.
func NewArena(dbPath string) (*Arena, error) {
arena := new(Arena)
var err error
arena.Database, err = model.OpenDatabase(dbPath)
if err != nil {
return nil, err
}
err = arena.LoadSettings()
if err != nil {
return nil, err
}
arena.AllianceStations = make(map[string]*AllianceStation)
arena.AllianceStations["R1"] = new(AllianceStation)
arena.AllianceStations["R2"] = new(AllianceStation)
arena.AllianceStations["R3"] = new(AllianceStation)
arena.AllianceStations["B1"] = new(AllianceStation)
arena.AllianceStations["B2"] = new(AllianceStation)
arena.AllianceStations["B3"] = new(AllianceStation)
arena.Displays = make(map[string]*Display)
arena.configureNotifiers()
// Load empty match as current.
arena.MatchState = PreMatch
arena.LoadTestMatch()
arena.LastMatchTimeSec = 0
arena.lastMatchState = -1
// Initialize display parameters.
arena.AudienceDisplayMode = "blank"
arena.SavedMatch = &model.Match{}
arena.SavedMatchResult = model.NewMatchResult()
arena.AllianceStationDisplayMode = "match"
return arena, nil
}
// Loads or reloads the event settings upon initial setup or change.
func (arena *Arena) LoadSettings() error {
settings, err := arena.Database.GetEventSettings()
if err != nil {
return err
}
arena.EventSettings = settings
// Initialize the components that depend on settings.
arena.accessPoint = NewAccessPoint(settings.ApAddress, settings.ApUsername, settings.ApPassword,
settings.ApTeamChannel, settings.ApAdminChannel, settings.ApAdminWpaKey)
arena.networkSwitch = NewNetworkSwitch(settings.SwitchAddress, settings.SwitchPassword)
arena.Plc.SetAddress(settings.PlcAddress)
arena.TbaClient = partner.NewTbaClient(settings.TbaEventCode, settings.TbaSecretId, settings.TbaSecret)
arena.StemTvClient = partner.NewStemTvClient(settings.StemTvEventCode)
if arena.EventSettings.NetworkSecurityEnabled {
if err = arena.accessPoint.ConfigureAdminWifi(); err != nil {
log.Printf("Failed to configure admin WiFi: %s", err.Error())
}
}
// Initialize LEDs.
if err = arena.ScaleLeds.SetAddress(settings.ScaleLedAddress); err != nil {
return err
}
if err = arena.RedSwitchLeds.SetAddress(settings.RedSwitchLedAddress); err != nil {
return err
}
if err = arena.BlueSwitchLeds.SetAddress(settings.BlueSwitchLedAddress); err != nil {
return err
}
if err = arena.RedVaultLeds.SetAddress(settings.RedVaultLedAddress); err != nil {
return err
}
if err = arena.BlueVaultLeds.SetAddress(settings.BlueVaultLedAddress); err != nil {
return err
}
return nil
}
// Sets up the arena for the given match.
func (arena *Arena) LoadMatch(match *model.Match) error {
if arena.MatchState != PreMatch {
return fmt.Errorf("Cannot load match while there is a match still in progress or with results pending.")
}
arena.CurrentMatch = match
err := arena.assignTeam(match.Red1, "R1")
if err != nil {
return err
}
err = arena.assignTeam(match.Red2, "R2")
if err != nil {
return err
}
err = arena.assignTeam(match.Red3, "R3")
if err != nil {
return err
}
err = arena.assignTeam(match.Blue1, "B1")
if err != nil {
return err
}
err = arena.assignTeam(match.Blue2, "B2")
if err != nil {
return err
}
err = arena.assignTeam(match.Blue3, "B3")
if err != nil {
return err
}
arena.setupNetwork()
// Reset the realtime scores.
arena.RedRealtimeScore = NewRealtimeScore()
arena.BlueRealtimeScore = NewRealtimeScore()
arena.FieldVolunteers = false
arena.FieldReset = false
arena.Scale = &game.Seesaw{Kind: game.NeitherAlliance}
arena.RedSwitch = &game.Seesaw{Kind: game.RedAlliance}
arena.BlueSwitch = &game.Seesaw{Kind: game.BlueAlliance}
arena.RedVault = &game.Vault{Alliance: game.RedAlliance}
arena.BlueVault = &game.Vault{Alliance: game.BlueAlliance}
game.ResetPowerUps()
// Set a consistent initial value for field element sidedness.
arena.Scale.NearIsRed = true
arena.RedSwitch.NearIsRed = true
arena.BlueSwitch.NearIsRed = true
arena.ScaleLeds.SetSidedness(true)
arena.RedSwitchLeds.SetSidedness(true)
arena.BlueSwitchLeds.SetSidedness(true)
// Notify any listeners about the new match.
arena.MatchLoadNotifier.Notify()
arena.RealtimeScoreNotifier.Notify()
arena.AllianceStationDisplayMode = "match"
arena.AllianceStationDisplayModeNotifier.Notify()
// Set the initial state of the lights.
arena.ScaleLeds.SetMode(led.OffMode, led.OffMode)
arena.RedSwitchLeds.SetMode(led.RedMode, led.RedMode)
arena.BlueSwitchLeds.SetMode(led.BlueMode, led.BlueMode)
arena.RedVaultLeds.SetAllModes(vaultled.OffMode)
arena.BlueVaultLeds.SetAllModes(vaultled.OffMode)
arena.lastRedAllianceReady = false
arena.lastBlueAllianceReady = false
return nil
}
// Sets a new test match containing no teams as the current match.
func (arena *Arena) LoadTestMatch() error {
return arena.LoadMatch(&model.Match{Type: "test"})
}
// Loads the first unplayed match of the current match type.
func (arena *Arena) LoadNextMatch() error {
if arena.CurrentMatch.Type == "test" {
return arena.LoadTestMatch()
}
matches, err := arena.Database.GetMatchesByType(arena.CurrentMatch.Type)
if err != nil {
return err
}
for _, match := range matches {
if match.Status != "complete" {
err = arena.LoadMatch(&match)
if err != nil {
return err
}
break
}
}
return nil
}
// Assigns the given team to the given station, also substituting it into the match record.
func (arena *Arena) SubstituteTeam(teamId int, station string) error {
if arena.CurrentMatch.Type == "qualification" {
return fmt.Errorf("Can't substitute teams for qualification matches.")
}
err := arena.assignTeam(teamId, station)
if err != nil {
return err
}
switch station {
case "R1":
arena.CurrentMatch.Red1 = teamId
case "R2":
arena.CurrentMatch.Red2 = teamId
case "R3":
arena.CurrentMatch.Red3 = teamId
case "B1":
arena.CurrentMatch.Blue1 = teamId
case "B2":
arena.CurrentMatch.Blue2 = teamId
case "B3":
arena.CurrentMatch.Blue3 = teamId
}
arena.setupNetwork()
arena.MatchLoadNotifier.Notify()
if arena.CurrentMatch.Type != "test" {
arena.Database.SaveMatch(arena.CurrentMatch)
}
return nil
}
// Starts the match if all conditions are met.
func (arena *Arena) StartMatch() error {
err := arena.checkCanStartMatch()
if err == nil {
// Generate game-specific data or allow manual input for test matches.
if arena.CurrentMatch.Type != "test" || !game.IsValidGameSpecificData(arena.CurrentMatch.GameSpecificData) {
arena.CurrentMatch.GameSpecificData = game.GenerateGameSpecificData()
}
// Configure the field elements with the game-specific data.
switchNearIsRed := arena.CurrentMatch.GameSpecificData[0] == 'L'
scaleNearIsRed := arena.CurrentMatch.GameSpecificData[1] == 'L'
arena.Scale.NearIsRed = scaleNearIsRed
arena.RedSwitch.NearIsRed = switchNearIsRed
arena.BlueSwitch.NearIsRed = switchNearIsRed
arena.ScaleLeds.SetSidedness(scaleNearIsRed)
arena.RedSwitchLeds.SetSidedness(switchNearIsRed)
arena.BlueSwitchLeds.SetSidedness(switchNearIsRed)
// Save the match start time and game-specifc data to the database for posterity.
arena.CurrentMatch.StartedAt = time.Now()
if arena.CurrentMatch.Type != "test" {
arena.Database.SaveMatch(arena.CurrentMatch)
}
// Save the missed packet count to subtract it from the running count.
for _, allianceStation := range arena.AllianceStations {
if allianceStation.DsConn != nil {
err = allianceStation.DsConn.signalMatchStart(arena.CurrentMatch)
if err != nil {
log.Println(err)
}
}
}
arena.MatchState = StartMatch
}
return err
}
// Kills the current match if it is underway.
func (arena *Arena) AbortMatch() error {
if arena.MatchState == PreMatch || arena.MatchState == PostMatch {
return fmt.Errorf("Cannot abort match when it is not in progress.")
}
if !arena.MuteMatchSounds && arena.MatchState != WarmupPeriod {
arena.PlaySoundNotifier.NotifyWithMessage("match-abort")
}
arena.MatchState = PostMatch
arena.matchAborted = true
arena.AudienceDisplayMode = "blank"
arena.AudienceDisplayModeNotifier.Notify()
arena.AllianceStationDisplayMode = "logo"
arena.AllianceStationDisplayModeNotifier.Notify()
return nil
}
// Clears out the match and resets the arena state unless there is a match underway.
func (arena *Arena) ResetMatch() error {
if arena.MatchState != PostMatch && arena.MatchState != PreMatch {
return fmt.Errorf("Cannot reset match while it is in progress.")
}
arena.MatchState = PreMatch
arena.matchAborted = false
arena.AllianceStations["R1"].Bypass = false
arena.AllianceStations["R2"].Bypass = false
arena.AllianceStations["R3"].Bypass = false
arena.AllianceStations["B1"].Bypass = false
arena.AllianceStations["B2"].Bypass = false
arena.AllianceStations["B3"].Bypass = false
arena.MuteMatchSounds = false
return nil
}
// Returns the fractional number of seconds since the start of the match.
func (arena *Arena) MatchTimeSec() float64 {
if arena.MatchState == PreMatch || arena.MatchState == StartMatch || arena.MatchState == PostMatch {
return 0
} else {
return time.Since(arena.MatchStartTime).Seconds()
}
}
// Performs a single iteration of checking inputs and timers and setting outputs accordingly to control the
// flow of a match.
func (arena *Arena) Update() {
// Decide what state the robots need to be in, depending on where we are in the match.
auto := false
enabled := false
sendDsPacket := false
matchTimeSec := arena.MatchTimeSec()
switch arena.MatchState {
case PreMatch:
auto = true
enabled = false
case StartMatch:
arena.MatchState = WarmupPeriod
arena.MatchStartTime = time.Now()
arena.LastMatchTimeSec = -1
auto = true
enabled = false
arena.AudienceDisplayMode = "match"
arena.AudienceDisplayModeNotifier.Notify()
arena.AllianceStationDisplayMode = "match"
arena.AllianceStationDisplayModeNotifier.Notify()
arena.sendGameSpecificDataPacket()
if !arena.MuteMatchSounds {
arena.PlaySoundNotifier.NotifyWithMessage("match-warmup")
}
// Pick an LED warmup mode at random to keep things interesting.
allWarmupModes := []led.Mode{led.WarmupMode, led.Warmup2Mode, led.Warmup3Mode, led.Warmup4Mode}
arena.warmupLedMode = allWarmupModes[rand.Intn(len(allWarmupModes))]
case WarmupPeriod:
auto = true
enabled = false
if matchTimeSec >= float64(game.MatchTiming.WarmupDurationSec) {
arena.MatchState = AutoPeriod
auto = true
enabled = true
sendDsPacket = true
if !arena.MuteMatchSounds {
arena.PlaySoundNotifier.NotifyWithMessage("match-start")
}
}
case AutoPeriod:
auto = true
enabled = true
if matchTimeSec >= float64(game.MatchTiming.WarmupDurationSec+game.MatchTiming.AutoDurationSec) {
arena.MatchState = PausePeriod
auto = false
enabled = false
sendDsPacket = true
if !arena.MuteMatchSounds {
arena.PlaySoundNotifier.NotifyWithMessage("match-end")
}
}
case PausePeriod:
auto = false
enabled = false
if matchTimeSec >= float64(game.MatchTiming.WarmupDurationSec+game.MatchTiming.AutoDurationSec+
game.MatchTiming.PauseDurationSec) {
arena.MatchState = TeleopPeriod
auto = false
enabled = true
sendDsPacket = true
if !arena.MuteMatchSounds {
arena.PlaySoundNotifier.NotifyWithMessage("match-resume")
}
}
case TeleopPeriod:
auto = false
enabled = true
if matchTimeSec >= float64(game.MatchTiming.WarmupDurationSec+game.MatchTiming.AutoDurationSec+
game.MatchTiming.PauseDurationSec+game.MatchTiming.TeleopDurationSec-game.MatchTiming.EndgameTimeLeftSec) {
arena.MatchState = EndgamePeriod
sendDsPacket = false
if !arena.MuteMatchSounds {
arena.PlaySoundNotifier.NotifyWithMessage("match-endgame")
}
}
case EndgamePeriod:
auto = false
enabled = true
if matchTimeSec >= float64(game.MatchTiming.WarmupDurationSec+game.MatchTiming.AutoDurationSec+
game.MatchTiming.PauseDurationSec+game.MatchTiming.TeleopDurationSec) {
arena.MatchState = PostMatch
auto = false
enabled = false
sendDsPacket = true
go func() {
// Leave the scores on the screen briefly at the end of the match.
time.Sleep(time.Second * matchEndScoreDwellSec)
arena.AudienceDisplayMode = "blank"
arena.AudienceDisplayModeNotifier.Notify()
arena.AllianceStationDisplayMode = "logo"
arena.AllianceStationDisplayModeNotifier.Notify()
}()
if !arena.MuteMatchSounds {
arena.PlaySoundNotifier.NotifyWithMessage("match-end")
}
}
}
// Send a match tick notification if passing an integer second threshold or if the match state changed.
if int(matchTimeSec) != int(arena.LastMatchTimeSec) || arena.MatchState != arena.lastMatchState {
arena.MatchTimeNotifier.Notify()
}
arena.LastMatchTimeSec = matchTimeSec
arena.lastMatchState = arena.MatchState
// Send a packet if at a period transition point or if it's been long enough since the last one.
if sendDsPacket || time.Since(arena.lastDsPacketTime).Seconds()*1000 >= dsPacketPeriodMs {
arena.sendDsPacket(auto, enabled)
arena.ArenaStatusNotifier.Notify()
}
// Handle field sensors/lights/motors.
arena.handlePlcInput()
arena.handleLeds()
}
// Loops indefinitely to track and update the arena components.
func (arena *Arena) Run() {
// Start other loops in goroutines.
go arena.listenForDriverStations()
go arena.listenForDsUdpPackets()
go arena.Plc.Run()
for {
arena.Update()
time.Sleep(time.Millisecond * arenaLoopPeriodMs)
}
}
// Calculates the red alliance score summary for the given realtime snapshot.
func (arena *Arena) RedScoreSummary() *game.ScoreSummary {
return arena.RedRealtimeScore.CurrentScore.Summarize(arena.BlueRealtimeScore.CurrentScore.Fouls)
}
// Calculates the blue alliance score summary for the given realtime snapshot.
func (arena *Arena) BlueScoreSummary() *game.ScoreSummary {
return arena.BlueRealtimeScore.CurrentScore.Summarize(arena.RedRealtimeScore.CurrentScore.Fouls)
}
// Loads a team into an alliance station, cleaning up the previous team there if there is one.
func (arena *Arena) assignTeam(teamId int, station string) error {
// Reject invalid station values.
if _, ok := arena.AllianceStations[station]; !ok {
return fmt.Errorf("Invalid alliance station '%s'.", station)
}
// Do nothing if the station is already assigned to the requested team.
dsConn := arena.AllianceStations[station].DsConn
if dsConn != nil && dsConn.TeamId == teamId {
return nil
}
if dsConn != nil {
dsConn.close()
arena.AllianceStations[station].Team = nil
arena.AllianceStations[station].DsConn = nil
}
// Leave the station empty if the team number is zero.
if teamId == 0 {
arena.AllianceStations[station].Team = nil
return nil
}
// Load the team model. If it doesn't exist, enable anonymous operation.
team, err := arena.Database.GetTeamById(teamId)
if err != nil {
return err
}
if team == nil {
team = &model.Team{Id: teamId}
}
arena.AllianceStations[station].Team = team
return nil
}
// Asynchronously reconfigures the networking hardware for the new set of teams.
func (arena *Arena) setupNetwork() {
if arena.EventSettings.NetworkSecurityEnabled {
go func() {
err := arena.accessPoint.ConfigureTeamWifi(arena.AllianceStations["R1"].Team,
arena.AllianceStations["R2"].Team, arena.AllianceStations["R3"].Team, arena.AllianceStations["B1"].Team,
arena.AllianceStations["B2"].Team, arena.AllianceStations["B3"].Team)
if err != nil {
log.Printf("Failed to configure team WiFi: %s", err.Error())
}
}()
go func() {
err := arena.networkSwitch.ConfigureTeamEthernet(arena.AllianceStations["R1"].Team,
arena.AllianceStations["R2"].Team, arena.AllianceStations["R3"].Team, arena.AllianceStations["B1"].Team,
arena.AllianceStations["B2"].Team, arena.AllianceStations["B3"].Team)
if err != nil {
log.Printf("Failed to configure team Ethernet: %s", err.Error())
}
}()
}
}
// Returns nil if the match can be started, and an error otherwise.
func (arena *Arena) checkCanStartMatch() error {
if arena.MatchState != PreMatch {
return fmt.Errorf("Cannot start match while there is a match still in progress or with results pending.")
}
err := arena.checkAllianceStationsReady("R1", "R2", "R3", "B1", "B2", "B3")
if err != nil {
return err
}
if arena.EventSettings.PlcAddress != "" {
if !arena.Plc.IsHealthy {
return fmt.Errorf("Cannot start match while PLC is not healthy.")
}
if arena.Plc.GetFieldEstop() {
return fmt.Errorf("Cannot start match while field emergency stop is active.")
}
}
return nil
}
func (arena *Arena) checkAllianceStationsReady(stations ...string) error {
for _, station := range stations {
allianceStation := arena.AllianceStations[station]
if allianceStation.Estop {
return fmt.Errorf("Cannot start match while an emergency stop is active.")
}
if !allianceStation.Bypass {
if allianceStation.DsConn == nil || !allianceStation.DsConn.RobotLinked {
return fmt.Errorf("Cannot start match until all robots are connected or bypassed.")
}
}
}
return nil
}
func (arena *Arena) sendDsPacket(auto bool, enabled bool) {
for _, allianceStation := range arena.AllianceStations {
dsConn := allianceStation.DsConn
if dsConn != nil {
dsConn.Auto = auto
dsConn.Enabled = enabled && !allianceStation.Estop && !allianceStation.Astop && !allianceStation.Bypass
dsConn.Estop = allianceStation.Estop
err := dsConn.update(arena)
if err != nil {
log.Printf("Unable to send driver station packet for team %d.", allianceStation.Team.Id)
}
}
}
arena.lastDsPacketTime = time.Now()
}
func (arena *Arena) sendGameSpecificDataPacket() {
for _, allianceStation := range arena.AllianceStations {
dsConn := allianceStation.DsConn
if dsConn != nil {
err := dsConn.sendGameSpecificDataPacket(arena.CurrentMatch.GameSpecificData)
if err != nil {
log.Printf("Error sending game-specific data packet to Team %d: %v", dsConn.TeamId, err)
}
}
}
arena.lastDsPacketTime = time.Now()
}
// Returns the alliance station identifier for the given team, or the empty string if the team is not present
// in the current match.
func (arena *Arena) getAssignedAllianceStation(teamId int) string {
for station, allianceStation := range arena.AllianceStations {
if allianceStation.Team != nil && allianceStation.Team.Id == teamId {
return station
}
}
return ""
}
// Updates the score given new input information from the field PLC.
func (arena *Arena) handlePlcInput() {
// Handle emergency stops.
if arena.Plc.GetFieldEstop() && arena.MatchTimeSec() > 0 && !arena.matchAborted {
arena.AbortMatch()
}
redEstops, blueEstops := arena.Plc.GetTeamEstops()
arena.handleEstop("R1", redEstops[0])
arena.handleEstop("R2", redEstops[1])
arena.handleEstop("R3", redEstops[2])
arena.handleEstop("B1", blueEstops[0])
arena.handleEstop("B2", blueEstops[1])
arena.handleEstop("B3", blueEstops[2])
if arena.MatchState == PreMatch || arena.MatchState == PostMatch {
// Don't do anything if we're outside the match, otherwise we may overwrite manual edits.
return
}
matchStartTime := arena.MatchStartTime
currentTime := time.Now()
teleopStartTime := game.GetTeleopStartTime(matchStartTime)
redScore := &arena.RedRealtimeScore.CurrentScore
oldRedScore := *redScore
blueScore := &arena.BlueRealtimeScore.CurrentScore
oldBlueScore := *blueScore
// Handle scale and switch ownership.
scale, redSwitch, blueSwitch := arena.Plc.GetScaleAndSwitches()
ownershipChanged := arena.Scale.UpdateState(scale, currentTime)
ownershipChanged = arena.RedSwitch.UpdateState(redSwitch, currentTime) || ownershipChanged
ownershipChanged = arena.BlueSwitch.UpdateState(blueSwitch, currentTime) || ownershipChanged
if arena.MatchState == AutoPeriod {
redScore.AutoScaleOwnershipSec, _ = arena.Scale.GetRedSeconds(matchStartTime, currentTime)
redScore.AutoSwitchOwnershipSec, _ = arena.RedSwitch.GetRedSeconds(matchStartTime, currentTime)
blueScore.AutoScaleOwnershipSec, _ = arena.Scale.GetBlueSeconds(matchStartTime, currentTime)
blueScore.AutoSwitchOwnershipSec, _ = arena.BlueSwitch.GetBlueSeconds(matchStartTime, currentTime)
} else {
redScore.TeleopScaleOwnershipSec, redScore.TeleopScaleBoostSec =
arena.Scale.GetRedSeconds(teleopStartTime, currentTime)
redScore.TeleopSwitchOwnershipSec, redScore.TeleopSwitchBoostSec =
arena.RedSwitch.GetRedSeconds(teleopStartTime, currentTime)
blueScore.TeleopScaleOwnershipSec, blueScore.TeleopScaleBoostSec =
arena.Scale.GetBlueSeconds(teleopStartTime, currentTime)
blueScore.TeleopSwitchOwnershipSec, blueScore.TeleopSwitchBoostSec =
arena.BlueSwitch.GetBlueSeconds(teleopStartTime, currentTime)
}
// Handle vaults.
redForceDistance, redLevitateDistance, redBoostDistance, blueForceDistance, blueLevitateDistance,
blueBoostDistance := arena.Plc.GetVaults()
arena.RedVault.UpdateCubes(redForceDistance, redLevitateDistance, redBoostDistance)
arena.BlueVault.UpdateCubes(blueForceDistance, blueLevitateDistance, blueBoostDistance)
redForce, redLevitate, redBoost, blueForce, blueLevitate, blueBoost := arena.Plc.GetPowerUpButtons()
arena.RedVault.UpdateButtons(redForce, redLevitate, redBoost, currentTime)
arena.BlueVault.UpdateButtons(blueForce, blueLevitate, blueBoost, currentTime)
redScore.ForceCubes, redScore.ForceCubesPlayed = arena.RedVault.ForceCubes, arena.RedVault.ForceCubesPlayed
redScore.LevitateCubes, redScore.LevitatePlayed = arena.RedVault.LevitateCubes, arena.RedVault.LevitatePlayed
redScore.BoostCubes, redScore.BoostCubesPlayed = arena.RedVault.BoostCubes, arena.RedVault.BoostCubesPlayed
blueScore.ForceCubes, blueScore.ForceCubesPlayed = arena.BlueVault.ForceCubes, arena.BlueVault.ForceCubesPlayed
blueScore.LevitateCubes, blueScore.LevitatePlayed = arena.BlueVault.LevitateCubes, arena.BlueVault.LevitatePlayed
blueScore.BoostCubes, blueScore.BoostCubesPlayed = arena.BlueVault.BoostCubes, arena.BlueVault.BoostCubesPlayed
// Check if a power up has been newly played and trigger the accompanying sound effect if so.
newRedPowerUp := arena.RedVault.CheckForNewlyPlayedPowerUp()
if newRedPowerUp != "" && !arena.MuteMatchSounds {
arena.PlaySoundNotifier.NotifyWithMessage("match-" + newRedPowerUp)
}
newBluePowerUp := arena.BlueVault.CheckForNewlyPlayedPowerUp()
if newBluePowerUp != "" && !arena.MuteMatchSounds {
arena.PlaySoundNotifier.NotifyWithMessage("match-" + newBluePowerUp)
}
if !oldRedScore.Equals(redScore) || !oldBlueScore.Equals(blueScore) || ownershipChanged {
arena.RealtimeScoreNotifier.Notify()
}
}
func (arena *Arena) handleLeds() {
switch arena.MatchState {
case PreMatch:
// Set the stack light state -- blinking green if ready, or solid alliance color(s) if not.
redAllianceReady := arena.checkAllianceStationsReady("R1", "R2", "R3") == nil
blueAllianceReady := arena.checkAllianceStationsReady("B1", "B2", "B3") == nil
greenStackLight := redAllianceReady && blueAllianceReady && arena.Plc.GetCycleState(2, 0, 2)
arena.Plc.SetStackLights(!redAllianceReady, !blueAllianceReady, greenStackLight)
arena.Plc.SetStackBuzzer(redAllianceReady && blueAllianceReady)
// Turn off each alliance switch if all teams become ready.
if redAllianceReady && !arena.lastRedAllianceReady {
arena.RedSwitchLeds.SetMode(led.OffMode, led.OffMode)
} else if !redAllianceReady && arena.lastRedAllianceReady {
arena.RedSwitchLeds.SetMode(led.RedMode, led.RedMode)
}
arena.lastRedAllianceReady = redAllianceReady
if blueAllianceReady && !arena.lastBlueAllianceReady {
arena.BlueSwitchLeds.SetMode(led.OffMode, led.OffMode)
} else if !blueAllianceReady && arena.lastBlueAllianceReady {
arena.BlueSwitchLeds.SetMode(led.BlueMode, led.BlueMode)
}
arena.lastBlueAllianceReady = blueAllianceReady
case WarmupPeriod:
arena.Plc.SetStackLights(false, false, true)
arena.ScaleLeds.SetMode(arena.warmupLedMode, arena.warmupLedMode)
arena.RedSwitchLeds.SetMode(arena.warmupLedMode, arena.warmupLedMode)
arena.BlueSwitchLeds.SetMode(arena.warmupLedMode, arena.warmupLedMode)
case AutoPeriod:
fallthrough
case TeleopPeriod:
fallthrough
case EndgamePeriod:
handleSeesawTeleopLeds(arena.Scale, &arena.ScaleLeds)
handleSeesawTeleopLeds(arena.RedSwitch, &arena.RedSwitchLeds)
handleSeesawTeleopLeds(arena.BlueSwitch, &arena.BlueSwitchLeds)
handleVaultTeleopLeds(arena.RedVault, &arena.RedVaultLeds)
handleVaultTeleopLeds(arena.BlueVault, &arena.BlueVaultLeds)
case PausePeriod:
arena.ScaleLeds.SetMode(led.OffMode, led.OffMode)
arena.RedSwitchLeds.SetMode(led.OffMode, led.OffMode)
arena.BlueSwitchLeds.SetMode(led.OffMode, led.OffMode)
case PostMatch:
arena.Plc.SetStackLights(false, false, false)
mode := led.FadeSingleMode
if arena.FieldReset {
mode = led.GreenMode
} else if arena.FieldVolunteers {
mode = led.PurpleMode
}
arena.ScaleLeds.SetMode(mode, mode)
arena.RedSwitchLeds.SetMode(mode, mode)
arena.BlueSwitchLeds.SetMode(mode, mode)
arena.RedVaultLeds.SetAllModes(vaultled.OffMode)
arena.BlueVaultLeds.SetAllModes(vaultled.OffMode)
}
arena.ScaleLeds.Update()
arena.RedSwitchLeds.Update()
arena.BlueSwitchLeds.Update()
arena.RedVaultLeds.Update()
arena.BlueVaultLeds.Update()
}
func handleSeesawTeleopLeds(seesaw *game.Seesaw, leds *led.Controller) {
// Assume the simplest mode to start and consider others in order of increasing complexity.
redMode := led.NotOwnedMode
blueMode := led.NotOwnedMode
// Upgrade the mode to ownership based on the physical state of the switch or scale.
if seesaw.GetOwnedBy() == game.RedAlliance && seesaw.Kind != game.BlueAlliance {
redMode = led.OwnedMode
} else if seesaw.GetOwnedBy() == game.BlueAlliance && seesaw.Kind != game.RedAlliance {
blueMode = led.OwnedMode
}
// Upgrade the mode if there is an applicable power up.
powerUp := game.GetActivePowerUp(time.Now())
if powerUp != nil && (seesaw.Kind == game.NeitherAlliance && powerUp.Level >= 2 ||
seesaw.Kind == powerUp.Alliance && (powerUp.Level == 1 || powerUp.Level == 3)) {
if powerUp.Effect == game.Boost {
if powerUp.Alliance == game.RedAlliance {
redMode = led.BoostMode
} else {
blueMode = led.BoostMode
}
} else {
if powerUp.Alliance == game.RedAlliance {
redMode = led.ForceMode
} else {
blueMode = led.ForceMode
}
}
}
if seesaw.NearIsRed {
leds.SetMode(redMode, blueMode)
} else {
leds.SetMode(blueMode, redMode)
}
}
func handleVaultTeleopLeds(vault *game.Vault, leds *vaultled.Controller) {
playedMode := vaultled.RedPlayedMode
if vault.Alliance == game.BlueAlliance {
playedMode = vaultled.BluePlayedMode
}
cubesModeMap := map[int]vaultled.Mode{0: vaultled.OffMode, 1: vaultled.OneCubeMode, 2: vaultled.TwoCubeMode,
3: vaultled.ThreeCubeMode}
if vault.ForcePowerUp != nil {
leds.SetForceMode(playedMode)
} else {
leds.SetForceMode(cubesModeMap[vault.ForceCubes])
}
if vault.LevitatePlayed {
leds.SetLevitateMode(playedMode)
} else {
leds.SetLevitateMode(cubesModeMap[vault.LevitateCubes])
}
if vault.BoostPowerUp != nil {
leds.SetBoostMode(playedMode)
} else {
leds.SetBoostMode(cubesModeMap[vault.BoostCubes])
}
}
func (arena *Arena) handleEstop(station string, state bool) {
allianceStation := arena.AllianceStations[station]
if state {
if arena.MatchState == AutoPeriod {
allianceStation.Astop = true
} else {
allianceStation.Estop = true
}
} else {
if arena.MatchState != AutoPeriod {
allianceStation.Astop = false
}
if arena.MatchTimeSec() == 0 {
// Don't reset the e-stop while a match is in progress.
allianceStation.Estop = false
}
}
}