Example #1
0
/*!
 * \brief Performs a turn.
 * \return Returns TRUE while turn is still in progress.
 */
uint8_t MAZE_EvaluteTurn(bool *finished, bool rule) {
	REF_LineKind historyLineKind, currLineKind;
	TURN_Kind turn;
	if (MAZE_IsSolved()) {
		if (!FollowSegment()) {
			if (index < pathLength) {
				//TURN_Turn(TURN_STEP_LINE_FW_POST_LINE,MAZE_SampleTurnStopFunction);
				TURN_Turn(TURN_STEP_LINE_FW_POST_LINE, NULL);
				TURN_Turn(MAZE_GetSolvedTurn(&index), NULL);
			} else {
				TURN_Turn(TURN_STEP_LINE_FW_POST_LINE, NULL);
				LF_StopFollowing();
				index = 0;
			}
		}
		return ERR_OK;
	} else {

		*finished = FALSE;
		currLineKind = REF_GetLineKind();
		if (currLineKind == REF_LINE_NONE) { /* nothing, must be dead end */
			MAZE_AddPath(TURN_LEFT180);
			turn = TURN_LEFT180;
		} else {
			MAZE_ClearSensorHistory(); /* clear history values */
			MAZE_SampleSensorHistory(); /* store current values */
			TURN_Turn(TURN_STEP_LINE_FW_POST_LINE, MAZE_SampleTurnStopFunction); /* do the line and beyond in one step */
			historyLineKind = MAZE_HistoryLineKind(); /* new read new values */
			currLineKind = REF_GetLineKind();
			turn = MAZE_SelectTurn(historyLineKind, currLineKind, rule);
		}
		if (turn == TURN_FINISHED) {
			*finished = TRUE;
			//LF_StopFollowing();
			return ERR_OK;
		} else if (turn == TURN_STRAIGHT) {
			//SHELL_SendString((unsigned char*) "going straight\r\n");
			return ERR_OK;
		} else if (turn == TURN_STOP) { /* should not happen here? */
			LF_StopFollowing();
			return ERR_FAILED; /* error case */
		} else { /* turn or do something */
			TURN_Turn(turn, NULL);
			return ERR_OK; /* turn finished */
		}
	}
}
Example #2
0
static void StateMachine(void) {
  switch (LF_currState) {
    case STATE_IDLE:
      break;
    case STATE_FOLLOW_SEGMENT:
      if (!FollowSegment(LINE_FOLLOW_FW)) {
#if PL_APP_LINE_MAZE
        LF_currState = STATE_TURN; /* make turn */
#else
        LF_currState = STATE_STOP; /* stop if we do not have a line any more */
#endif
      }
      break;
#if PL_APP_LINE_MAZE
    case STATE_FOLLOW_SEGMENT_BW:
      if (!FollowSegment(FALSE)) {
        TURN_Turn(TURN_STOP);
        if (EvaluateTurnBw()==ERR_OK) {
          LF_currState = STATE_FOLLOW_SEGMENT;
        } else {
          LF_currState = STATE_STOP;
        }
      }
      break;
#endif
#if PL_APP_LINE_MAZE
    case STATE_TURN:
      if (MAZE_IsSolved()) {
        TURN_Kind turn;
        
        turn = MAZE_GetSolvedTurn(&LF_solvedIdx);
        if (turn==TURN_STOP) { /* last turn reached */
          TURN_Turn(turn);
          LF_currState = STATE_FINISHED;
        } else { /* perform turning */
          TURN_Turn(TURN_STEP_LINE_FW); /* Step over line */
          TURN_Turn(TURN_STEP_POST_LINE_FW); /* step before doing the turn */
          TURN_Turn(turn);
          LF_currState = STATE_FOLLOW_SEGMENT;
        }
      } else { /* still evaluating maze */
        bool deadEndGoBw = FALSE;
        bool finished = FALSE;
        
        if (EvaluteTurn(&finished, &deadEndGoBw)==ERR_OK) { /* finished turning */
          if (finished) {
            LF_currState = STATE_FINISHED;
            MAZE_SetSolved();
#if PL_TURN_ON_FINISH
            /* turn the robot */
            TURN_Turn(TURN_LEFT180);
#endif
            TURN_Turn(TURN_STOP);
            /* now ready to do line following */
          } else if (deadEndGoBw) {
            LF_currState = STATE_FOLLOW_SEGMENT_BW;
          } else {
            LF_currState = STATE_FOLLOW_SEGMENT;
          }
        } else { /* error case */
          LF_currState = STATE_STOP;
        }
      }
      break;
#endif
#if PL_APP_LINE_MAZE
    case STATE_FINISHED:
#if PL_HAS_BUZZER
      {
        uint8_t i;
        
        for(i=0;i<4;i++) {
          (void)BUZ_Beep(300, 100);
          WAIT1_WaitOSms(500);
        }
      }
#endif
      LF_currState = STATE_STOP;
      break;
#endif
    case STATE_STOP:
      TURN_Turn(TURN_STOP);
      LF_currState = STATE_IDLE;
      break;
  } /* switch */
}
Example #3
0
/*!
 * \brief Performs a turn.
 * \return Returns TRUE while turn is still in progress.
 */
uint8_t MAZE_EvaluteTurn(bool *finished) {
  REF_LineKind historyLineKind, currLineKind;
  TURN_Kind turn;

  *finished = FALSE;
  if(MAZE_IsSolved()){
	  TURN_Turn(TURN_STEP_LINE_FW_POST_LINE, MAZE_SampleTurnStopFunction); /* do the line and beyond in one step */
	  SHELL_ParseCmd((unsigned char*)"drive mode none");
	  turn = MAZE_GetSolvedTurn(&indexPath);

  }
  else{
	  currLineKind = REF_GetLineKind();
	  if (currLineKind==REF_LINE_NONE) { /* nothing, must be dead end */
		turn = TURN_LEFT180;
	  } else {
		MAZE_ClearSensorHistory(); /* clear history values */
		MAZE_SampleSensorHistory(); /* store current values */
		TURN_Turn(TURN_STEP_LINE_FW_POST_LINE, MAZE_SampleTurnStopFunction); /* do the line and beyond in one step */
		historyLineKind = MAZE_HistoryLineKind(); /* new read new values */
		currLineKind = REF_GetLineKind();
		turn = MAZE_SelectTurn(historyLineKind, currLineKind);

	  }
	  if(!isSolved){
		  MAZE_AddPath(turn);
	  }
  }
	  if (turn==TURN_FINISHED) {
		*finished = TRUE;
		LF_StopFollowing();
		SHELL_SendString((unsigned char*)"MAZE: finished!\r\n");
		return ERR_OK;
	  } else if (turn==TURN_STRAIGHT) {
		  SHELL_ParseCmd((unsigned char*)"drive mode none");
		//SHELL_SendString((unsigned char*)"going straight\r\n");
		return ERR_OK;
	  } else if (turn==TURN_STOP) { /* should not happen here? */
		LF_StopFollowing();
		SHELL_SendString((unsigned char*)"Failure, stopped!!!\r\n");
		return ERR_FAILED; /* error case */
	  } else if (turn==TURN_LEFT180){
		  TURN_Turn(TURN_LEFT180, NULL);
		  SHELL_ParseCmd((unsigned char*)"drive mode none");

	  } else if (turn==TURN_RIGHT90){
		  TURN_Turn(TURN_RIGHT90, NULL);
		  SHELL_ParseCmd((unsigned char*)"drive mode none");

	  } else if (turn==TURN_LEFT90){
		  TURN_Turn(TURN_LEFT90, NULL);
		  SHELL_ParseCmd((unsigned char*)"drive mode none");
	  }else if (turn==TURN_FINISHED){
		  SHELL_ParseCmd((unsigned char*)"drive mode none");
		  LF_StopFollowing();

	  }else { /* turn or do something */
		/*! \todo Extend if necessary */
		return ERR_OK; /* turn finished */
  }
}