Exemple #1
0
bool Gripper::handlePickUp(gripper::PickUp::Request &req, gripper::PickUp::Response &res)
{
    handlePickup(req.fully);

    res.succeeded = (unsigned char) true;
    return true;
}
Exemple #2
0
bool Gripper::initialise() {
    glue.init();

    return false;

    RX.setMotorName("/tilt_controller/", 15E-3, 1);
    RX.initCompleted();
    RX.setMultiplier(2.0);
    handlePickup(true);

    ros::Rate sleep(5);
    for (int i = 0; i < 10; ++i) {
        sleep.sleep();
        loopOnce();
        while(!RX.hasCompleted())
        {
            loopOnce();
        }
    }

    MX.setMotorName("/pan_controller/", 3E-02, 2);
    MX.runIntoLimit();

    while(!MX.hasCompleted())
    {
        loopOnce();
    }
    for (int i = 0; i < 10; ++i) {
        sleep.sleep();
        loopOnce();
        while(!RX.hasCompleted() | !MX.hasCompleted())
        {
            loopOnce();
        }
    }

    spindle.initialise();
    spindle.intialiseExternal();
    spindle.isInitialised();
    while(!spindle.isInitialised())
    {
        loopOnce();
    }

    initialised = true;

    return true;
}
Exemple #3
0
void GameHandler::processMessage(NetComputer *computer, MessageIn &message)
{
    GameClient &client = *static_cast<GameClient *>(computer);

    if (client.status == CLIENT_LOGIN)
    {
        if (message.getId() != PGMSG_CONNECT)
            return;

        std::string magic_token = message.readString(MAGIC_TOKEN_LENGTH);
        client.status = CLIENT_QUEUED; // Before the addPendingClient
        mTokenCollector.addPendingClient(magic_token, &client);
        return;
    }
    else if (client.status != CLIENT_CONNECTED)
    {
        return;
    }

    switch (message.getId())
    {
        case PGMSG_SAY:
            handleSay(client, message);
            break;

        case PGMSG_NPC_TALK:
        case PGMSG_NPC_TALK_NEXT:
        case PGMSG_NPC_SELECT:
        case PGMSG_NPC_NUMBER:
        case PGMSG_NPC_STRING:
            handleNpc(client, message);
            break;

        case PGMSG_PICKUP:
            handlePickup(client, message);
            break;

        case PGMSG_USE_ITEM:
            handleUseItem(client, message);
            break;

        case PGMSG_DROP:
            handleDrop(client, message);
            break;

        case PGMSG_WALK:
            handleWalk(client, message);
            break;

        case PGMSG_EQUIP:
            handleEquip(client, message);
            break;

        case PGMSG_UNEQUIP:
            handleUnequip(client, message);
            break;

        case PGMSG_MOVE_ITEM:
            handleMoveItem(client, message);
            break;

        case PGMSG_ATTACK:
            handleAttack(client, message);
            break;

        case PGMSG_USE_SPECIAL_ON_BEING:
            handleUseSpecialOnBeing(client, message);
            break;

        case PGMSG_USE_SPECIAL_ON_POINT:
            handleUseSpecialOnPoint(client, message);
            break;

        case PGMSG_ACTION_CHANGE:
            handleActionChange(client, message);
            break;

        case PGMSG_DIRECTION_CHANGE:
            handleDirectionChange(client, message);
            break;

        case PGMSG_DISCONNECT:
            handleDisconnect(client, message);
            break;

        case PGMSG_TRADE_REQUEST:
            handleTradeRequest(client, message);
            break;

        case PGMSG_TRADE_CANCEL:
        case PGMSG_TRADE_AGREED:
        case PGMSG_TRADE_CONFIRM:
        case PGMSG_TRADE_ADD_ITEM:
        case PGMSG_TRADE_SET_MONEY:
            handleTrade(client, message);
            break;

        case PGMSG_NPC_BUYSELL:
            handleNpcBuySell(client, message);
            break;

        case PGMSG_RAISE_ATTRIBUTE:
            handleRaiseAttribute(client, message);
            break;

        case PGMSG_LOWER_ATTRIBUTE:
            handleLowerAttribute(client, message);
            break;

        case PGMSG_RESPAWN:
            // plausibility check is done by character class
            client.character->respawn();
            break;

        case PGMSG_NPC_POST_SEND:
            handleNpcPostSend(client, message);
            break;

        case PGMSG_PARTY_INVITE:
            handlePartyInvite(client, message);
            break;

        case PGMSG_BEING_EMOTE:
            handleTriggerEmoticon(client, message);
            break;

        default:
            LOG_WARN("Invalid message type");
            client.send(MessageOut(XXMSG_INVALID));
            break;
    }
}