@@ -60,7 +60,7 @@ protected RobotState getNextState(RobotState currentState) {
60
60
CLIMBING_2_HANGING ->
61
61
currentState ;
62
62
case SPEAKER_SCORING , AMP_SCORING , FEEDING_SHOOTING , PASS_SHOOTING ->
63
- ! queuer .hasNote () ? RobotState . IDLE_NO_GP : currentState ;
63
+ queuer .hasNote () ? currentState : RobotState . IDLE_NO_GP ;
64
64
65
65
case SPEAKER_PREPARE_TO_SCORE ->
66
66
shooter .atGoal () && arm .atGoal () ? RobotState .SPEAKER_SCORING : currentState ;
@@ -75,7 +75,7 @@ protected RobotState getNextState(RobotState currentState) {
75
75
case UNJAM -> currentState ;
76
76
case INTAKING -> queuer .hasNote () ? RobotState .IDLE_WITH_GP : currentState ;
77
77
case OUTTAKING ->
78
- ! queuer .hasNote () || ! intake .hasNote () ? RobotState . IDLE_NO_GP : currentState ;
78
+ queuer .hasNote () || intake .hasNote () ? currentState : RobotState . IDLE_NO_GP ;
79
79
};
80
80
}
81
81
@@ -86,91 +86,91 @@ protected void afterTransition(RobotState newState) {
86
86
arm .setState (ArmState .SPEAKER_SHOT );
87
87
shooter .setState (ShooterState .SPEAKER_SHOT );
88
88
intake .setState (IntakeState .IDLE );
89
- queuer .seState (QueuerState .IDLE_WITH_GP );
89
+ queuer .setState (QueuerState .IDLE_WITH_GP );
90
90
}
91
91
case SPEAKER_SCORING -> {
92
92
arm .setState (ArmState .SPEAKER_SHOT );
93
93
shooter .setState (ShooterState .SPEAKER_SHOT );
94
94
intake .setState (IntakeState .IDLE );
95
- queuer .seState (QueuerState .SHOOTING );
95
+ queuer .setState (QueuerState .SHOOTING );
96
96
}
97
97
case AMP_PREPARE_TO_SCORE , AMP_WAITING -> {
98
98
arm .setState (ArmState .AMP );
99
99
shooter .setState (ShooterState .AMP );
100
100
intake .setState (IntakeState .IDLE );
101
- queuer .seState (QueuerState .IDLE_WITH_GP );
101
+ queuer .setState (QueuerState .IDLE_WITH_GP );
102
102
}
103
103
case AMP_SCORING -> {
104
104
arm .setState (ArmState .AMP );
105
105
shooter .setState (ShooterState .AMP );
106
106
intake .setState (IntakeState .IDLE );
107
- queuer .seState (QueuerState .SHOOTING );
107
+ queuer .setState (QueuerState .SHOOTING );
108
108
}
109
109
case FEEDING_PREPARE_TO_SHOOT , FEEDING_WAITING -> {
110
110
arm .setState (ArmState .FEEDING );
111
111
shooter .setState (ShooterState .FEEDING );
112
112
intake .setState (IntakeState .IDLE );
113
- queuer .seState (QueuerState .IDLE_WITH_GP );
113
+ queuer .setState (QueuerState .IDLE_WITH_GP );
114
114
}
115
115
case FEEDING_SHOOTING -> {
116
116
arm .setState (ArmState .FEEDING );
117
117
shooter .setState (ShooterState .FEEDING );
118
118
intake .setState (IntakeState .IDLE );
119
- queuer .seState (QueuerState .SHOOTING );
119
+ queuer .setState (QueuerState .SHOOTING );
120
120
}
121
121
case PASS_PREPARE_TO_SHOOT , PASS_WAITING -> {
122
122
arm .setState (ArmState .PASS );
123
123
shooter .setState (ShooterState .PASS );
124
124
intake .setState (IntakeState .IDLE );
125
- queuer .seState (QueuerState .IDLE_WITH_GP );
125
+ queuer .setState (QueuerState .IDLE_WITH_GP );
126
126
}
127
127
case PASS_SHOOTING -> {
128
128
arm .setState (ArmState .PASS );
129
129
shooter .setState (ShooterState .PASS );
130
130
intake .setState (IntakeState .IDLE );
131
- queuer .seState (QueuerState .SHOOTING );
131
+ queuer .setState (QueuerState .SHOOTING );
132
132
}
133
133
case UNJAM -> {
134
134
arm .setState (ArmState .AMP );
135
135
shooter .setState (ShooterState .PASS );
136
136
intake .setState (IntakeState .OUTTAKING );
137
- queuer .seState (QueuerState .OUTTAKING );
137
+ queuer .setState (QueuerState .OUTTAKING );
138
138
}
139
139
case INTAKING -> {
140
140
arm .setState (ArmState .IDLE );
141
141
shooter .setState (ShooterState .IDLE_STOPPED );
142
142
intake .setState (IntakeState .INTAKING );
143
- queuer .seState (QueuerState .INTAKING );
143
+ queuer .setState (QueuerState .INTAKING );
144
144
}
145
145
case OUTTAKING -> {
146
146
arm .setState (ArmState .IDLE );
147
147
shooter .setState (ShooterState .IDLE_STOPPED );
148
148
intake .setState (IntakeState .OUTTAKING );
149
- queuer .seState (QueuerState .OUTTAKING );
149
+ queuer .setState (QueuerState .OUTTAKING );
150
150
}
151
151
case CLIMBING_1_LINEUP -> {
152
152
arm .setState (ArmState .CLIMBING_1_LINEUP );
153
153
shooter .setState (ShooterState .IDLE_STOPPED );
154
154
intake .setState (IntakeState .IDLE );
155
- queuer .seState (QueuerState .IDLE_NO_GP );
155
+ queuer .setState (QueuerState .IDLE_NO_GP );
156
156
}
157
157
case CLIMBING_2_HANGING -> {
158
158
arm .setState (ArmState .CLIMBING_2_HANGING );
159
159
shooter .setState (ShooterState .IDLE_STOPPED );
160
160
intake .setState (IntakeState .IDLE );
161
- queuer .seState (QueuerState .IDLE_NO_GP );
161
+ queuer .setState (QueuerState .IDLE_NO_GP );
162
162
}
163
163
case IDLE_NO_GP -> {
164
164
arm .setState (ArmState .IDLE );
165
165
shooter .setState (ShooterState .IDLE_STOPPED );
166
166
intake .setState (IntakeState .IDLE );
167
- queuer .seState (QueuerState .IDLE_NO_GP );
167
+ queuer .setState (QueuerState .IDLE_NO_GP );
168
168
}
169
169
case IDLE_WITH_GP -> {
170
170
arm .setState (ArmState .IDLE );
171
171
shooter .setState (ShooterState .IDLE_WARMUP );
172
172
intake .setState (IntakeState .IDLE );
173
- queuer .seState (QueuerState .IDLE_WITH_GP );
173
+ queuer .setState (QueuerState .IDLE_WITH_GP );
174
174
}
175
175
}
176
176
}
0 commit comments