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scoutos / scout / libscout / src / behaviors / navigationMap.cpp @ afa9104d

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/**
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 * Copyright (c) 2011 Colony Project
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 * 
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 * Permission is hereby granted, free of charge, to any person
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 * obtaining a copy of this software and associated documentation
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 * files (the "Software"), to deal in the Software without
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 * restriction, including without limitation the rights to use,
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 * copy, modify, merge, publish, distribute, sublicense, and/or sell
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 * copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following
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 * conditions:
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 * 
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 * The above copyright notice and this permission notice shall be
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 * included in all copies or substantial portions of the Software.
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 * 
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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 * OTHER DEALINGS IN THE SOFTWARE.
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 */
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/**
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 * @file navigationMap.cpp
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 * @brief Contains navigation map Behavior declarations and definitions
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 * 
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 * Contains functions and definitions for the use of
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 * navigation map Behavior 
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 *
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 * @author Colony Project, CMU Robotics Club
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 * @author Priya Deo
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 * @author Lalitha
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 * @author James
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 * @author Leon
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 **/
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#include "navigationMap.h"
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using namespace std;
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/**
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 * @brief Initializes the navigation map
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 *
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 * Initialize the navigation map. 
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 * The map itself is represented as a dynamic array of edge arrays
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 * @param the string name of the scout
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 */
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navigationMap::navigationMap(string scoutname) : Behavior(scoutname, "navigationMap")
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{
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  /** Initialize Map 
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   *
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   *   1           2          3         4
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   *  ----|-----------|----------|---------|---------->
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   *  <---|--5--------|--6-------|--7------|--8-------
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   *      |           |          |         |
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   *     9|         10|        11|       12|
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   *      |           |          |         |
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   *     ---         ---        ---       ---
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   */
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    Edge* a1 = new Edge[ARRAY_SIZE];
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    a1[0] = MAKE_EDGE(ISTRAIGHT, 2, 10);
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    a1[1] = MAKE_EDGE(IRIGHT, 9, 40);
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    a1[2] = MAKE_EDGE(IUTURN, DEADEND, 0);
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    Edge* a2 = new Edge[ARRAY_SIZE]; 
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    a2[0] = MAKE_EDGE(ISTRAIGHT, 3, 10);
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    a2[1] = MAKE_EDGE(IRIGHT, 10, 40);
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    a2[2] = MAKE_EDGE(IUTURN, 5, 10);
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    Edge* a3 = new Edge[ARRAY_SIZE]; 
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    a3[0] = MAKE_EDGE(ISTRAIGHT, 4, 10);
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    a3[1] = MAKE_EDGE(IRIGHT, 11, 40);
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    a3[2] = MAKE_EDGE(IUTURN, 6, 10);
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    Edge* a4 = new Edge[ARRAY_SIZE]; 
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    a4[0] = MAKE_EDGE(ISTRAIGHT, DEADEND, 0);
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    a4[1] = MAKE_EDGE(IRIGHT, 12, 40);
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    a4[2] = MAKE_EDGE(IUTURN, 7, 10);
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    Edge* a5 = new Edge[ARRAY_SIZE];
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    a5[0] = MAKE_EDGE(ISTRAIGHT, DEADEND, 0);
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    a5[1] = MAKE_EDGE(ILEFT, 9, 40);
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    a5[2] = MAKE_EDGE(IUTURN, 2, 10);
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    Edge* a6 = new Edge[ARRAY_SIZE];
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    a6[0] = MAKE_EDGE(ISTRAIGHT, 5, 0);
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    a6[1] = MAKE_EDGE(ILEFT, 10, 40);
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    a6[2] = MAKE_EDGE(IUTURN, 3, 10);
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    Edge* a7 = new Edge[ARRAY_SIZE];
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    a7[0] = MAKE_EDGE(ISTRAIGHT, 6, 0);
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    a7[1] = MAKE_EDGE(ILEFT, 11, 40);
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    a7[2] = MAKE_EDGE(IUTURN, 4, 10);
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    Edge* a8 = new Edge[ARRAY_SIZE];
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    a8[0] = MAKE_EDGE(ISTRAIGHT, 7, 0);
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    a8[1] = MAKE_EDGE(ILEFT, 12, 40);
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    a8[2] = MAKE_EDGE(IUTURN, DEADEND, 10);
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    Edge* a9 = new Edge[ARRAY_SIZE];
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    a9[0] = MAKE_EDGE(IRIGHT, 2, 10);
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    a9[1] = MAKE_EDGE(ILEFT, DEADEND, 0);
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    a9[2] = MAKE_EDGE(IUTURN, 9, 40);
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    Edge* a10 = new Edge[ARRAY_SIZE];
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    a10[0] = MAKE_EDGE(IRIGHT, 3, 10);
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    a10[1] = MAKE_EDGE(ILEFT, 5, 10);
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    a10[2] = MAKE_EDGE(IUTURN, 10, 40);
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    Edge* a11 = new Edge[ARRAY_SIZE];
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    a11[0] = MAKE_EDGE(IRIGHT, 4, 10);
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    a11[1] = MAKE_EDGE(ILEFT, 6, 10);
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    a11[2] = MAKE_EDGE(IUTURN, 11, 40);
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    Edge* a12 = new Edge[ARRAY_SIZE];
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    a12[0] = MAKE_EDGE(IRIGHT, DEADEND, 0);
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    a12[1] = MAKE_EDGE(ILEFT, 7, 10);
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    a12[2] = MAKE_EDGE(IUTURN, 12, 40);
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    map.push_back(a1);
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    map.push_back(a2);
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    map.push_back(a3);
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    map.push_back(a4);
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    map.push_back(a5);
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    map.push_back(a6);
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    map.push_back(a7);
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    map.push_back(a8);
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    map.push_back(a9);
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    map.push_back(a10);
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    map.push_back(a11);
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    map.push_back(a12);
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    curr_state = START_STATE;
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    arrival_time = ros::TIME_MAX;
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}
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/** @brief Goes through and frees all allocated memory */
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navigationMap::~navigationMap()
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{
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  while(!map.empty())
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  {
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    Edge* temp = map.back();
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    map.pop_back();
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    delete temp;
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  }
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  return;
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}
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/** @brief FSM implementation*/
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void navigationMap::run()
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{
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  Duration t;
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  ROS_INFO("My state is: %d\n", curr_state);
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  //Straight, straight, right, left, straight 5
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  update_state(ISTRAIGHT);
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  ROS_INFO("My state is: %d\n", curr_state);
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  t = get_time_remaining();
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  while(t.sec > 0)
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    t = get_time_remaining();
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  update_state(ISTRAIGHT);
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  ROS_INFO("My state is: %d\n", curr_state);
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  t = get_time_remaining();
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  while(t.sec > 0)
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    t = get_time_remaining();
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  update_state(IRIGHT);
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  ROS_INFO("My state is: %d\n", curr_state);
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  t = get_time_remaining();
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  while(t.sec > 0)
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    t = get_time_remaining();
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  update_state(ILEFT);
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  ROS_INFO("My state is: %d\n", curr_state);
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  t = get_time_remaining();
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  while(t.sec > 0)
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    t = get_time_remaining();
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  update_state(ISTRAIGHT);
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  ROS_INFO("My state is: %d\n", curr_state);
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  t = get_time_remaining();
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  while(t.sec > 0)
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    t = get_time_remaining();
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  ROS_INFO("Traveled route!\n");
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  ROS_INFO("Going to state 6\n");
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  Path path = shortest_path(6);
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  if(path.path == NULL)
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    return;
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  ROS_INFO("Worst case time to 6 is %d", get_worst_case_time(curr_state, 6).sec);
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  for(int i=0; i<path.len; i++)
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  {
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    update_state(path.path[i]);
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    ROS_INFO("Made turn %d, at state %d\n", path.path[i], curr_state);
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    t = get_time_remaining();
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    while(t.sec > 0)
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      t = get_time_remaining();
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    ROS_INFO("Now at state %d\n", curr_state);
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  }
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  ROS_INFO("Traveled route!\n");
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  while(ok())
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    continue;
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}
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/**@brief sets the current state to the state associated with the turn made
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 * @param the Turn that we made from our state
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 * @return our new State after making the turn 
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 */
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State navigationMap::update_state(Turn turn_made)
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{
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  Edge* possible_edges = get_outbound_edges(curr_state);
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  for(int i=0;i<ARRAY_SIZE;i++)
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  {
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    //sets the current state to the state associated with the turn made
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    if(GET_EDGE_DIR(possible_edges[i]) == turn_made)
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    {
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      int speed = 10000;//its over 9000
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      curr_state = GET_EDGE_STATE(possible_edges[i]);
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      //TODO: get actual speed
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      Duration travel_time(GET_EDGE_DIST(possible_edges[i])/speed);
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      arrival_time = Time::now() + travel_time;
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      return curr_state;
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    }
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  }
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  return -1;//failure to succeed
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}
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/**@brief returns the predicted time of arrival for our current task
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 * @return the predicted time of arrival for our current task
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 */
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Time navigationMap::get_eta()
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{
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  return arrival_time;
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}
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/**@brief returns the predicted amount of time it will take to finish our task
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 * @return the predicted amount of time it will take to finish our task
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 */
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Duration navigationMap::get_time_remaining()
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{
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  return (arrival_time - Time::now());
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}
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/**@brief returns the current state of the scout in the map
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 * @return the current State (ie: int) of the scout in the map
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 */
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State navigationMap::get_state()
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{
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  return curr_state;
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}
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/**@brief returns the Edges connecting from a given State
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 * @param the State whose edges we want to get
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 * @return the Edges connecting from the given State
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 */
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Edge* navigationMap::get_outbound_edges(State state)
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{
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  return map.at(state-1); 
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}
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/**@brief uses BFS to find the shortest path to a target State node
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 * @param target_state the State that we want to get to
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 * @return a Path struct containing the Turn* to take to get to the target state
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 */
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Path navigationMap::shortest_path(State target_state)
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{
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  return shortest_path(curr_state, target_state);
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}
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/**@brief uses BFS to find the shortest path to a target State node
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 * @param start_state the State that we start from
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 * @param target_state the State that we want to get to
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 * @return a Path struct containing the Turn* to take to get to the target state
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 */
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Path navigationMap::shortest_path(State start_state, State target_state)
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{
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  // BFS algorithm
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  State curr_state = start_state;
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  int visited[MAX_NODES+1] = {0};
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  queue<State> q;
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  q.push(curr_state);
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  // not zero = visited, zero = unvisited, negative = start state
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  visited[curr_state] = -1;
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  while (!q.empty())
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  {
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    State state = q.front();
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    //actually dequeue it
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    q.pop();
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    if (state == target_state)
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    {  
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      Path path;
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      path.path = (Turn*)calloc(sizeof(Turn), MAX_NODES);
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      int j = 0; // counter
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      for(State child = state; visited[child] >= 0; 
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          child = visited[child]) //while not start state
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      {
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        State parent = visited[child];
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        Edge* edges = get_outbound_edges(parent);
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        for (int i = 0; i < ARRAY_SIZE; i++)
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        {
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          if (GET_EDGE_STATE(edges[i]) == child)
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          {
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            path.path[j] = GET_EDGE_DIR(edges[i]);
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            j++;
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            break;
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          }
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        }
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      }
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      /** Reverse moves list */
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      for (int i = 0; i < j/2; i++)
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      {
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        path.path[i] ^= path.path[j-i-1];
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        path.path[j-i-1] ^= path.path[i];
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        path.path[i] ^= path.path[j-i-1];
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      }
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      path.len = j;
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      return path;
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    }
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    Edge* edges = get_outbound_edges(state);
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    for (int i = 0; i < ARRAY_SIZE; i++)
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    {
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      State new_state = GET_EDGE_STATE(edges[i]);
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      if (new_state != DEADEND && !visited[new_state]) 
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      {
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        // set this state in visited as the parent of the new_state
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        visited[new_state] = state;
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        q.push(new_state);
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      }
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    }
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  }
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  //oops, no way to get to target from state
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  Path path;
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  path.len = 0;
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  path.path = NULL;
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  return path;
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}
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/** @brief returns worst case time to travel to dest
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 *
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 *  Takes into account speed of robot and interactions with other robots
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 *
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 *  @param start_state Node that we start at
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 *  @param target_state Node that we end up at
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 *  @return the worst case time to travel to target node
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 */
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Duration navigationMap::get_worst_case_time(State start_state, State target_state)
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{
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  Path path = shortest_path(start_state, target_state);
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  Duration worst_case_time(0);
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  State curr_state = start_state;
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  //keep iterating over path while there are turns
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  for(int i=0; i<path.len; i++)
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  {
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    Edge* edges = get_outbound_edges(curr_state); 
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    for(int j=0; j<ARRAY_SIZE; j++)
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    {
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      if(GET_EDGE_DIR(edges[j]) == path.path[i])
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      {
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        Duration turn_time(TURN_TIME + (GET_EDGE_DIST(edges[j])/SPEED));
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        worst_case_time += turn_time;
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      }
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    }
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  }
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  Duration additional_time(DROPOFF_TIME + WAIT_TIME);
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  worst_case_time += additional_time; 
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  return worst_case_time;
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}