fix erratic/hesitant
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@@ -34,9 +34,20 @@ export const MotionEffects = {
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let delay = 0;
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let newHasHesitated = hasHesitated;
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if (target.mode === 'hesitant' && target.fraction >= 0.45 && !hasHesitated) {
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delay = 800; // Noticeably pause
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newHasHesitated = true;
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if (target.mode === 'hesitant') {
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if (target.fraction >= 0.4 && hasHesitated === false) {
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// Slow down massively instead of stopping
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if (BLE.isConnected()) {
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try { await BLE.write(`SPD:${Math.floor(Math.max(50, Settings.speed * 0.2))}`); } catch(e){}
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}
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newHasHesitated = true; // Started hesitation
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} else if (target.fraction >= 0.7 && hasHesitated === true) {
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// Speed back up
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if (BLE.isConnected()) {
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try { await BLE.write(`SPD:${Settings.speed}`); } catch(e){}
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}
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newHasHesitated = 2; // Finished hesitation
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}
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} else if (target.mode === 'overshoot_settle') {
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delay = 200; // Brief pause before returning
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if (BLE.isConnected()) {
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@@ -48,9 +59,7 @@ export const MotionEffects = {
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// Called to determine blending behaviour during queue checks
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getQueueAction(mode, maxDist, blendThreshold) {
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if (mode === 'erratic') {
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if (maxDist <= 5) return { action: 'wait', delay: 100 };
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} else if (mode === 'jumpy') {
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if (mode === 'jumpy') {
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if (maxDist <= 5) return { action: 'wait', delay: 100 };
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} else {
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if (maxDist <= blendThreshold) return { action: 'blend' };
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@@ -82,6 +91,8 @@ export const MotionEffects = {
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count = Math.max(count, Math.ceil(distance / 10)); // fine resolution for sine
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} else if (mode === 'erratic') {
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count = Math.max(count, Math.ceil(distance / 20)); // fewer, larger jumps
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} else if (mode === 'hesitant') {
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count = Math.max(count, Math.ceil(distance / 15)); // ensure we get middle waypoints for speed changes
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}
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return Math.max(1, count);
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},
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