/// @file tool_change.cpp #include "tool_change.h" #include "../modules/buttons.h" #include "../modules/finda.h" #include "../modules/fsensor.h" #include "../modules/globals.h" #include "../modules/idler.h" #include "../modules/leds.h" #include "../modules/motion.h" #include "../modules/permanent_storage.h" #include "../modules/pulley.h" #include "../modules/selector.h" #include "../modules/user_input.h" #include "../debug.h" namespace logic { ToolChange toolChange; bool ToolChange::Reset(uint8_t param) { if (!CheckToolIndex(param)) { return false; } if (param == mg::globals.ActiveSlot() && (mg::globals.FilamentLoaded() == mg::FilamentLoadState::InNozzle)) { // we are already at the correct slot and the filament is loaded in the nozzle - nothing to do dbg_logic_P(PSTR("we are already at the correct slot and the filament is loaded - nothing to do\n")); return true; } // @@TODO establish printer in charge of UI processing for the ToolChange command only. // We'll see how that works and then probably we'll introduce some kind of protocol settings to switch UI handling. mui::userInput.SetPrinterInCharge(true); // we are either already at the correct slot, just the filament is not loaded - load the filament directly // or we are standing at another slot ... plannedSlot = param; if (mg::globals.FilamentLoaded() >= mg::FilamentLoadState::InSelector) { dbg_logic_P(PSTR("Filament is loaded --> unload")); state = ProgressCode::UnloadingFilament; unl.Reset2(mg::globals.ActiveSlot()); } else { mg::globals.SetFilamentLoaded(plannedSlot, mg::FilamentLoadState::InSelector); // activate the correct slot, feed uses that if (feed.Reset(true, false)) { state = ProgressCode::FeedingToFinda; error = ErrorCode::RUNNING; dbg_logic_P(PSTR("Filament is not loaded --> load")); } else { // selector refused to move - FINDA problem suspected GoToErrDisengagingIdler(ErrorCode::FINDA_FLICKERS); } } return true; } void ToolChange::GoToFeedingToBondtech() { james.Reset(3); state = ProgressCode::FeedingToBondtech; error = ErrorCode::RUNNING; } void ToolChange::ToolChangeFinishedCorrectly() { ml::leds.ActiveSlotDonePrimed(); mui::userInput.SetPrinterInCharge(false); FinishedOK(); } void ToolChange::GoToFeedingToFinda() { state = ProgressCode::FeedingToFinda; error = ErrorCode::RUNNING; mg::globals.SetFilamentLoaded(plannedSlot, mg::FilamentLoadState::AtPulley); if (!feed.Reset(true, false)) { GoToErrDisengagingIdler(ErrorCode::FINDA_FLICKERS); } } bool ToolChange::StepInner() { switch (state) { case ProgressCode::UnloadingFilament: if (unl.StepInner()) { // unloading sequence finished - basically, no errors can occurr here // as UnloadFilament should handle all the possible error states on its own // There is no way the UnloadFilament to finish in an error state // But planning the next move can fail if Selector refuses moving to the next slot // - that scenario is handled inside GoToFeedingToFinda GoToFeedingToFinda(); } break; case ProgressCode::FeedingToFinda: if (feed.Step()) { if (feed.State() == FeedToFinda::Failed) { GoToErrDisengagingIdler(ErrorCode::FINDA_DIDNT_SWITCH_ON); // signal loading error } else { GoToFeedingToBondtech(); } } break; case ProgressCode::FeedingToBondtech: if (james.Step()) { switch (james.State()) { case FeedToBondtech::Failed: GoToErrDisengagingIdler(ErrorCode::FSENSOR_DIDNT_SWITCH_ON); // signal loading error break; case FeedToBondtech::FSensorTooEarly: GoToErrDisengagingIdler(ErrorCode::FSENSOR_TOO_EARLY); // signal loading error break; default: ToolChangeFinishedCorrectly(); } } break; case ProgressCode::OK: return true; case ProgressCode::ERRDisengagingIdler: ErrDisengagingIdler(); return false; case ProgressCode::ERRWaitingForUser: { // waiting for user buttons and/or a command from the printer mui::Event ev = mui::userInput.ConsumeEvent(); switch (ev) { case mui::Event::Middle: // try again the whole sequence // It looks like we don't have to reset the whole state machine but jump straight into the feeding phase. // The reasons are multiple: // - If an error happens during the unload phase, it is handled separately in the UnloadFilament state machine // - If an error happens during the feeding phase, the unload has been already successfully completed. // And when restarted from the very beginning, the ToolChange does the last retract sequence from the UnloadFilament phase // -> that is not healthy, because the filament gets pushed away from the Pulley and causes another error. // However - if we run into "FSensor didn't trigger", the situation is exactly opposite - it is beneficial // to unload the filament and try the whole sequence again // Therefore we only switch to FeedingToFinda if FINDA is not pressed (we suppose the filament is unloaded completely) // // MMU-191: if FSENSOR_DIDNT_SWITCH_ON was caused by misaligned Idler, // rehoming it may fix the issue when auto retrying -> no user intervention // So first invalidate homing flags as the user may have moved the Idler or Selector accidentally. // // Beware: we may run into issues when FINDA or FSensor do not work correctly. Selector may rely on the presumed filament position and actually cut it accidentally when trying to rehome. // It is yet to be seen if something like this can actually happen. InvalidateHoming(); // It looks like we need to distinguish next steps based on what happened switch (error) { case ErrorCode::FSENSOR_TOO_EARLY: Reset(mg::globals.ActiveSlot()); break; case ErrorCode::FINDA_FLICKERS: // This is a tricky part in case FINDA is flickering // If we already managed to finish the unload, we must assume finda should be NOT pressed. // If it is still pressed // -> FINDA is flickering/badly tuned // -> unreliable and the user didn't fix the issue // -> we cannot do anything else but request the user to fix FINDA GoToFeedingToFinda(); break; default: if (mf::finda.Pressed()) { Reset(mg::globals.ActiveSlot()); } else { GoToFeedingToFinda(); } } break; default: // no event, continue waiting for user input break; } return false; } default: // we got into an unhandled state, better report it state = ProgressCode::ERRInternal; error = ErrorCode::INTERNAL; return true; } return false; } ProgressCode ToolChange::State() const { switch (state) { case ProgressCode::UnloadingFilament: return unl.State(); // report sub-automaton states properly case ProgressCode::FeedingToBondtech: // only process the important states switch (james.State()) { case FeedToBondtech::PushingFilamentToFSensor: return ProgressCode::FeedingToFSensor; case FeedToBondtech::PushingFilamentIntoNozzle: return ProgressCode::FeedingToNozzle; case FeedToBondtech::DisengagingIdler: return ProgressCode::DisengagingIdler; } [[fallthrough]]; // everything else is reported as is default: return state; } } ErrorCode ToolChange::Error() const { switch (state) { case ProgressCode::UnloadingFilament: { ErrorCode ec = unl.Error(); // report sub-automaton errors properly, only filter out OK and replace them with RUNNING return ec == ErrorCode::OK ? ErrorCode::RUNNING : ec; } default: return error; } } } // namespace logic