Distinguishing Match from Skills

Hi everyone!

I’m mentoring a first-year middle school team this year, and one of the things that their driver wants from the programmers is alerts at certain times through the controller’s rumble method.

We have the controller rumbling at the specified times for 1-minute skills runs, but since driver control in matches is 1 minute 45 seconds, it isn’t a universal solution.

Is there a way to distinguish a match from a skills run in the code? I’ve checked the API (we’re using the VSCode extension - C++), and can’t seem to find anything. At the moment, our best idea is to set a boolean variable isFullMatch to be set to true in the Autonomous period - and false otherwise, and then using that to determine whether or not we’re in a match.

Is there a better way of doing this? We’d love some advice to see what we can do!

Normally we go low-tech in this sort of thing.

The coach (ie. the drive team member that is not driving) of the team will just be the timekeeper as well.

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You have several slots on the brain to store programs. You could have a driver control program in slot one and an skills program in slot two with different timer parameters.

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We have a similar controller buzzing system, and what I did to get around this problem was check if our global auton variable (we have an auton selector so it can be set before the match or skills, but you could also just do this on different ports with different hardcoded values for the auton variable/constant) was on our skills auton or not, and that would determine what time to rumble the controller at. For skills, we would just make sure to select the skills auton even if it was driver skills.

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