diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/.gitignore b/jetson/ros2_ws/src/saltybot_emotion_engine/.gitignore
new file mode 100644
index 0000000..f3487b6
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_emotion_engine/.gitignore
@@ -0,0 +1,7 @@
+build/
+install/
+log/
+*.egg-info/
+__pycache__/
+*.pyc
+.pytest_cache/
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/README.md b/jetson/ros2_ws/src/saltybot_emotion_engine/README.md
new file mode 100644
index 0000000..0569d15
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_emotion_engine/README.md
@@ -0,0 +1,178 @@
+# SaltyBot Emotion Engine (Issue #429)
+
+Context-aware facial expression and emotion selection system for SaltyBot.
+
+## Features
+
+### 1. State-to-Emotion Mapping
+Maps robot operational state to emotional responses:
+- **Navigation commands** → Excited (high intensity)
+- **Social interactions** → Happy/Curious/Playful
+- **Low battery** → Concerned (intensity scales with severity)
+- **Balance issues** → Concerned (urgent)
+- **System degradation** → Concerned (moderate)
+- **Idle (no interaction >10s)** → Neutral (with smooth fade)
+
+### 2. Smooth Emotion Transitions
+- Configurable transition durations (0.3–1.2 seconds)
+- Easing curves for natural animation
+- Confidence decay during uncertainty
+- Progressive intensity ramping
+
+### 3. Personality-Aware Responses
+Configurable personality traits (0.0–1.0):
+- **Extroversion**: Affects how eager to interact (playful vs. reserved)
+- **Playfulness**: Modulates happiness intensity with people
+- **Responsiveness**: Speed of emotional reactions
+- **Anxiety**: Baseline concern level and worry responses
+
+### 4. Social Memory & Familiarity
+- Tracks interaction history per person
+- Warmth modifier (0.3–1.0) based on relationship tier:
+ - Stranger: 0.5 (neutral warmth)
+ - Regular contact: 0.6–0.8 (warmer)
+ - Known favorite: 0.9–1.0 (very warm)
+- Positive interactions increase familiarity
+- Warmth applied as intensity multiplier for happiness
+
+### 5. Idle Behaviors
+Subtle animations triggered when idle:
+- **Blink**: ~30% of time, interval ~3–4 seconds
+- **Look around**: Gentle head movements, ~8–10 second interval
+- **Breathing**: Continuous oscillation (sine wave)
+- Published as flags in emotion state
+
+## Topics
+
+### Subscriptions
+| Topic | Type | Purpose |
+|-------|------|---------|
+| `/social/voice_command` | `saltybot_social_msgs/VoiceCommand` | React to voice intents |
+| `/social/person_state` | `saltybot_social_msgs/PersonStateArray` | Track people & engagement |
+| `/social/personality/state` | `saltybot_social_msgs/PersonalityState` | Personality context |
+| `/saltybot/battery` | `std_msgs/Float32` | Battery level (0.0–1.0) |
+| `/saltybot/balance_stable` | `std_msgs/Bool` | Balance/traction status |
+| `/saltybot/system_health` | `std_msgs/String` | System health state |
+
+### Publications
+| Topic | Type | Content |
+|-------|------|---------|
+| `/saltybot/emotion_state` | `std_msgs/String` (JSON) | Current emotion + metadata |
+
+#### Emotion State JSON Schema
+```json
+{
+ "emotion": "happy|curious|excited|concerned|confused|tired|playful|neutral",
+ "intensity": 0.0–1.0,
+ "confidence": 0.0–1.0,
+ "expression": "happy_intense|happy|happy_subtle|...",
+ "context": "navigation_command|engaged_with_N_people|low_battery|...",
+ "triggered_by": "voice_command|person_tracking|battery_monitor|balance_monitor|idle_timer",
+ "social_target_id": "person_id or null",
+ "social_warmth": 0.0–1.0,
+ "idle_flags": {
+ "blink": true|false,
+ "look_around": true|false,
+ "breathing": true|false
+ },
+ "timestamp": unix_time,
+ "battery_level": 0.0–1.0,
+ "balance_stable": true|false,
+ "system_health": "nominal|degraded|critical"
+}
+```
+
+## Configuration
+
+Edit `config/emotion_engine.yaml`:
+
+```yaml
+personality:
+ extroversion: 0.6 # 0=introvert, 1=extrovert
+ playfulness: 0.5 # How playful with people
+ responsiveness: 0.8 # Reaction speed
+ anxiety: 0.3 # Baseline worry level
+
+battery_warning_threshold: 0.25 # 25% triggers mild concern
+battery_critical_threshold: 0.10 # 10% triggers high concern
+
+update_rate_hz: 10.0 # Publishing frequency
+```
+
+## Running
+
+### From launch file
+```bash
+ros2 launch saltybot_emotion_engine emotion_engine.launch.py
+```
+
+### Direct node launch
+```bash
+ros2 run saltybot_emotion_engine emotion_engine
+```
+
+## Integration with Face Expression System
+
+The emotion engine publishes `/saltybot/emotion_state` which should be consumed by:
+- Face expression controller (applies expressions based on emotion + intensity)
+- Idle animation controller (applies blink, look-around, breathing)
+- Voice response controller (modulates speech tone/style by emotion)
+
+## Emotion Logic Flow
+
+```
+Input: Voice command, person tracking, battery, etc.
+ ↓
+Classify event → determine target emotion
+ ↓
+Apply personality modifiers (intensity * personality traits)
+ ↓
+Initiate smooth transition (current emotion → target emotion)
+ ↓
+Apply social warmth modifier if person-directed
+ ↓
+Update idle flags
+ ↓
+Publish emotion state (JSON)
+```
+
+## Example Usage
+
+Subscribe and monitor emotion state:
+```bash
+ros2 topic echo /saltybot/emotion_state
+```
+
+Example output (when person talks):
+```json
+{
+ "emotion": "excited",
+ "intensity": 0.85,
+ "confidence": 0.9,
+ "expression": "surprised_intense",
+ "context": "navigation_command",
+ "triggered_by": "voice_command",
+ "social_target_id": "person_42",
+ "social_warmth": 0.75,
+ "idle_flags": {"blink": false, "look_around": true, "breathing": true},
+ "timestamp": 1699564800.123
+}
+```
+
+## Development Notes
+
+- **Emotion types** are defined in `EmotionType` enum
+- **Transitions** managed by `EmotionTransitioner` class
+- **Idle behaviors** managed by `IdleBehaviorManager` class
+- **Social memory** managed by `SocialMemoryManager` class
+- Add new emotions by extending `EmotionType` and updating `_map_emotion_to_expression()`
+- Adjust transition curves in `EmotionTransitioner.transition_curves` dict
+
+## Future Enhancements
+
+1. Machine learning model for context → emotion prediction
+2. Voice sentiment analysis to modulate emotion
+3. Facial expression feedback from /social/faces/expressions
+4. Multi-person emotional dynamics (ensemble emotion)
+5. Persistent social memory (database backend)
+6. Integration with LLM for contextual emotion explanation
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/config/emotion_engine.yaml b/jetson/ros2_ws/src/saltybot_emotion_engine/config/emotion_engine.yaml
new file mode 100644
index 0000000..eb2d1be
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_emotion_engine/config/emotion_engine.yaml
@@ -0,0 +1,29 @@
+/**:
+ ros__parameters:
+ # Personality configuration (0.0–1.0)
+ personality:
+ # How outgoing/sociable (0=introverted, 1=extroverted)
+ extroversion: 0.6
+ # How much the robot enjoys playful interactions
+ playfulness: 0.5
+ # Speed of emotional reaction (0=slow/reserved, 1=instant/reactive)
+ responsiveness: 0.8
+ # Baseline anxiety/caution (0=relaxed, 1=highly anxious)
+ anxiety: 0.3
+
+ # Battery thresholds
+ battery_warning_threshold: 0.25 # 25% - mild concern
+ battery_critical_threshold: 0.10 # 10% - high concern
+
+ # Update frequency
+ update_rate_hz: 10.0
+
+ # Transition timing
+ emotion_transition_duration_normal: 0.8 # seconds
+ emotion_transition_duration_urgent: 0.3 # for critical states
+ emotion_transition_duration_relax: 1.2 # for returning to neutral
+
+ # Idle behavior timing
+ idle_blink_interval: 3.0 # seconds
+ idle_look_around_interval: 8.0 # seconds
+ idle_return_to_neutral_delay: 10.0 # seconds with no interaction
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/launch/emotion_engine.launch.py b/jetson/ros2_ws/src/saltybot_emotion_engine/launch/emotion_engine.launch.py
new file mode 100644
index 0000000..8221758
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_emotion_engine/launch/emotion_engine.launch.py
@@ -0,0 +1,36 @@
+#!/usr/bin/env python3
+
+from launch import LaunchDescription
+from launch_ros.actions import Node
+from launch.substitutions import PathJoinSubstitution
+from launch_ros.substitutions import FindPackageShare
+import os
+
+
+def generate_launch_description():
+ """Launch emotion engine node with configuration."""
+
+ # Get the package directory
+ package_share_dir = FindPackageShare("saltybot_emotion_engine")
+ config_file = PathJoinSubstitution(
+ [package_share_dir, "config", "emotion_engine.yaml"]
+ )
+
+ # Emotion engine node
+ emotion_engine_node = Node(
+ package="saltybot_emotion_engine",
+ executable="emotion_engine",
+ name="emotion_engine",
+ output="screen",
+ parameters=[config_file],
+ remappings=[
+ # Remap topic names if needed
+ ("/saltybot/battery", "/saltybot/battery_level"),
+ ("/saltybot/balance_stable", "/saltybot/balance_status"),
+ ],
+ on_exit_event_handlers=[], # Could add custom handlers
+ )
+
+ return LaunchDescription([
+ emotion_engine_node,
+ ])
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/package.xml b/jetson/ros2_ws/src/saltybot_emotion_engine/package.xml
new file mode 100644
index 0000000..217701d
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_emotion_engine/package.xml
@@ -0,0 +1,29 @@
+
+
+
+ saltybot_emotion_engine
+ 0.1.0
+
+ Context-aware facial expression and emotion selection engine.
+ Subscribes to orchestrator state, battery, balance, person tracking, voice commands, and health.
+ Maps robot state to emotions with smooth transitions, idle behaviors, and social awareness.
+ Publishes emotion state with personality-aware expression selection (Issue #429).
+
+ seb
+ MIT
+
+ rclpy
+ std_msgs
+ geometry_msgs
+ saltybot_social_msgs
+ ament_index_python
+
+ ament_copyright
+ ament_flake8
+ ament_pep257
+ python3-pytest
+
+
+ ament_python
+
+
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/resource/saltybot_emotion_engine b/jetson/ros2_ws/src/saltybot_emotion_engine/resource/saltybot_emotion_engine
new file mode 100644
index 0000000..e69de29
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/saltybot_emotion_engine/__init__.py b/jetson/ros2_ws/src/saltybot_emotion_engine/saltybot_emotion_engine/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/saltybot_emotion_engine/emotion_engine_node.py b/jetson/ros2_ws/src/saltybot_emotion_engine/saltybot_emotion_engine/emotion_engine_node.py
new file mode 100644
index 0000000..af39882
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_emotion_engine/saltybot_emotion_engine/emotion_engine_node.py
@@ -0,0 +1,569 @@
+#!/usr/bin/env python3
+
+import math
+import time
+from enum import Enum
+from dataclasses import dataclass, field
+from typing import Optional, Dict, List
+from collections import deque
+
+import rclpy
+from rclpy.node import Node
+from rclpy.qos import QoSProfile, ReliabilityPolicy, HistoryPolicy
+from std_msgs.msg import String, Float32, Bool
+from geometry_msgs.msg import Pose
+from saltybot_social_msgs.msg import (
+ VoiceCommand,
+ PersonState,
+ PersonStateArray,
+ Expression,
+ PersonalityState,
+)
+
+
+class EmotionType(Enum):
+ """Core emotion types for facial expression selection."""
+ NEUTRAL = "neutral"
+ HAPPY = "happy"
+ CURIOUS = "curious"
+ CONCERNED = "concerned"
+ EXCITED = "excited"
+ CONFUSED = "confused"
+ TIRED = "tired"
+ PLAYFUL = "playful"
+
+
+@dataclass
+class EmotionState:
+ """Internal state of robot emotion system."""
+ primary_emotion: EmotionType = EmotionType.NEUTRAL
+ intensity: float = 0.5 # 0.0 = minimal, 1.0 = extreme
+ confidence: float = 0.5 # 0.0 = uncertain, 1.0 = certain
+ context: str = "" # e.g., "person_interacting", "low_battery", "idle"
+ triggered_by: str = "" # e.g., "voice_command", "battery_monitor", "idle_timer"
+ social_target_id: Optional[str] = None # person_id if responding to someone
+ social_warmth: float = 0.5 # 0.0 = cold, 1.0 = warm (familiarity with target)
+ last_update_time: float = 0.0
+ transition_start_time: float = 0.0
+ transition_target: Optional[EmotionType] = None
+ transition_duration: float = 1.0 # seconds for smooth transition
+ idle_flags: Dict[str, bool] = field(default_factory=dict) # blink, look_around, breathing
+ expression_name: str = "neutral" # actual face expression name
+
+
+class IdleBehaviorManager:
+ """Manages idle animations and subtle behaviors."""
+
+ def __init__(self, node_logger):
+ self.logger = node_logger
+ self.blink_interval = 3.0 # seconds
+ self.look_around_interval = 8.0
+ self.breathing_phase = 0.0
+ self.last_blink_time = time.time()
+ self.last_look_around_time = time.time()
+
+ def update(self, dt: float) -> Dict[str, bool]:
+ """Update idle behaviors, return active flags."""
+ current_time = time.time()
+ flags = {}
+
+ # Blink behavior: ~30% of the time
+ if current_time - self.last_blink_time > self.blink_interval:
+ flags["blink"] = True
+ self.last_blink_time = current_time
+ self.blink_interval = 3.0 + (hash(current_time) % 100) / 100.0
+ else:
+ flags["blink"] = False
+
+ # Look around: softer transitions every 8 seconds
+ if current_time - self.last_look_around_time > self.look_around_interval:
+ flags["look_around"] = True
+ self.last_look_around_time = current_time
+ self.look_around_interval = 8.0 + (hash(current_time) % 200) / 100.0
+ else:
+ flags["look_around"] = False
+
+ # Breathing: continuous gentle oscillation
+ self.breathing_phase = (self.breathing_phase + dt * 0.5) % (2 * math.pi)
+ breathing_intensity = (math.sin(self.breathing_phase) + 1.0) / 2.0
+ flags["breathing"] = breathing_intensity > 0.3
+
+ return flags
+
+
+class SocialMemoryManager:
+ """Tracks interaction history and familiarity with people."""
+
+ def __init__(self):
+ self.interactions: Dict[str, Dict] = {}
+ self.max_history = 100
+ self.recent_interactions = deque(maxlen=self.max_history)
+
+ def record_interaction(self, person_id: str, interaction_type: str, intensity: float = 1.0):
+ """Record an interaction with a person."""
+ if person_id not in self.interactions:
+ self.interactions[person_id] = {
+ "count": 0,
+ "warmth": 0.5,
+ "last_interaction": 0.0,
+ "positive_interactions": 0,
+ }
+
+ entry = self.interactions[person_id]
+ entry["count"] += 1
+ entry["last_interaction"] = time.time()
+
+ if intensity > 0.7:
+ entry["positive_interactions"] += 1
+ # Increase warmth for positive interactions
+ entry["warmth"] = min(1.0, entry["warmth"] + 0.05)
+ else:
+ # Slight decrease for negative interactions
+ entry["warmth"] = max(0.3, entry["warmth"] - 0.02)
+
+ self.recent_interactions.append((person_id, interaction_type, time.time()))
+
+ def get_warmth_modifier(self, person_id: Optional[str]) -> float:
+ """Get warmth multiplier for a person (0.5 = neutral, 1.0 = familiar, 0.3 = stranger)."""
+ if not person_id or person_id not in self.interactions:
+ return 0.5
+
+ return self.interactions[person_id].get("warmth", 0.5)
+
+ def get_familiarity_score(self, person_id: Optional[str]) -> float:
+ """Get interaction count-based familiarity (normalized)."""
+ if not person_id or person_id not in self.interactions:
+ return 0.0
+
+ count = self.interactions[person_id].get("count", 0)
+ return min(1.0, count / 10.0) # Saturate at 10 interactions
+
+
+class EmotionTransitioner:
+ """Handles smooth transitions between emotions."""
+
+ def __init__(self):
+ self.transition_curves = {
+ (EmotionType.NEUTRAL, EmotionType.EXCITED): "ease_out",
+ (EmotionType.NEUTRAL, EmotionType.CONCERNED): "ease_in",
+ (EmotionType.EXCITED, EmotionType.NEUTRAL): "ease_in",
+ (EmotionType.CONCERNED, EmotionType.NEUTRAL): "ease_out",
+ }
+
+ def get_transition_progress(self, state: EmotionState) -> float:
+ """Get interpolation progress [0.0, 1.0]."""
+ if not state.transition_target:
+ return 1.0
+
+ elapsed = time.time() - state.transition_start_time
+ progress = min(1.0, elapsed / state.transition_duration)
+ return progress
+
+ def should_transition(self, state: EmotionState) -> bool:
+ """Check if transition is complete."""
+ if not state.transition_target:
+ return False
+ return self.get_transition_progress(state) >= 1.0
+
+ def apply_transition(self, state: EmotionState) -> EmotionState:
+ """Apply transition logic if in progress."""
+ if not self.should_transition(state):
+ return state
+
+ # Transition complete
+ state.primary_emotion = state.transition_target
+ state.transition_target = None
+ state.confidence = min(1.0, state.confidence + 0.1)
+ return state
+
+ def initiate_transition(
+ self,
+ state: EmotionState,
+ target_emotion: EmotionType,
+ duration: float = 0.8,
+ ) -> EmotionState:
+ """Start a smooth transition to new emotion."""
+ if state.primary_emotion == target_emotion:
+ return state
+
+ state.transition_target = target_emotion
+ state.transition_start_time = time.time()
+ state.transition_duration = duration
+ state.confidence = max(0.3, state.confidence - 0.2)
+ return state
+
+
+class EmotionEngineNode(Node):
+ """
+ Context-aware emotion engine for SaltyBot.
+
+ Subscribes to:
+ - /social/voice_command (reactive to speech)
+ - /social/person_state (person tracking for social context)
+ - /social/personality/state (personality/mood context)
+ - /saltybot/battery (low battery detection)
+ - /saltybot/balance (balance/stability concerns)
+ - /diagnostics (health monitoring)
+
+ Publishes:
+ - /saltybot/emotion_state (current emotion + metadata)
+ """
+
+ def __init__(self):
+ super().__init__("saltybot_emotion_engine")
+
+ # Configuration parameters
+ self.declare_parameter("personality.extroversion", 0.6)
+ self.declare_parameter("personality.playfulness", 0.5)
+ self.declare_parameter("personality.responsiveness", 0.8)
+ self.declare_parameter("personality.anxiety", 0.3)
+ self.declare_parameter("battery_warning_threshold", 0.25)
+ self.declare_parameter("battery_critical_threshold", 0.10)
+ self.declare_parameter("update_rate_hz", 10.0)
+
+ # QoS for reliable topic communication
+ qos = QoSProfile(
+ reliability=ReliabilityPolicy.BEST_EFFORT,
+ history=HistoryPolicy.KEEP_LAST,
+ depth=5,
+ )
+
+ # State tracking
+ self.emotion_state = EmotionState()
+ self.last_emotion_state = EmotionState()
+ self.battery_level = 0.5
+ self.balance_stable = True
+ self.people_present: Dict[str, PersonState] = {}
+ self.voice_command_cooldown = 0.0
+ self.idle_timer = 0.0
+ self.system_health = "nominal"
+
+ # Managers
+ self.idle_manager = IdleBehaviorManager(self.get_logger())
+ self.social_memory = SocialMemoryManager()
+ self.transitioner = EmotionTransitioner()
+
+ # Subscriptions
+ self.voice_sub = self.create_subscription(
+ VoiceCommand,
+ "/social/voice_command",
+ self.voice_command_callback,
+ qos,
+ )
+
+ self.person_state_sub = self.create_subscription(
+ PersonStateArray,
+ "/social/person_state",
+ self.person_state_callback,
+ qos,
+ )
+
+ self.personality_sub = self.create_subscription(
+ PersonalityState,
+ "/social/personality/state",
+ self.personality_callback,
+ qos,
+ )
+
+ self.battery_sub = self.create_subscription(
+ Float32,
+ "/saltybot/battery",
+ self.battery_callback,
+ qos,
+ )
+
+ self.balance_sub = self.create_subscription(
+ Bool,
+ "/saltybot/balance_stable",
+ self.balance_callback,
+ qos,
+ )
+
+ self.health_sub = self.create_subscription(
+ String,
+ "/saltybot/system_health",
+ self.health_callback,
+ qos,
+ )
+
+ # Publisher
+ self.emotion_pub = self.create_publisher(
+ String,
+ "/saltybot/emotion_state",
+ qos,
+ )
+
+ # Main update loop
+ update_rate = self.get_parameter("update_rate_hz").value
+ self.update_timer = self.create_timer(1.0 / update_rate, self.update_callback)
+
+ self.get_logger().info(
+ "Emotion engine initialized: "
+ f"extroversion={self.get_parameter('personality.extroversion').value}, "
+ f"playfulness={self.get_parameter('personality.playfulness').value}"
+ )
+
+ def voice_command_callback(self, msg: VoiceCommand):
+ """React to voice commands with emotional responses."""
+ self.voice_command_cooldown = 0.5 # Cooldown to prevent rapid re-triggering
+
+ intent = msg.intent
+ confidence = msg.confidence
+
+ # Map command intents to emotions
+ if intent.startswith("nav."):
+ # Navigation commands -> excitement
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.EXCITED,
+ duration=0.6,
+ )
+ self.emotion_state.context = "navigation_command"
+ self.emotion_state.intensity = min(0.9, confidence * 0.8 + 0.3)
+
+ elif intent.startswith("social."):
+ # Social commands -> happy/curious
+ if "remember" in intent or "forget" in intent:
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.CURIOUS,
+ duration=0.8,
+ )
+ self.emotion_state.intensity = 0.6
+ else:
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.HAPPY,
+ duration=0.7,
+ )
+ self.emotion_state.intensity = 0.7
+
+ elif intent == "fallback":
+ # Unrecognized command -> confused
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.CONFUSED,
+ duration=0.5,
+ )
+ self.emotion_state.intensity = min(0.5, confidence)
+
+ self.emotion_state.triggered_by = "voice_command"
+ self.emotion_state.social_target_id = msg.speaker_id
+
+ def person_state_callback(self, msg: PersonStateArray):
+ """Update state based on person tracking and engagement."""
+ self.people_present.clear()
+ for person_state in msg.person_states:
+ person_id = str(person_state.person_id)
+ self.people_present[person_id] = person_state
+
+ # Record interaction based on engagement state
+ if person_state.state == PersonState.STATE_ENGAGED:
+ self.social_memory.record_interaction(person_id, "engaged", 0.8)
+ elif person_state.state == PersonState.STATE_TALKING:
+ self.social_memory.record_interaction(person_id, "talking", 0.9)
+ elif person_state.state == PersonState.STATE_APPROACHING:
+ self.social_memory.record_interaction(person_id, "approaching", 0.5)
+
+ # If people present and engaged -> be happier
+ engaged_count = sum(
+ 1 for p in self.people_present.values()
+ if p.state == PersonState.STATE_ENGAGED
+ )
+
+ if engaged_count > 0:
+ # Boost happiness when with familiar people
+ playfulness = self.get_parameter("personality.playfulness").value
+ if playfulness > 0.6:
+ target_emotion = EmotionType.PLAYFUL
+ else:
+ target_emotion = EmotionType.HAPPY
+
+ if self.emotion_state.primary_emotion != target_emotion:
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ target_emotion,
+ duration=0.9,
+ )
+ self.emotion_state.intensity = 0.7 + (0.3 * playfulness)
+ self.emotion_state.context = f"engaged_with_{engaged_count}_people"
+
+ def personality_callback(self, msg: PersonalityState):
+ """Update emotion context based on personality state."""
+ # Mood from personality system influences intensity
+ if msg.mood == "playful":
+ self.emotion_state.intensity = min(1.0, self.emotion_state.intensity + 0.1)
+ elif msg.mood == "annoyed":
+ self.emotion_state.intensity = max(0.0, self.emotion_state.intensity - 0.1)
+
+ def battery_callback(self, msg: Float32):
+ """React to low battery with concern."""
+ self.battery_level = msg.data
+
+ battery_critical = self.get_parameter("battery_critical_threshold").value
+ battery_warning = self.get_parameter("battery_warning_threshold").value
+
+ if self.battery_level < battery_critical:
+ # Critical: very concerned
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.CONCERNED,
+ duration=0.5,
+ )
+ self.emotion_state.intensity = 0.9
+ self.emotion_state.context = "critical_battery"
+ self.emotion_state.triggered_by = "battery_monitor"
+
+ elif self.battery_level < battery_warning:
+ # Warning: mildly concerned
+ if self.emotion_state.primary_emotion == EmotionType.NEUTRAL:
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.CONCERNED,
+ duration=0.8,
+ )
+ self.emotion_state.intensity = max(self.emotion_state.intensity, 0.5)
+ self.emotion_state.context = "low_battery"
+
+ def balance_callback(self, msg: Bool):
+ """React to balance/traction issues."""
+ self.balance_stable = msg.data
+
+ if not self.balance_stable:
+ # Balance concern
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.CONCERNED,
+ duration=0.4,
+ )
+ self.emotion_state.intensity = 0.8
+ self.emotion_state.context = "balance_unstable"
+ self.emotion_state.triggered_by = "balance_monitor"
+
+ def health_callback(self, msg: String):
+ """React to system health status."""
+ self.system_health = msg.data
+
+ if msg.data == "degraded":
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.CONCERNED,
+ duration=0.7,
+ )
+ self.emotion_state.intensity = 0.6
+ self.emotion_state.context = "system_degraded"
+
+ def update_callback(self):
+ """Main update loop."""
+ current_time = time.time()
+ dt = 1.0 / self.get_parameter("update_rate_hz").value
+
+ # Update transitions
+ self.emotion_state = self.transitioner.apply_transition(self.emotion_state)
+
+ # Update idle behaviors
+ self.emotion_state.idle_flags = self.idle_manager.update(dt)
+
+ # Cooldown voice commands
+ self.voice_command_cooldown = max(0.0, self.voice_command_cooldown - dt)
+
+ # Idle detection: return to neutral if no interaction for 10+ seconds
+ self.idle_timer += dt
+ if (
+ self.voice_command_cooldown <= 0
+ and not self.people_present
+ and self.idle_timer > 10.0
+ and self.emotion_state.primary_emotion != EmotionType.NEUTRAL
+ ):
+ self.emotion_state = self.transitioner.initiate_transition(
+ self.emotion_state,
+ EmotionType.NEUTRAL,
+ duration=1.2,
+ )
+ self.emotion_state.context = "idle"
+ self.idle_timer = 0.0
+
+ if self.voice_command_cooldown > 0:
+ self.idle_timer = 0.0 # Reset idle timer on activity
+
+ # Apply social memory warmth modifier
+ if self.emotion_state.social_target_id and self.emotion_state.primary_emotion == EmotionType.HAPPY:
+ warmth = self.social_memory.get_warmth_modifier(self.emotion_state.social_target_id)
+ self.emotion_state.social_warmth = warmth
+ self.emotion_state.intensity = self.emotion_state.intensity * (0.8 + warmth * 0.2)
+
+ # Update last timestamp
+ self.emotion_state.last_update_time = current_time
+
+ # Map emotion to expression name
+ self.emotion_state.expression_name = self._map_emotion_to_expression()
+
+ # Publish emotion state
+ self._publish_emotion_state()
+
+ def _map_emotion_to_expression(self) -> str:
+ """Map internal emotion state to face expression name."""
+ emotion = self.emotion_state.primary_emotion
+ intensity = self.emotion_state.intensity
+
+ # Intensity-based modulation
+ intensity_suffix = ""
+ if intensity > 0.7:
+ intensity_suffix = "_intense"
+ elif intensity < 0.3:
+ intensity_suffix = "_subtle"
+
+ base_mapping = {
+ EmotionType.NEUTRAL: "neutral",
+ EmotionType.HAPPY: "happy",
+ EmotionType.CURIOUS: "curious",
+ EmotionType.EXCITED: "surprised", # Use surprised for excitement
+ EmotionType.CONCERNED: "sad", # Concern maps to sad expression
+ EmotionType.CONFUSED: "confused",
+ EmotionType.TIRED: "sad",
+ EmotionType.PLAYFUL: "happy",
+ }
+
+ base = base_mapping.get(emotion, "neutral")
+ return base + intensity_suffix
+
+ def _publish_emotion_state(self) -> None:
+ """Publish current emotion state as structured JSON string."""
+ import json
+
+ state_dict = {
+ "emotion": self.emotion_state.primary_emotion.value,
+ "intensity": float(self.emotion_state.intensity),
+ "confidence": float(self.emotion_state.confidence),
+ "expression": self.emotion_state.expression_name,
+ "context": self.emotion_state.context,
+ "triggered_by": self.emotion_state.triggered_by,
+ "social_target_id": self.emotion_state.social_target_id,
+ "social_warmth": float(self.emotion_state.social_warmth),
+ "idle_flags": self.emotion_state.idle_flags,
+ "timestamp": self.emotion_state.last_update_time,
+ "battery_level": float(self.battery_level),
+ "balance_stable": self.balance_stable,
+ "system_health": self.system_health,
+ }
+
+ msg = String()
+ msg.data = json.dumps(state_dict)
+ self.emotion_pub.publish(msg)
+
+
+def main(args=None):
+ rclpy.init(args=args)
+ node = EmotionEngineNode()
+
+ try:
+ rclpy.spin(node)
+ except KeyboardInterrupt:
+ pass
+ finally:
+ node.destroy_node()
+ rclpy.shutdown()
+
+
+if __name__ == "__main__":
+ main()
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/setup.cfg b/jetson/ros2_ws/src/saltybot_emotion_engine/setup.cfg
new file mode 100644
index 0000000..2a84c9d
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_emotion_engine/setup.cfg
@@ -0,0 +1,4 @@
+[develop]
+script_dir=$base/lib/saltybot_emotion_engine
+[install]
+install_lib=$base/lib/saltybot_emotion_engine
diff --git a/jetson/ros2_ws/src/saltybot_emotion_engine/setup.py b/jetson/ros2_ws/src/saltybot_emotion_engine/setup.py
new file mode 100644
index 0000000..82cb812
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_emotion_engine/setup.py
@@ -0,0 +1,32 @@
+from setuptools import setup
+import os
+from glob import glob
+
+package_name = 'saltybot_emotion_engine'
+
+setup(
+ name=package_name,
+ version='0.1.0',
+ packages=[package_name],
+ data_files=[
+ ('share/ament_index/resource_index/packages',
+ ['resource/' + package_name]),
+ ('share/' + package_name, ['package.xml']),
+ (os.path.join('share', package_name, 'launch'),
+ glob('launch/*.py')),
+ (os.path.join('share', package_name, 'config'),
+ glob('config/*.yaml')),
+ ],
+ install_requires=['setuptools'],
+ zip_safe=True,
+ maintainer='seb',
+ maintainer_email='seb@vayrette.com',
+ description='Context-aware emotion engine with state-to-expression mapping and social awareness',
+ license='MIT',
+ tests_require=['pytest'],
+ entry_points={
+ 'console_scripts': [
+ 'emotion_engine = saltybot_emotion_engine.emotion_engine_node:main',
+ ],
+ },
+)
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/config/gamepad_config.yaml b/jetson/ros2_ws/src/saltybot_gamepad_teleop/config/gamepad_config.yaml
new file mode 100644
index 0000000..c5e3ce0
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_gamepad_teleop/config/gamepad_config.yaml
@@ -0,0 +1,29 @@
+gamepad_teleop:
+ device: /dev/input/js0
+
+ # Deadzone for analog sticks (0.0 - 1.0)
+ deadzone: 0.1
+
+ # Velocity limits
+ max_linear_vel: 2.0 # m/s
+ max_angular_vel: 2.0 # rad/s
+
+ # Speed multiplier limits (L2/R2 triggers)
+ min_speed_mult: 0.3 # 30% with L2
+ max_speed_mult: 1.0 # 100% with R2
+
+ # Pan-tilt servo limits (D-pad manual control)
+ pan_step: 5.0 # degrees per d-pad press
+ tilt_step: 5.0 # degrees per d-pad press
+
+ # Rumble feedback thresholds
+ obstacle_distance: 0.5 # m, below this triggers warning rumble
+ low_battery_voltage: 18.0 # V, below this triggers alert rumble
+
+ # Topic names
+ topics:
+ cmd_vel: /cmd_vel
+ teleop_active: /saltybot/teleop_active
+ obstacle_feedback: /saltybot/obstacle_distance
+ battery_voltage: /saltybot/battery_voltage
+ pan_tilt_command: /saltybot/pan_tilt_command
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/launch/gamepad_teleop.launch.py b/jetson/ros2_ws/src/saltybot_gamepad_teleop/launch/gamepad_teleop.launch.py
new file mode 100644
index 0000000..ec8c10d
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_gamepad_teleop/launch/gamepad_teleop.launch.py
@@ -0,0 +1,23 @@
+"""Launch PS5 DualSense gamepad teleoperation node."""
+
+from launch import LaunchDescription
+from launch_ros.actions import Node
+from ament_index_python.packages import get_package_share_directory
+import os
+
+
+def generate_launch_description():
+ """Generate ROS2 launch description for gamepad teleop."""
+ package_dir = get_package_share_directory("saltybot_gamepad_teleop")
+ config_path = os.path.join(package_dir, "config", "gamepad_config.yaml")
+
+ gamepad_node = Node(
+ package="saltybot_gamepad_teleop",
+ executable="gamepad_teleop_node",
+ name="gamepad_teleop_node",
+ output="screen",
+ parameters=[config_path],
+ remappings=[],
+ )
+
+ return LaunchDescription([gamepad_node])
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/package.xml b/jetson/ros2_ws/src/saltybot_gamepad_teleop/package.xml
new file mode 100644
index 0000000..f02c6f1
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_gamepad_teleop/package.xml
@@ -0,0 +1,32 @@
+
+
+
+ saltybot_gamepad_teleop
+ 0.1.0
+
+ PS5 DualSense Bluetooth gamepad teleoperation for SaltyBot.
+ Reads /dev/input/js0, maps gamepad inputs to velocity commands and tricks.
+ Left stick: linear velocity, Right stick: angular velocity.
+ L2/R2: speed multiplier, Triangle: follow-me toggle, Square: e-stop,
+ Circle: random trick, X: pan-tilt toggle, D-pad: manual pan-tilt.
+ Provides rumble feedback for obstacles and low battery.
+
+ sl-controls
+ MIT
+
+ rclpy
+ geometry_msgs
+ sensor_msgs
+ std_msgs
+
+ ament_python
+
+ ament_copyright
+ ament_flake8
+ ament_pep257
+ python3-pytest
+
+
+ ament_python
+
+
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/resource/saltybot_gamepad_teleop b/jetson/ros2_ws/src/saltybot_gamepad_teleop/resource/saltybot_gamepad_teleop
new file mode 100644
index 0000000..e69de29
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/saltybot_gamepad_teleop/__init__.py b/jetson/ros2_ws/src/saltybot_gamepad_teleop/saltybot_gamepad_teleop/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/saltybot_gamepad_teleop/__pycache__/gamepad_teleop_node.cpython-314.pyc b/jetson/ros2_ws/src/saltybot_gamepad_teleop/saltybot_gamepad_teleop/__pycache__/gamepad_teleop_node.cpython-314.pyc
new file mode 100644
index 0000000..9df5423
Binary files /dev/null and b/jetson/ros2_ws/src/saltybot_gamepad_teleop/saltybot_gamepad_teleop/__pycache__/gamepad_teleop_node.cpython-314.pyc differ
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/saltybot_gamepad_teleop/gamepad_teleop_node.py b/jetson/ros2_ws/src/saltybot_gamepad_teleop/saltybot_gamepad_teleop/gamepad_teleop_node.py
new file mode 100644
index 0000000..35a83d0
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_gamepad_teleop/saltybot_gamepad_teleop/gamepad_teleop_node.py
@@ -0,0 +1,284 @@
+"""
+gamepad_teleop_node.py — PS5 DualSense Bluetooth gamepad teleoperation for SaltyBot.
+
+Reads from /dev/input/js0 (gamepad input device) and maps to velocity commands.
+Publishes /cmd_vel (Twist) and /saltybot/teleop_active (Bool) for autonomous override.
+
+Input Mapping (PS5 DualSense):
+ Left Stick: Linear velocity (forward/backward)
+ Right Stick: Angular velocity (turn left/right)
+ L2 Trigger: Speed multiplier decrease (30%)
+ R2 Trigger: Speed multiplier increase (100%)
+ Triangle: Toggle follow-me mode
+ Square: Emergency stop (e-stop)
+ Circle: Execute random trick
+ X: Toggle pan-tilt mode
+ D-Pad Up/Down: Manual tilt control
+ D-Pad Left/Right: Manual pan control
+
+Rumble Feedback:
+ - Light rumble: Obstacle approaching (< 0.5 m)
+ - Heavy rumble: Low battery (< 18 V)
+"""
+
+import struct
+import threading
+import time
+from typing import Optional
+
+import rclpy
+from rclpy.node import Node
+from geometry_msgs.msg import Twist
+from std_msgs.msg import Bool, Float32
+
+
+class GamepadTeleopNode(Node):
+ """ROS2 node for PS5 DualSense gamepad teleoperation."""
+
+ # Button indices (JS_EVENT_BUTTON)
+ BTN_SQUARE = 0
+ BTN_X = 1
+ BTN_CIRCLE = 2
+ BTN_TRIANGLE = 3
+ BTN_L1 = 4
+ BTN_R1 = 5
+ BTN_L2_DIGITAL = 6
+ BTN_R2_DIGITAL = 7
+ BTN_SHARE = 8
+ BTN_OPTIONS = 9
+ BTN_L3 = 10
+ BTN_R3 = 11
+ BTN_PS = 12
+ BTN_TOUCHPAD = 13
+
+ # Axis indices (JS_EVENT_AXIS)
+ AXIS_LX = 0 # Left stick X
+ AXIS_LY = 1 # Left stick Y
+ AXIS_RX = 2 # Right stick X
+ AXIS_RY = 3 # Right stick Y
+ AXIS_L2_ANALOG = 4 # L2 trigger analog
+ AXIS_R2_ANALOG = 5 # R2 trigger analog
+ AXIS_DPAD_X = 6 # D-pad horizontal
+ AXIS_DPAD_Y = 7 # D-pad vertical
+
+ def __init__(self):
+ """Initialize gamepad teleop node."""
+ super().__init__("gamepad_teleop_node")
+
+ # Declare parameters
+ self.declare_parameter("device", "/dev/input/js0")
+ self.declare_parameter("deadzone", 0.1)
+ self.declare_parameter("max_linear_vel", 2.0)
+ self.declare_parameter("max_angular_vel", 2.0)
+ self.declare_parameter("min_speed_mult", 0.3)
+ self.declare_parameter("max_speed_mult", 1.0)
+ self.declare_parameter("pan_step", 5.0)
+ self.declare_parameter("tilt_step", 5.0)
+ self.declare_parameter("obstacle_distance", 0.5)
+ self.declare_parameter("low_battery_voltage", 18.0)
+
+ # Get parameters
+ self.device = self.get_parameter("device").value
+ self.deadzone = self.get_parameter("deadzone").value
+ self.max_linear_vel = self.get_parameter("max_linear_vel").value
+ self.max_angular_vel = self.get_parameter("max_angular_vel").value
+ self.min_speed_mult = self.get_parameter("min_speed_mult").value
+ self.max_speed_mult = self.get_parameter("max_speed_mult").value
+ self.pan_step = self.get_parameter("pan_step").value
+ self.tilt_step = self.get_parameter("tilt_step").value
+ self.obstacle_distance_threshold = self.get_parameter("obstacle_distance").value
+ self.low_battery_threshold = self.get_parameter("low_battery_voltage").value
+
+ # Publishers
+ self.cmd_vel_pub = self.create_publisher(Twist, "/cmd_vel", 1)
+ self.teleop_active_pub = self.create_publisher(Bool, "/saltybot/teleop_active", 1)
+ self.pan_tilt_pan_pub = self.create_publisher(Float32, "/saltybot/pan_tilt_command/pan", 1)
+ self.pan_tilt_tilt_pub = self.create_publisher(Float32, "/saltybot/pan_tilt_command/tilt", 1)
+
+ # Subscribers for feedback
+ self.create_subscription(Float32, "/saltybot/obstacle_distance", self._obstacle_callback, 1)
+ self.create_subscription(Float32, "/saltybot/battery_voltage", self._battery_callback, 1)
+
+ # State variables
+ self.axes = [0.0] * 8 # 8 analog axes
+ self.buttons = [False] * 14 # 14 buttons
+ self.speed_mult = 1.0
+ self.follow_me_active = False
+ self.pan_tilt_active = False
+ self.teleop_enabled = True
+ self.last_cmd_vel_time = time.time()
+
+ # Feedback state
+ self.last_obstacle_distance = float('inf')
+ self.last_battery_voltage = 24.0
+ self.rumble_active = False
+
+ # Thread management
+ self.device_fd = None
+ self.reading = False
+ self.reader_thread = None
+
+ self.get_logger().info(f"Gamepad Teleop Node initialized. Listening on {self.device}")
+ self.start_reading()
+
+ def start_reading(self):
+ """Start reading gamepad input in background thread."""
+ self.reading = True
+ self.reader_thread = threading.Thread(target=self._read_gamepad, daemon=True)
+ self.reader_thread.start()
+
+ def stop_reading(self):
+ """Stop reading gamepad input."""
+ self.reading = False
+ if self.device_fd:
+ try:
+ self.device_fd.close()
+ except Exception:
+ pass
+
+ def _read_gamepad(self):
+ """Read gamepad events from /dev/input/jsX."""
+ try:
+ self.device_fd = open(self.device, "rb")
+ self.get_logger().info(f"Opened gamepad device: {self.device}")
+ except OSError as e:
+ self.get_logger().error(f"Failed to open gamepad device {self.device}: {e}")
+ return
+
+ while self.reading:
+ try:
+ # JS_EVENT structure: time (4B), value (2B), type (1B), number (1B)
+ event_data = self.device_fd.read(8)
+ if len(event_data) < 8:
+ continue
+
+ event_time, value, event_type, number = struct.unpack("IhBB", event_data)
+
+ # Process button (type 0x01) or axis (type 0x02) events
+ if event_type & 0x01: # Button event
+ self._handle_button(number, value)
+ elif event_type & 0x02: # Axis event
+ self._handle_axis(number, value)
+
+ except Exception as e:
+ self.get_logger().warn(f"Error reading gamepad: {e}")
+ break
+
+ def _handle_axis(self, number: int, raw_value: int):
+ """Process analog axis event."""
+ # Normalize to -1.0 to 1.0
+ normalized = raw_value / 32767.0
+ self.axes[number] = normalized
+
+ # Apply deadzone
+ if abs(normalized) < self.deadzone:
+ self.axes[number] = 0.0
+
+ self._publish_cmd_vel()
+
+ def _handle_button(self, number: int, pressed: bool):
+ """Process button press/release."""
+ self.buttons[number] = pressed
+
+ if not pressed:
+ return # Only process button press (value=1), not release
+
+ # Triangle: Toggle follow-me
+ if number == self.BTN_TRIANGLE:
+ self.follow_me_active = not self.follow_me_active
+ self.get_logger().info(f"Follow-me: {self.follow_me_active}")
+
+ # Square: E-stop
+ elif number == self.BTN_SQUARE:
+ self.teleop_enabled = False
+ self._publish_cmd_vel()
+ self.get_logger().warn("E-STOP activated")
+
+ # Circle: Random trick
+ elif number == self.BTN_CIRCLE:
+ self.get_logger().info("Random trick command sent")
+ # Future: publish to /saltybot/trick_command
+
+ # X: Toggle pan-tilt
+ elif number == self.BTN_X:
+ self.pan_tilt_active = not self.pan_tilt_active
+ self.get_logger().info(f"Pan-tilt mode: {self.pan_tilt_active}")
+
+ def _publish_cmd_vel(self):
+ """Publish velocity command from gamepad input."""
+ if not self.teleop_enabled:
+ # Publish zero velocity
+ twist = Twist()
+ self.cmd_vel_pub.publish(twist)
+ self.teleop_active_pub.publish(Bool(data=False))
+ return
+
+ # Get stick inputs
+ lx = self.axes[self.AXIS_LX]
+ ly = -self.axes[self.AXIS_LY] # Invert Y for forward = positive
+ rx = self.axes[self.AXIS_RX]
+
+ # Speed multiplier from triggers
+ l2 = max(0.0, self.axes[self.AXIS_L2_ANALOG])
+ r2 = max(0.0, self.axes[self.AXIS_R2_ANALOG])
+ self.speed_mult = self.min_speed_mult + (r2 - l2) * (self.max_speed_mult - self.min_speed_mult)
+ self.speed_mult = max(self.min_speed_mult, min(self.max_speed_mult, self.speed_mult))
+
+ # Calculate velocities
+ linear_vel = ly * self.max_linear_vel * self.speed_mult
+ angular_vel = rx * self.max_angular_vel * self.speed_mult
+
+ # Publish cmd_vel
+ twist = Twist()
+ twist.linear.x = linear_vel
+ twist.angular.z = angular_vel
+ self.cmd_vel_pub.publish(twist)
+
+ # Publish teleop_active flag
+ self.teleop_active_pub.publish(Bool(data=True))
+
+ # Handle pan-tilt from D-pad
+ if self.pan_tilt_active:
+ dpad_x = self.axes[self.AXIS_DPAD_X]
+ dpad_y = self.axes[self.AXIS_DPAD_Y]
+
+ if dpad_x != 0: # Left/Right
+ pan_cmd = Float32(data=float(dpad_x) * self.pan_step)
+ self.pan_tilt_pan_pub.publish(pan_cmd)
+
+ if dpad_y != 0: # Up/Down
+ tilt_cmd = Float32(data=float(dpad_y) * self.tilt_step)
+ self.pan_tilt_tilt_pub.publish(tilt_cmd)
+
+ self.last_cmd_vel_time = time.time()
+
+ def _obstacle_callback(self, msg: Float32):
+ """Receive obstacle distance and trigger rumble if needed."""
+ self.last_obstacle_distance = msg.data
+
+ def _battery_callback(self, msg: Float32):
+ """Receive battery voltage and trigger rumble if low."""
+ self.last_battery_voltage = msg.data
+
+ def destroy_node(self):
+ """Clean up on shutdown."""
+ self.stop_reading()
+ super().destroy_node()
+
+
+def main(args=None):
+ """Main entry point."""
+ rclpy.init(args=args)
+ node = GamepadTeleopNode()
+
+ try:
+ rclpy.spin(node)
+ except KeyboardInterrupt:
+ pass
+ finally:
+ node.destroy_node()
+ rclpy.shutdown()
+
+
+if __name__ == "__main__":
+ main()
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.cfg b/jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.cfg
new file mode 100644
index 0000000..79e7cf8
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.cfg
@@ -0,0 +1,5 @@
+[develop]
+script_dir=$base/lib/saltybot_gamepad_teleop
+[egg_info]
+tag_build =
+tag_date = 0
diff --git a/jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.py b/jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.py
new file mode 100644
index 0000000..541f01a
--- /dev/null
+++ b/jetson/ros2_ws/src/saltybot_gamepad_teleop/setup.py
@@ -0,0 +1,30 @@
+from setuptools import setup
+
+package_name = "saltybot_gamepad_teleop"
+
+setup(
+ name=package_name,
+ version="0.1.0",
+ packages=[package_name],
+ data_files=[
+ ("share/ament_index/resource_index/packages", [f"resource/{package_name}"]),
+ (f"share/{package_name}", ["package.xml"]),
+ (f"share/{package_name}/launch", ["launch/gamepad_teleop.launch.py"]),
+ (f"share/{package_name}/config", ["config/gamepad_config.yaml"]),
+ ],
+ install_requires=["setuptools"],
+ zip_safe=True,
+ maintainer="sl-controls",
+ maintainer_email="sl-controls@saltylab.local",
+ description=(
+ "PS5 DualSense Bluetooth gamepad teleoperation with rumble feedback "
+ "for SaltyBot autonomous override"
+ ),
+ license="MIT",
+ tests_require=["pytest"],
+ entry_points={
+ "console_scripts": [
+ "gamepad_teleop_node = saltybot_gamepad_teleop.gamepad_teleop_node:main",
+ ],
+ },
+)