obus/lib/obus_module.cpp

164 lines
3.5 KiB
C++

#include "obus_can.h"
#include "obus_module.h"
#define RED_LED A4
#define GREEN_LED A5
#define BLINK_DELAY_SLOW 1000
#define BLINK_DELAY_NORMAL 500
#define BLINK_DELAY_FAST 300
#define MCP_INT 2
#define COLOR_OFF ((struct color) {false, false})
#define COLOR_RED ((struct color) {true, false})
#define COLOR_GREEN ((struct color) {false, true})
#define COLOR_YELLOW ((struct color) {true, true})
namespace obus_module {
struct obus_can::module this_module;
uint8_t strike_count;
bool active;
uint32_t time_stop_strike_led;
// Current LED status
struct color { bool red; bool green; };
struct color led_color;
bool blink_on = false;
int blink_delay = 0;
unsigned long blink_next_time = 0;
// Update blink of status LED, to be called in some loop
void _updateLed() {
if (blink_delay && millis() > blink_next_time) {
blink_on = !blink_on;
if (blink_on) {
digitalWrite(RED_LED, led_color.red ? HIGH : LOW);
digitalWrite(GREEN_LED, led_color.green ? HIGH : LOW);
} else {
digitalWrite(RED_LED, false);
digitalWrite(GREEN_LED, false);
}
blink_next_time = millis() + BLINK_DELAY_SLOW;
}
}
void _setLed(struct color color) {
led_color = color;
blink_delay = 0;
digitalWrite(RED_LED, color.red ? HIGH : LOW);
digitalWrite(GREEN_LED, color.green ? HIGH : LOW);
}
void _setLedBlink(struct color color, uint16_t delay) {
led_color = color;
blink_on = false;
blink_delay = delay;
blink_next_time = millis();
_updateLed();
}
void setup(uint8_t type, uint8_t id) {
this_module.type = type;
this_module.id = id;
obus_can::init();
strike_count = 0;
active = false;
pinMode(RED_LED, OUTPUT);
pinMode(GREEN_LED, OUTPUT);
_setLedBlink(COLOR_GREEN, BLINK_DELAY_SLOW);
}
bool loopPuzzle(obus_can::message* message) {
// Check if we need to turn the red "strike" LED back off after
// turning it on because of a strike
if (time_stop_strike_led && millis() > time_stop_strike_led) {
digitalWrite(RED_LED, LOW);
time_stop_strike_led = 0;
}
// TODO this can be more efficient by only enabling error interrupts and
// reacting to the interrupt instead of checking if the flag is set in a loop
// We will need to fork our CAN library for this, because the needed functions
// are private
if (obus_can::is_error_condition()) {
bool blink = false;
while (true) {
digitalWrite(RED_LED, blink);
digitalWrite(GREEN_LED, blink);
blink = !blink;
delay(BLINK_DELAY_NORMAL);
}
}
bool interesting_message = false;
if (obus_can::receive(message)) {
switch (message->msg_type) {
case OBUS_MSGTYPE_C_GAMESTART:
active = true;
_setLed(COLOR_OFF);
callback_game_start();
break;
case OBUS_MSGTYPE_C_HELLO:
obus_can::send_m_hello(this_module);
break;
case OBUS_MSGTYPE_C_SOLVED:
case OBUS_MSGTYPE_C_TIMEOUT:
case OBUS_MSGTYPE_C_STRIKEOUT:
active = false;
callback_game_stop();
break;
case OBUS_MSGTYPE_C_ACK:
break;
case OBUS_MSGTYPE_C_STATE:
interesting_message = true;
break;
default:
break;
}
}
_updateLed();
return interesting_message;
}
bool loopNeedy(obus_can::message* message) {
// For now this is the same function
return loopPuzzle(message);
}
void strike() {
if (!active) {
return;
}
strike_count++;
_setLedBlink(COLOR_RED, BLINK_DELAY_FAST);
time_stop_strike_led = millis() + 2000;
obus_can::send_m_strike(this_module, strike_count);
}
void solve() {
if (!active) {
return;
}
obus_can::send_m_solved(this_module);
digitalWrite(GREEN_LED, HIGH);
active = false;
}
bool is_active() {
return active;
}
}