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authorLars Faase <lm.faase@student.avans.nl>2024-05-11 23:30:40 +0200
committerLars Faase <lm.faase@student.avans.nl>2024-05-11 23:30:40 +0200
commitf39ae2d99f07291bbf28cf8cec61f1c2dc7ac190 (patch)
tree0a71349f98a391d9e72f406b7c3c36df21643e9f
parent69bad64f94693bc45902a0eae27b1f5688636c9f (diff)
First setup HardwarePuzzle
-rw-r--r--main/puzzle/hardware/main.c228
1 files changed, 160 insertions, 68 deletions
diff --git a/main/puzzle/hardware/main.c b/main/puzzle/hardware/main.c
index 2fe8c4e..c1bf1ea 100644
--- a/main/puzzle/hardware/main.c
+++ b/main/puzzle/hardware/main.c
@@ -3,10 +3,6 @@
#include <stdbool.h>
#include <time.h>
-#define MORSE_CODE_LENGTH 4
-#define MAX_CODE_LENGTH 5
-#define NUMBER_OF_POTENTIOMETERS 4
-
typedef enum {
UNINITIALIZED,
IDLE,
@@ -14,96 +10,192 @@ typedef enum {
SOLVED
} HardwarePuzzleState;
+typedef enum {
+ PLAYING_MORSECODE,
+ PLAYING_LOGICGATES
+} PlayingSubState;
+
+#define MORSE_CODE_LENGTH 4
+#define NUMBER_OF_POTENTIOMETERS 4
+#define CORRECT_LOGIC_GATES_VALUE {1, 0, 1, 0, 1, 0, 1, 0}
+#define LONG_TONE_DURATION 1000 // Duur van een lange toon (1 seconde)
+#define SHORT_TONE_DURATION 500 // Duur van een korte toon (0.5 seconde)
+#define SHORT_PAUSE_DURATION 500 // Duur van een korte pauze na een toon (0.5 seconde)
+#define LONG_PAUSE_DURATION 1000 // Duur van een lange pauze na een letter (1 seconde)
+
+const char* MORSE_CODE[10] = {
+ ".----", // 1
+ "..---", // 2
+ "...--", // 3
+ "....-", // 4
+ ".....", // 5
+ "-....", // 6
+ "--...", // 7
+ "---..", // 8
+ "----.", // 9
+ "-----" // 0
+};
+
+HardwarePuzzleState currentState = UNINITIALIZED;
+
+// Puzzle state structure
typedef struct {
- HardwarePuzzleState current_state;
- char code[MAX_CODE_LENGTH + 1];
+ PlayingSubState playing_substate;
+ char code[MORSE_CODE_LENGTH + 1]; // Buffer for the generated code
+ int logic_gate_values[8]; // Buffer for logic gate values
+ int potentiometer_values[NUMBER_OF_POTENTIOMETERS];
+ int correct_potentiometer_values[MORSE_CODE_LENGTH];
bool tone_playing;
int morse_code_step;
int morse_code_number_step;
unsigned long ms_delay;
- int potentiometer_values[NUMBER_OF_POTENTIOMETERS];
- int correct_potentiometer_values[NUMBER_OF_POTENTIOMETERS];
- int logic_gate_values[8];
} PuzzleState;
-void generate_random_four_digit_code(PuzzleState *state) {
- printf("Generating random morse code...\nCode: ");
- for (int i = 0; i < MORSE_CODE_LENGTH; i++) {
- state->correct_potentiometer_values[i] = rand() % 10;
- state->code[i] = state->correct_potentiometer_values[i] + '0';
- }
- state->code[MORSE_CODE_LENGTH] = '\0';
- printf("%s\n", state->code);
-}
+PuzzleState puzzleState;
-void enter_state(PuzzleState *state, HardwarePuzzleState new_state) {
- state->current_state = new_state;
-}
+// Function prototypes
+void enterState(HardwarePuzzleState state);
+void generate_random_four_digit_code();
+void render();
+void on_stay();
+void puzzle_check();
+void change_gamestage(HardwarePuzzleState state);
+int play_morse_code();
-void render(PuzzleState *state) {
- if (state->ms_delay == 0) {
- state->ms_delay = millis() + play_morse_code(state);
- } else if (millis() >= state->ms_delay) {
- state->ms_delay = 0;
- }
- if (state->current_state == MORSECODE) {
- int values = state->potentiometer_values[0] * 1000 +
- state->potentiometer_values[1] * 100 +
- state->potentiometer_values[2] * 10 +
- state->potentiometer_values[3] * 1;
- // GpioManager::instance().set_display_value(values); // Voeg GPIO-besturing toe voor Arduino
+
+int main() {
+ srand(time(NULL));
+
+ enterState(UNINITIALIZED);
+
+ while (currentState != SOLVED) {
+ enterState(currentState);
}
-}
-void process_state(PuzzleState *state) {
- get_user_input(state);
- render(state);
- puzzle_check(state);
+ return 0;
}
-void change_gamestage(PuzzleState *state, HardwarePuzzleState new_state) {
- state->current_state = new_state;
-}
+void enterState(HardwarePuzzleState state) {
+ currentState = state;
-int play_morse_code(PuzzleState *state) {
- if (state->current_state == MORSECODE) {
- // Implementeer de morsecode logica
+ switch (currentState) {
+ case UNINITIALIZED:
+ printf("System is uninitialized.\n");
+ enterState(IDLE);
+ break;
+ case IDLE:
+ printf("System is idle. Starting puzzle...\n");
+ enterState(PLAYING);
+ break;
+ case PLAYING:
+ printf("Playing the puzzle...\n");
+ puzzleState.playing_substate = PLAYING_MORSECODE;
+ generate_random_four_digit_code();
+ change_gamestage(IDLE);
+ break;
+ case SOLVED:
+ printf("Congratulations! Puzzle solved.\n");
+
+ break;
}
- return 0;
}
-void get_user_input(PuzzleState *state) {
- if (state->current_state == LOGICGATES) {
- // Implementeer de logica voor het verkrijgen van gebruikersinvoer voor LOGICGATES
- } else if (state->current_state == MORSECODE) {
- // Implementeer de logica voor het verkrijgen van gebruikersinvoer voor MORSECODE
+void generate_random_four_digit_code() {
+ printf("Generating random Morse code...\nCode: ");
+ for (int i = 0; i < MORSE_CODE_LENGTH; i++) {
+ puzzleState.correct_potentiometer_values[i] = rand() % 10;
+ puzzleState.code[i] = puzzleState.correct_potentiometer_values[i] + '0';
}
+ puzzleState.code[MORSE_CODE_LENGTH] = '\0';
+ printf("%s\n", puzzleState.code);
}
-void puzzle_check(PuzzleState *state) {
- if (state->current_state == LOGICGATES) {
- // Implementeer de logica voor het controleren van de puzzel voor LOGICGATES
- } else if (state->current_state == MORSECODE) {
- // Implementeer de logica voor het controleren van de puzzel voor MORSECODE
+// Render function based on the current substate
+void render() {
+ if (puzzleState.ms_delay == 0) {
+ puzzleState.ms_delay = millis() + play_morse_code();
+ } else if (millis() >= puzzleState.ms_delay) {
+ puzzleState.ms_delay = 0;
}
-}
-void initialize_game(PuzzleState *state) {
- srand(time(NULL)); // Initialiseer de random seed met de huidige tijd
- state->current_state = UNINITIALIZED;
- enter_state(state, IDLE); // Ga naar de IDLE-state na initialisatie
- generate_random_four_digit_code(state);
- change_gamestage(state, PLAYING); // Ga naar de PLAYING-state om de puzzel te spelen
+ if (puzzleState.playing_substate == PLAYING_MORSECODE) {
+ int values = puzzleState.potentiometer_values[0] * 1000 +
+ puzzleState.potentiometer_values[1] * 100 +
+ puzzleState.potentiometer_values[2] * 10 +
+ puzzleState.potentiometer_values[3];
+ // Set display value using GPIO manager
+ // GpioManager::instance().set_display_value(values);
+ }
}
-int main() {
- PuzzleState puzzle_state;
- initialize_game(&puzzle_state);
+// Function to handle staying in the current state
+void on_stay() {
+ switch (puzzleState.playing_substate) {
+ case PLAYING_MORSECODE:
+ render();
+ break;
+ case PLAYING_LOGICGATES:
+ // Get user input for logic gates
+ puzzle_check(); // Check puzzle status (uncomment when implemented)
+ break;
+ }
+}
- // Simuleer de loop van de state machine
- while (puzzle_state.current_state != SOLVED) {
- process_state(&puzzle_state); // Blijf in de huidige staat
+// Function to check puzzle status based on the current substate
+void puzzle_check() {
+ switch (puzzleState.playing_substate) {
+ case PLAYING_LOGICGATES:
+ for (int i = 0; i < 8; i++) {
+ if (puzzleState.logic_gate_values[i] != CORRECT_LOGIC_GATES_VALUE[i]) {
+ return;
+ }
+ }
+ puzzleState.playing_substate = PLAYING_MORSECODE;
+ break;
+ case PLAYING_MORSECODE:
+ if (morse_code_input_correct()) {
+ currentState = SOLVED; // Puzzle solved, transition to SOLVED-state
+ }
+ break;
}
+}
+int play_morse_code() {
+ if (puzzleState.morse_code_step < MORSE_CODE_LENGTH) {
+ if (puzzleState.morse_code_number_step < strlen(MORSE_CODE[0])) {
+ if (!puzzleState.tone_playing) {
+ puzzleState.tone_playing = true;
+ char current_symbol = puzzleState.code[puzzleState.morse_code_step];
+ if (current_symbol >= '0' && current_symbol <= '9') {
+ int morse_index = current_symbol - '0';
+ char morse_signal = MORSE_CODE[morse_index][puzzleState.morse_code_number_step];
+ if (morse_signal == '.') { //korte toon
+ GpioManager::instance().set_buzzer_pin(440);
+ return SHORT_TONE_DURATION;
+ } else if (morse_signal == '-') { //lange toon
+ GpioManager::instance().set_buzzer_pin(440);
+ return LONG_TONE_DURATION;
+ }
+ }
+ } else {
+ GpioManager::instance().set_buzzer_pin(0);
+ puzzleState.tone_playing = false;
+ puzzleState.morse_code_number_step++;
+ return SHORT_PAUSE_DURATION;
+ }
+ } else {
+ puzzleState.morse_code_number_step = 0;
+ puzzleState.morse_code_step++;
+ return LONG_PAUSE_DURATION;
+ }
+ } else {
+ puzzleState.morse_code_step = 0;
+ return LONG_PAUSE_DURATION;
+ }
return 0;
}
+
+// Function to change the game stage (transition between states)
+void change_gamestage(HardwarePuzzleState state) {
+ currentState = state;
+}