diff options
Diffstat (limited to 'puzzle')
-rw-r--r-- | puzzle/vault/arduino-vaultpuzzle/arduino-vaultpuzzle.ino | 129 | ||||
-rw-r--r-- | puzzle/vault/console-vaultpuzzle/vault.cpp | 130 |
2 files changed, 259 insertions, 0 deletions
diff --git a/puzzle/vault/arduino-vaultpuzzle/arduino-vaultpuzzle.ino b/puzzle/vault/arduino-vaultpuzzle/arduino-vaultpuzzle.ino new file mode 100644 index 0000000..977fc01 --- /dev/null +++ b/puzzle/vault/arduino-vaultpuzzle/arduino-vaultpuzzle.ino @@ -0,0 +1,129 @@ +#include <Wire.h> + +// Definitions for GPIO numbers, change these according to your hardware setup +#define TOTAL_LEVELS 5 +#define TAG "VaultPuzzle" + +// Define the I2C slave address +#define I2C_SLAVE_ADDR 0x40 // Replace 0x40 with your actual I2C slave device address + +// Key Matrix Pin Configuration +#define ROWS 4 +#define COLS 3 + +//TODO Update these pin numbers based on your Arduino setup +const int ROW_PINS[ROWS] = {32, 33, 25, 26}; +const int COL_PINS[COLS] = {27, 14, 12}; + +typedef enum { + STATE_UNINITIALIZED = 0x00, + STATE_RESET = 0x01, + STATE_PLAYING = 0x02, + STATE_SOLVED = 0x03, +} PuzzleState; + +const char* validButtons[TOTAL_LEVELS] = {"A3", "F1", "U4", "C2", "L1"}; +PuzzleState puzzleState = STATE_UNINITIALIZED; +int currentLevel = 0; + +// Function prototypes +void send_i2c_update(PuzzleState state); +void display_code(int level); +void initialize_system(); +void check_button_press(); +void update_state_after_button_press(bool validPress); + +void setup() { + Serial.begin(115200); + Wire.begin(); // Initialize I2C as master + initialize_system(); + Serial.println("GPIO and I2C initialized."); +} + +void initialize_system() { + // Configure the rows as input with pull-up + for (int i = 0; i < ROWS; i++) { + pinMode(ROW_PINS[i], INPUT_PULLUP); + } + + // Configure the columns as output + for (int i = 0; i < COLS; i++) { + pinMode(COL_PINS[i], OUTPUT); + digitalWrite(COL_PINS[i], HIGH); + } +} + +void loop() { + while (puzzleState != STATE_SOLVED) { + check_button_press(); + delay(100); // Non-blocking delay + } +} + +void send_i2c_update(PuzzleState state) { + uint8_t data; + switch (state) { + case STATE_UNINITIALIZED: data = STATE_UNINITIALIZED; break; + case STATE_RESET: data = STATE_RESET; break; + case STATE_PLAYING: data = STATE_PLAYING; break; + case STATE_SOLVED: data = STATE_SOLVED; break; + default: data = 0xFF; // Unknown state + } + Serial.print("Sending state "); Serial.println(state); + + Wire.beginTransmission(I2C_SLAVE_ADDR); + Wire.write(data); + byte error = Wire.endTransmission(); + + if (error == 0) { + Serial.println("State update sent successfully."); + } else { + Serial.println("Failed to send state update via I2C."); + } +} + +void display_code(int level) { + Serial.print("Displaying code for level "); Serial.println(level); + + Wire.beginTransmission(I2C_SLAVE_ADDR); + Wire.write(level); + byte error = Wire.endTransmission(); + + if (error == 0) { + Serial.print("Code for level "); Serial.print(level); Serial.println(" displayed successfully."); + } else { + Serial.print("Failed to display code for level "); Serial.print(level); Serial.println(" via I2C."); + } +} + +void check_button_press() { + char keyPress[3] = {0}; + for (int col = 0; col < COLS; col++) { + digitalWrite(COL_PINS[col], LOW); // Activate column + for (int row = 0; row < ROWS; row++) { + if (digitalRead(ROW_PINS[row]) == LOW) { // Detect if any row is activated + keyPress[0] = 'A' + row; + keyPress[1] = '1' + col; + keyPress[2] = '\0'; + Serial.print("Keypress detected: "); Serial.println(keyPress); + update_state_after_button_press(strcmp(keyPress, validButtons[currentLevel]) == 0); + while (digitalRead(ROW_PINS[row]) == LOW) {} // Wait for release + } + } + digitalWrite(COL_PINS[col], HIGH); // Deactivate column + } +} + +void update_state_after_button_press(bool validPress) { + if (validPress) { + if (currentLevel >= TOTAL_LEVELS) { + puzzleState = STATE_SOLVED; + Serial.println("Puzzle solved!"); + send_i2c_update(puzzleState); + } else { + puzzleState = STATE_PLAYING; + currentLevel++; + display_code(currentLevel); + } + } +} diff --git a/puzzle/vault/console-vaultpuzzle/vault.cpp b/puzzle/vault/console-vaultpuzzle/vault.cpp new file mode 100644 index 0000000..3566b3e --- /dev/null +++ b/puzzle/vault/console-vaultpuzzle/vault.cpp @@ -0,0 +1,130 @@ +#include <iostream> +#include <string> +#include <array> + +// Definitions for puzzle requirements +constexpr int TOTAL_LEVELS = 5; + +// Enumeration for the states of the puzzle +enum PuzzleState { + STATE_UNINITIALIZED, + STATE_RESET, + STATE_PLAYING, + STATE_SOLVED, + STATE_ERROR +}; + +// This array maps each level to the correct button press +const std::array<std::string, TOTAL_LEVELS> validButtons = {"A3", "F1", "U4", "C2", "L1"}; + +PuzzleState puzzleState = STATE_UNINITIALIZED; +int currentLevel = 0; + +// Function prototypes +void displayCode(int level); +void sendI2CUpdate(PuzzleState state); + +// Simulate sending an I2C update +void sendI2CUpdate(PuzzleState state) { + std::cout << "Sending state " << state << " to main controller via I2C.\n"; +} + +// Simulate checking if the vault door is closed +bool isVaultClosed() { + return true; // Return true if the door sensor indicates closed +} + +// Function to display a code on the 7-segment display +void displayCode(int level) { + std::cout << "Displaying code for level " << level << " on the 7-segment display.\n"; +} + +// Function to initialize the puzzle +void initializePuzzle() { + if (isVaultClosed()) { + puzzleState = STATE_RESET; + currentLevel = 1; // Start at level 1 + std::cout << "Puzzle initialized. Starting at level " << currentLevel << ".\n"; + displayCode(currentLevel); // Show the first code + } else { + std::cout << "Vault door is open. Please close the door to start the puzzle.\n"; + } +} + +// Function to lock the vault +void lockVault() { + std::cout << "Vault locked.\n"; +} + +// Function to unlock the vault +void unlockVault() { + std::cout << "Vault unlocked!\n"; +} + +// Function to simulate the buzzer sound +void playErrorSound() { + std::cout << "Playing error sound.\n"; +} + +// Function to simulate blinking the 7-segment display +void blinkDisplay() { + std::cout << "7-segment display is blinking to indicate an error.\n"; +} + +// Validate the button press for the current level +bool isValidButtonPress(const std::string& button, int level) { + return button == validButtons[level - 1]; +} + +// Function to update the state of the puzzle based on the current level +void updateStateAfterButtonPress(bool validPress) { + if (validPress) { + if (currentLevel >= TOTAL_LEVELS) { + puzzleState = STATE_SOLVED; + unlockVault(); + } else { + puzzleState = STATE_PLAYING; + displayCode(currentLevel); + } + } else { + puzzleState = STATE_ERROR; + playErrorSound(); + blinkDisplay(); + lockVault(); + currentLevel = 1; // Reset to level 1 + displayCode(currentLevel); + } + sendI2CUpdate(puzzleState); // Notify main controller of the state change +} + +int main() { + initializePuzzle(); + + std::string buttonInput; + + while (puzzleState != STATE_SOLVED) { + std::cout << "Enter the button pressed for level " << currentLevel << " (format Xn, e.g., A3): "; + std::getline(std::cin, buttonInput); + + if (!buttonInput.empty() && isValidButtonPress(buttonInput, currentLevel)) { + currentLevel++; + if (currentLevel > TOTAL_LEVELS) { + puzzleState = STATE_SOLVED; + unlockVault(); + std::cout << "The puzzle is solved and the vault is open!\n"; + } else { + displayCode(currentLevel); + } + } else { + playErrorSound(); + blinkDisplay(); + lockVault(); + puzzleState = STATE_RESET; + currentLevel = 1; + displayCode(currentLevel); + } + sendI2CUpdate(puzzleState); + } + + return 0; +} |