#include #include #include // 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 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; }