Initial public release of SystemK.

This commit is contained in:
Joe Kearney 2025-01-25 13:45:14 -06:00
parent 387f57cdda
commit 6f51f5b006
129 changed files with 11654 additions and 2 deletions

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/*
* This program source code file is part of SystemK, a library in the KTag project.
*
* 🛡 <https://ktag.clubk.club> 🃞
*
* Copyright © 2016-2025 Joseph P. Kearney and the KTag developers.
*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU Affero General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
* details.
*
* There should be a copy of the GNU Affero General Public License in the LICENSE
* file in the root of this repository. If not, see <http://www.gnu.org/licenses/>.
*/
/* Include Files */
#include "SystemK.h"
static void Starting_Game__Counting_Down_Entry(StateMachineContext_T * context);
static void Starting_Game__Counting_Down_Do(StateMachineContext_T * context);
static void Starting_Game__Counting_Down_Exit(StateMachineContext_T * context);
static uint_fast8_t N_Lights_Lit = 0;
//! Activities for the **Counting Down** substate of the **Starting Game** state.
const StateActivity_T STATE_STARTING_GAME__COUNTING_DOWN_Activities =
{
.Entry = Starting_Game__Counting_Down_Entry,
.Do = Starting_Game__Counting_Down_Do,
.Exit = Starting_Game__Counting_Down_Exit
};
//! Sets up the Counting Down substate.
/*!
* \param context Context in which this substate is being run.
*/
static void Starting_Game__Counting_Down_Entry(StateMachineContext_T * context)
{
LOG("Entering the Counting Down substate of the Starting Game state.");
Prepare_Tag();
Reset_Shots_Fired();
Reset_Tags_Received();
Reset_Times_Tagged_Out();
// TODO: Get this from settings.
Set_Available_Bombs(1);
N_Lights_Lit = 0;
AudioAction_T audio_action = {.ID = AUDIO_SILENCE, .Data = (void *)0x00};
Perform_Audio_Action(&audio_action);
NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_ALL_OFF, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)0};
xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
}
//! Executes the Counting Down substate.
/*!
* \param context Context in which this substate is being run.
*/
static void Starting_Game__Counting_Down_Do(StateMachineContext_T * context)
{
portBASE_TYPE xStatus;
static KEvent_T Event;
xStatus = Receive_KEvent(&Event);
if (xStatus == pdPASS)
{
switch (Event.ID)
{
default:
// All events are ignored in this state.
ProcessUnhandledEvent(&Event);
break;
}
}
if ((N_Lights_Lit == 0) && (GetTimeInState_in_ms(context) >= 1000))
{
N_Lights_Lit++;
AudioAction_T audio_action = {.ID = AUDIO_PLAY_BOOP, .Data = (void *)0x00};
Perform_Audio_Action(&audio_action);
NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_COUNTDOWN, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)&N_Lights_Lit};
xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
}
else if ((N_Lights_Lit == 1) && (GetTimeInState_in_ms(context) >= 2000))
{
N_Lights_Lit++;
AudioAction_T audio_action = {.ID = AUDIO_PLAY_BOOP, .Data = (void *)0x00};
Perform_Audio_Action(&audio_action);
NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_COUNTDOWN, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)&N_Lights_Lit};
xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
}
else if ((N_Lights_Lit == 2) && (GetTimeInState_in_ms(context) >= 3000))
{
N_Lights_Lit++;
AudioAction_T audio_action = {.ID = AUDIO_PLAY_BOOP, .Data = (void *)0x00};
Perform_Audio_Action(&audio_action);
NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_COUNTDOWN, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)&N_Lights_Lit};
xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
}
else if ((N_Lights_Lit == 3) && (GetTimeInState_in_ms(context) >= 4000))
{
N_Lights_Lit++;
AudioAction_T audio_action = {.ID = AUDIO_PLAY_BOOP, .Data = (void *)0x00};
Perform_Audio_Action(&audio_action);
NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_COUNTDOWN, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)&N_Lights_Lit};
xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
}
else if ((N_Lights_Lit == 4) && (GetTimeInState_in_ms(context) >= 5000))
{
N_Lights_Lit++;
AudioAction_T audio_action = {.ID = AUDIO_PLAY_BOOP, .Data = (void *)0x00};
Perform_Audio_Action(&audio_action);
NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_COUNTDOWN, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)&N_Lights_Lit};
xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
}
else if ((N_Lights_Lit == 5) && (GetTimeInState_in_ms(context) >= 6000))
{
N_Lights_Lit++;
AudioAction_T audio_action = {.ID = AUDIO_PLAY_BEEP, .Data = (void *)0x00};
Perform_Audio_Action(&audio_action);
NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_ALL_OFF, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)0};
xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
Event.ID = KEVENT_AUTOMATIC_TRANSITION;
Event.Data = NULL;
Transition_For_Event(context, STATE_PLAYING__INTERACTING, &Event);
}
}
//! Cleans up the Counting Down substate.
/*!
* \param context Context in which this substate is being run.
*/
static void Starting_Game__Counting_Down_Exit(StateMachineContext_T * context)
{
// Last of all, exit the state containing this substate.
Starting_Game_Exit(context);
}