/* * This program source code file is part of SystemK, a library in the KTag project. * * 🛡️ 🃞 * * 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 . */ /* Include Files */ #include "SystemK.h" static void Starting_Game__Responding_Entry(StateMachineContext_T * context); static void Starting_Game__Responding_Do(StateMachineContext_T * context); static void Starting_Game__Responding_Exit(StateMachineContext_T * context); static TickType_t Period_Start = 0; static uint_fast8_t N_Lights_Lit = 0; static const char *KLOG_TAG = "STATE_STARTING_GAME__RESPONDING"; //! Activities for the **Responding** substate of the **Starting Game** state. const StateActivity_T STATE_STARTING_GAME__RESPONDING_Activities = { .Entry = Starting_Game__Responding_Entry, .Do = Starting_Game__Responding_Do, .Exit = Starting_Game__Responding_Exit }; //! Sets up the Responding substate. /*! * \param context Context in which this substate is being run. */ static void Starting_Game__Responding_Entry(StateMachineContext_T * context) { // First of all, enter the state containing this substate. Starting_Game_Entry(context); LOG("Entering the Responding substate of the Starting Game state."); if (context->Cause_Of_Transition->ID == KEVENT_BLE_PACKET_RECEIVED) { if (((BLE_Packet_T *)context->Cause_Of_Transition->Data)->Generic.type == BLE_PACKET_TYPE_INSTIGATE_GAME) { uint32_t game_length_in_ms = ((BLE_Packet_T *)context->Cause_Of_Transition->Data)->Instigation.game_length_in_ms; Set_Time_Remaining_in_Game(game_length_in_ms); (void) SETTINGS_set_uint32_t(SYSTEMK_SETTING_T_GAME_LENGTH_in_ms, game_length_in_ms); uint32_t time_remaining_until_countdown_in_ms = ((BLE_Packet_T *)context->Cause_Of_Transition->Data)->Instigation.time_remaining_until_countdown_in_ms; Set_Time_Remaining_Until_Countdown(time_remaining_until_countdown_in_ms); #ifdef LOG_STATE_MACHINE KLOG_TRACE(KLOG_TAG, "Game length: %lu ms", game_length_in_ms); vTaskDelay(pdMS_TO_TICKS(10)); KLOG_TRACE(KLOG_TAG, "Time until countdown: %lu ms", time_remaining_until_countdown_in_ms); #endif // LOG_STATE_MACHINE } BLE_FreePacketBuffer(context->Cause_Of_Transition->Data); } } //! Executes the Responding substate. /*! * \param context Context in which this substate is being run. */ static void Starting_Game__Responding_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; } } // Wait for (T_start_game - T_instigation) before proceeding. if (GetTimeInState_in_ms(context) > Get_Time_Remaining_Until_Countdown_in_ms()) { static KEvent_T Event; Event.ID = KEVENT_AUTOMATIC_TRANSITION; Event.Data = NULL; Transition_For_Event(context, STATE_STARTING_GAME__COUNTING_DOWN, &Event); } else { uint32_t period_time_in_ms = (xTaskGetTickCount() - Period_Start) * portTICK_PERIOD_MS; if (period_time_in_ms > 150) { // Toggle the lights. if (N_Lights_Lit == 0) { N_Lights_Lit = 5; } else { N_Lights_Lit = 0; } NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_COUNTDOWN, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)&N_Lights_Lit}; xQueueSend(xQueueNeoPixels, &neopixels_action, 0); // Start a new period. Period_Start = xTaskGetTickCount(); } } } //! Cleans up the Responding substate. /*! * \param context Context in which this substate is being run. */ static void Starting_Game__Responding_Exit(StateMachineContext_T * context) { }