refactored main loop, added ready countdown to unpause

This commit is contained in:
2025-04-18 10:15:02 +02:00
parent 4698dd7d42
commit c9c4b1c1c5

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@@ -58,10 +58,10 @@ bool buttonBLUETEAMtapout = false;
unsigned long PITopenTimestamp = 0;
bool PITreleased = false;
const long PITopenTime = 500; // activate solenoid for 500ms
const int countdownTIME = 180; // countdown timer length in seconds, actual countdown for the fight
const int countdownToFightTIME = 3; // countdown timer length in seconds, "ready" countdown
const int PITreleaseTime = 90; // automatic pit release time in seconds until end of countdown
const long PITopenTime = 500; // default: 500 activate solenoid for 500ms
const int countdownTIME = 30; // default: 180 countdown timer length in seconds, actual countdown for the fight
const int countdownToFightTIME = 3; // default: 3 countdown timer length in seconds, "ready" countdown
const int PITreleaseTime = 15; // default: 90 automatic pit release time in seconds until end of countdown
bool countdownPAUSED = false;
CountDown FightCountDown(CountDown::SECONDS);
CountDown ReadyCountDown(CountDown::SECONDS);
@@ -79,6 +79,7 @@ int BLINK_INTERVAL = 200;
bool ARENA_READY = false;
bool REDTEAM_READY = false;
bool BLUETEAM_READY = false;
bool resumeFight = false;
//------------------------------------------------------------------------------------
// ESP-NOW config
@@ -189,6 +190,14 @@ void sendTimeDisplay(int MINUTES, int SECONDS, int RED, int GREEN, int BLUE, int
}
}
// Global markers for tap out states (nonblocking sequences)
bool redTapOutActive = false;
unsigned long redTapOutStartTime = 0;
int redTapOutStage = 0;
bool blueTapOutActive = false;
unsigned long blueTapOutStartTime = 0;
int blueTapOutStage = 0;
//------------------------------------------------------------------------------------
@@ -280,81 +289,77 @@ void setup() {
esp_now_register_recv_cb(esp_now_recv_cb_t(OnDataRecv));
}
void loop() {
// poll all the switch/button inputs
pollInput();
// deactivate solenoids if needed
checkPIT();
// Arena Light
arenaLIGHT();
// update status LEDs
statusLEDs();
// update Teambutton LEDs
updateTEAMLEDs();
//----------------------------------------------------------------------------------------
// start button logic
// Handler for the START button logic.
void handleStartButton() {
if (buttonSTARTvar) {
buttonSTARTvar = false;
// start logic
// Fresh start: no countdown is running, and the fight hasn't been paused.
if (!FightCountDown.isRunning() && !rumbleTIME.isRunning() && countdownPAUSED == false) {
if (switchRUMBLE.on()) {
buttonREDTEAMvar = false;
buttonBLUETEAMvar = false;
//rumbleTIME.start();
ARENA_READY = true;
ReadyCountDown.start(countdownToFightTIME);
} else if (buttonREDTEAMvar && buttonBLUETEAMvar && !switchRUMBLE.on()) {
}
else if (buttonREDTEAMvar && buttonBLUETEAMvar && !switchRUMBLE.on()) {
buttonREDTEAMvar = false;
buttonBLUETEAMvar = false;
//FightCountDown.start(countdownTIME);
ARENA_READY = true;
ReadyCountDown.start(countdownToFightTIME);
}
}
else {
// resume logic
// Resume (unpause) branch: instead of calling FightCountDown.resume() immediately,
// we want to display ReadyCountDown first.
if (buttonREDTEAMvar && buttonBLUETEAMvar && !switchRUMBLE.on()) {
buttonREDTEAMvar = false;
buttonBLUETEAMvar = false;
resumeFight = true; // Mark that we want to resume later.
countdownPAUSED = false;
FightCountDown.resume();
} else if (switchRUMBLE.on()) {
ARENA_READY = true;
ReadyCountDown.start(countdownToFightTIME);
}
else if (switchRUMBLE.on()) {
buttonREDTEAMvar = false;
buttonBLUETEAMvar = false;
resumeFight = true;
countdownPAUSED = false;
rumbleTIME.start();
ARENA_READY = true;
ReadyCountDown.start(countdownToFightTIME);
}
}
}
// forced start of countdown
}
// Handler for the forced start button logic.
void handleForcedStartButton() {
if (buttonSTARTforced) {
buttonSTARTforced = false;
if (!FightCountDown.isRunning() && !rumbleTIME.isRunning() && countdownPAUSED == false) {
buttonREDTEAMvar = false;
buttonBLUETEAMvar = false;
if (!switchRUMBLE.on()) {
//FightCountDown.start(countdownTIME);
ARENA_READY = true;
REDTEAM_LED(true);
BLUETEAM_LED(true);
ReadyCountDown.start(countdownToFightTIME);
} else if (switchRUMBLE.on()) {
//rumbleTIME.start();
ARENA_READY = true;
ReadyCountDown.start(countdownToFightTIME);
}
}
else {
// forced resume logic
buttonREDTEAMvar = false;
buttonBLUETEAMvar = false;
resumeFight = true;
countdownPAUSED = false;
if (!switchRUMBLE.on()) {
FightCountDown.resume();
} else if (switchRUMBLE.on()) {
rumbleTIME.start();
ARENA_READY = true;
REDTEAM_LED(true);
BLUETEAM_LED(true);
ReadyCountDown.start(countdownToFightTIME);
}
}
}
// pause button logic
// Handler for the pause button logic.
void handlePauseButton() {
if (buttonPAUSEvar) {
buttonPAUSEvar = false;
if (FightCountDown.isRunning()) {
@@ -366,90 +371,181 @@ void loop() {
rumbleTIME.stop();
}
}
// pit button logic
}
// Handler for the pit button logic.
void handlePitButton() {
if (buttonPITvar) {
buttonPITvar = false;
buttonPIThold = false;
openPITmanually();
}
// automatic pit release
if (FightCountDown.remaining() <= PITreleaseTime && FightCountDown.remaining() != 0 && !switchRUMBLE.on() && switchPIT.on() && buttonPIThold == false) {
}
// check for automatic pit release.
void handleAutoPitRelease() {
// Only release the pit if it hasn't already been released.
if (!PITreleased) {
if (FightCountDown.remaining() <= PITreleaseTime && FightCountDown.remaining() != 0 &&
!switchRUMBLE.on() && switchPIT.on() && buttonPIThold == false) {
openPIT();
}
if (rumbleTIME.elapsed() >= PITreleaseTime && switchRUMBLE.on() && switchPIT.on() && buttonPIThold == false) {
else if (rumbleTIME.elapsed() >= PITreleaseTime && switchRUMBLE.on() &&
switchPIT.on() && buttonPIThold == false) {
openPIT();
}
// tap out logic
if (buttonREDTEAMtapout && !switchRUMBLE.on()) {
countdownPAUSED = true;
FightCountDown.stop();
REDTEAM_LED(true);
sendTimeDisplay(99, 0, 255, 0, 0, CLOCK_LED_BRIGHTNESS);
delay(1500);
sendTimeDisplay(0, 99, 255, 0, 0, CLOCK_LED_BRIGHTNESS);
delay(1500);
sendTimeDisplay((FightCountDown.remaining()/60%60), (FightCountDown.remaining()%60), 255, 0, 0, CLOCK_LED_BRIGHTNESS);
delay(7000);
}
if (buttonBLUETEAMtapout && !switchRUMBLE.on()) {
countdownPAUSED = true;
FightCountDown.stop();
BLUETEAM_LED(true);
sendTimeDisplay(99, 0, 0, 0, 255, CLOCK_LED_BRIGHTNESS);
delay(1500);
sendTimeDisplay(0, 99, 0, 0, 255, CLOCK_LED_BRIGHTNESS);
delay(1500);
sendTimeDisplay((FightCountDown.remaining()/60%60), (FightCountDown.remaining()%60), 0, 0, 255, CLOCK_LED_BRIGHTNESS);
delay(1500);
}
// reset button logic
if (buttonRESETvar) {
buttonRESETvar = false;
PITreleased = false;
ESP.restart();
}
// Ready Countdown to Fight Countdown transition
// Handler for transitioning from ReadyCountDown to the fight (or rumble) countdown.
void handleCountdownTransition() {
if (ReadyCountDown.remaining() == 0 && ARENA_READY) {
ARENA_READY = false;
REDTEAM_LED(false);
BLUETEAM_LED(false);
if (!switchRUMBLE.on()) {
FightCountDown.start(countdownTIME);
} else if (switchRUMBLE.on()) {
if (resumeFight) {
FightCountDown.resume(); // Resume the paused fight countdown.
resumeFight = false;
}
else {
FightCountDown.start(countdownTIME); // Fresh start.
}
}
else if (switchRUMBLE.on()) {
// For the rumble branch, you may decide if a resume is relevant.
// Here we simply start the rumble timer as before.
rumbleTIME.start();
resumeFight = false;
}
}
}
// If either team has tapped out, skip updating the display.
if (buttonREDTEAMtapout || buttonBLUETEAMtapout) {
return;
}
// Display the Ready CountDown timer if it is running.
// The display update logic now considers all conditions in order.
void updateDisplay() {
if (ReadyCountDown.isRunning()) {
sendTimeDisplay((ReadyCountDown.remaining()/60 % 60), (ReadyCountDown.remaining()%60), 255, 165, 0, CLOCK_LED_BRIGHTNESS);
return;
}
// When the RUMBLE switch is active, always show the rumble timer.
if (switchRUMBLE.on()) {
} else if (switchRUMBLE.on()) {
sendTimeDisplay((rumbleTIME.elapsed()/60 % 60), (rumbleTIME.elapsed()%60), 0, 255, 255, CLOCK_LED_BRIGHTNESS);
return;
}
// If the fight countdown isn't running and isn't paused, determine which countdown color to use.
if (!FightCountDown.isRunning() && !countdownPAUSED) {
// Choose green if both buttons are active; otherwise, choose magenta.
} else if (!FightCountDown.isRunning() && !countdownPAUSED) {
// Choose green if both team buttons are active; otherwise, choose magenta.
if (buttonREDTEAMvar && buttonBLUETEAMvar) {
sendTimeDisplay((countdownTIME/60 % 60), (countdownTIME%60), 0, 255, 0, CLOCK_LED_BRIGHTNESS);
} else {
sendTimeDisplay((countdownTIME/60 % 60), (countdownTIME%60), 255, 0, 255, CLOCK_LED_BRIGHTNESS);
}
} else {
// Otherwise, show the fight countdown timer.
// choose yellow if countdown is paused and both teams aren't ready
if (countdownPAUSED && (!buttonREDTEAMvar || !buttonBLUETEAMvar)) {
sendTimeDisplay((FightCountDown.remaining()/60 % 60), (FightCountDown.remaining()%60), 255, 165, 0, CLOCK_LED_BRIGHTNESS);
} else {
sendTimeDisplay((FightCountDown.remaining()/60 % 60), (FightCountDown.remaining()%60), 0, 255, 0, CLOCK_LED_BRIGHTNESS);
}
}
}
// Redesigned endless cycling for Red Team tap-out.
void handleRedTapOut() {
// When the red tap-out is first triggered.
if (!redTapOutActive && buttonREDTEAMtapout && !switchRUMBLE.on() && !blueTapOutActive) {
buttonREDTEAMtapout = false;
countdownPAUSED = true;
FightCountDown.stop();
REDTEAM_LED(true);
redTapOutActive = true;
redTapOutStartTime = millis();
}
// If tap-out is active, continuously update the display in a cycle.
if (redTapOutActive) {
// Define a full cycle period of 10'000 ms.
const unsigned long cycleDuration = 10000;
// Compute how far into the current cycle we are.
unsigned long cycleTime = (millis() - redTapOutStartTime) % cycleDuration;
if (cycleTime < 1500) {
// Stage 1 (0 - 1500ms): Display first tap-out message.
sendTimeDisplay(99, 0, 255, 0, 0, CLOCK_LED_BRIGHTNESS);
}
else if (cycleTime < 3000) {
// Stage 2 (1500 - 3000ms): Display second tap-out message.
sendTimeDisplay(0, 99, 255, 0, 0, CLOCK_LED_BRIGHTNESS);
}
else {
// Stage 3 (3000 - 10'000ms): Show the remaining fight countdown.
sendTimeDisplay((FightCountDown.remaining() / 60 % 60), (FightCountDown.remaining() % 60), 255, 0, 0, CLOCK_LED_BRIGHTNESS);
}
}
}
// Redesigned endless cycling for Blue Team tap-out.
void handleBlueTapOut() {
// When the blue tap-out is first triggered.
if (!blueTapOutActive && buttonBLUETEAMtapout && !switchRUMBLE.on() && !redTapOutActive) {
buttonBLUETEAMtapout = false;
countdownPAUSED = true;
FightCountDown.stop();
BLUETEAM_LED(true);
blueTapOutActive = true;
blueTapOutStartTime = millis();
}
// If tap-out is active, continuously update the display in a cycle.
if (blueTapOutActive) {
// Define a full cycle period of 10'000 ms.
const unsigned long cycleDuration = 10000;
// Compute the cycle progress.
unsigned long cycleTime = (millis() - blueTapOutStartTime) % cycleDuration;
if (cycleTime < 1500) {
// Stage 1 (0 - 1500ms): Display first tap-out message.
sendTimeDisplay(99, 0, 0, 0, 255, CLOCK_LED_BRIGHTNESS);
}
else if (cycleTime < 3000) {
// Stage 2 (1500 - 3000ms): Display second tap-out message.
sendTimeDisplay(0, 99, 0, 0, 255, CLOCK_LED_BRIGHTNESS);
}
else {
// Stage 3 (3000 - 10'000ms): Show the remaining fight countdown.
sendTimeDisplay((FightCountDown.remaining() / 60 % 60), (FightCountDown.remaining() % 60), 0, 0, 255, CLOCK_LED_BRIGHTNESS);
}
}
}
//----------------------------------------------------------------------------------------
void loop() {
// Poll and update low-level I/O and LEDs.
pollInput();
checkPIT();
arenaLIGHT();
statusLEDs();
updateTEAMLEDs();
// Process button events.
handleStartButton();
handleForcedStartButton();
handlePauseButton();
handlePitButton();
handleAutoPitRelease();
// Process non-blocking tap-out sequences.
handleRedTapOut();
handleBlueTapOut();
// Handle reset
if (buttonRESETvar) {
buttonRESETvar = false;
PITreleased = false;
ESP.restart();
}
// Transition from ReadyCountDown to the appropriate fight countdown.
handleCountdownTransition();
// When no team is in a tapout sequence, update the display.
if (!redTapOutActive && !blueTapOutActive) {
updateDisplay();
}
}