3 Commits

3 changed files with 280 additions and 111 deletions

View File

@@ -3,7 +3,6 @@
#include <WiFi.h>
#include <esp_now.h> // automatically installed for ESP32 boards, I think?
#include <Preferences.h> // automatically installed for ESP32 boards
#include <FastLED.h> // https://fastled.io/
#include <avdweb_Switch.h> // https://github.com/avdwebLibraries/avdweb_Switch
#include <CountDown.h> // https://github.com/RobTillaart/CountDown
#include <StopWatch.h> // https://github.com/RobTillaart/StopWatch_RT
@@ -58,10 +57,10 @@ 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 = 180; // 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 = 90; // 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 +78,7 @@ int BLINK_INTERVAL = 200;
bool ARENA_READY = false;
bool REDTEAM_READY = false;
bool BLUETEAM_READY = false;
bool resumeFight = false;
//------------------------------------------------------------------------------------
// ESP-NOW config
@@ -163,13 +163,19 @@ void OnDataRecv(const uint8_t * mac, const uint8_t *incomingData, int len) {
break;
case 1:
// RED team button
// ignore button input if in rumble mode
if (!switchRUMBLE.on()) {
buttonREDTEAMvar = receiveDATA.buttonREDTEAM;
buttonREDTEAMtapout = receiveDATA.buttonREDTEAMtapout;
}
break;
case 2:
// BLUE team button
// ignore button input if in rumble mode
if (!switchRUMBLE.on()) {
buttonBLUETEAMvar = receiveDATA.buttonBLUETEAM;
buttonBLUETEAMtapout = receiveDATA.buttonBLUETEAMtapout;
}
break;
}
}
@@ -189,6 +195,23 @@ void sendTimeDisplay(int MINUTES, int SECONDS, int RED, int GREEN, int BLUE, int
}
}
// Global Vars for tap out states
bool redTapOutActive = false;
unsigned long redTapOutStartTime = 0;
int redTapOutStage = 0;
bool blueTapOutActive = false;
unsigned long blueTapOutStartTime = 0;
int blueTapOutStage = 0;
// Global Vars for Fight end
bool fightStarted = false;
bool fightEnded = false;
const int END_BLINK_COUNT = 3;
const unsigned long END_BLINK_INTERVAL = 500; // in milliseconds
int endBlinkTransitions = 0;
bool endBlinkState = false;
unsigned long lastEndBlinkTime = 0;
//------------------------------------------------------------------------------------
@@ -280,81 +303,85 @@ 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;
REDTEAM_LED(true);
BLUETEAM_LED(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;
REDTEAM_LED(true);
BLUETEAM_LED(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;
REDTEAM_LED(true);
BLUETEAM_LED(true);
ReadyCountDown.start(countdownToFightTIME);
}
else if (switchRUMBLE.on()) {
buttonREDTEAMvar = false;
buttonBLUETEAMvar = false;
resumeFight = true;
countdownPAUSED = false;
rumbleTIME.start();
ARENA_READY = true;
REDTEAM_LED(true);
BLUETEAM_LED(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 +393,230 @@ 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.
fightStarted = true;
}
}
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()) {
// Display Ready Countdown in Yellow
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()) {
// Display the Rumble Timer
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 {
// Display the countdown in green
sendTimeDisplay((FightCountDown.remaining()/60 % 60), (FightCountDown.remaining()%60), 0, 255, 0, CLOCK_LED_BRIGHTNESS);
}
}
}
// 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 8'000 ms.
const unsigned long cycleDuration = 8000;
// 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);
}
}
}
// 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 8'000 ms.
const unsigned long cycleDuration = 8000;
// 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 handleFightEnd() {
// When the countdown hits 0 and the fight had started, mark it as ended.
if ((FightCountDown.remaining() == 0) && fightStarted) {
fightEnded = true;
}
// Only do blinking if the fight has ended.
if (!fightEnded) {
return; // Skip the rest until fightEnded becomes true.
}
// Each full blink cycle includes an "on" and "off" state.
// Therefore, we count transitions: total transitions = END_BLINK_COUNT * 2.
const int totalTransitions = END_BLINK_COUNT * 2 + 1;
// If we haven't completed our full blink sequence, manage timing:
if (endBlinkTransitions < totalTransitions) {
unsigned long currentMillis = millis();
if (currentMillis - lastEndBlinkTime >= END_BLINK_INTERVAL) {
endBlinkState = !endBlinkState; // Toggle between on and off states.
endBlinkTransitions++; // Count this toggle.
lastEndBlinkTime = currentMillis; // Reset the timer.
}
// Depending on the blink state, update the display.
// When endBlinkState is true, use the normal brightness.
// When false, replace CLOCK_LED_BRIGHTNESS with 0 to blank the display.
if (endBlinkState) {
sendTimeDisplay(0, 0, 255, 165, 0, CLOCK_LED_BRIGHTNESS);
} else {
sendTimeDisplay(0, 0, 255, 165, 0, 0);
}
} else {
// After completing the blink sequence, ensure that the display remains on.
sendTimeDisplay(0, 0, 255, 165, 0, 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 tap-out sequences.
if (!switchRUMBLE.on()) {
handleRedTapOut();
handleBlueTapOut();
}
// Handle reset
if (buttonRESETvar) {
buttonRESETvar = false;
PITreleased = false;
ESP.restart();
}
// Transition from ReadyCountDown to the appropriate fight countdown.
handleCountdownTransition();
// End display
handleFightEnd();
// When no team is in a tapout sequence and fight hasn't ended, update the display.
if (!redTapOutActive && !blueTapOutActive && !fightEnded) {
updateDisplay();
}
}

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@@ -25,7 +25,9 @@ const int COLONArray [] = {224,225,226,227,228,229,230,231};
// tap out
const int LitArrayTap [] = {0,1,2,3,4,5,6,7,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151};
const int LitArrayOut [] = {0,1,2,3,4,5,6,7,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159};
//const int LitArrayOut [] = {0,1,2,3,4,5,6,7,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159};
const int LitArrayOut [] = {56,57,58,59,60,61,62,63,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215};
// set digits of the timer/clock, use: setDIGIT(<digit ID>, <Number>, <red channel intensity 0-255>, <green channel intensity 0-255>, <blue channel intensity 0-255>)

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@@ -13,7 +13,7 @@
#define ACTUATED_PULSE 1000 // Actuated position
// Define the reset time in milliseconds
#define RESET_TIME_MS 500
#define RESET_TIME_MS 1000
// Create two Servo objects for the two servos
Servo servo1;