+ if not (pins.door_locked is None or pins.door_closed is None or pins.space_active is None or pins.bell_ringing is None):
+ if self.fallback:
+ logger.info("Going to StateFallback because running in fallback mode")
+ return StateMachine.StateFallback(self.state_machine)
+ if pins.door_locked:
+ logger.info("All sensors got a value, switching to a proper state: Space is closed")
+ return StateMachine.StateZu(self.state_machine)
+ else:
+ logger.info("All sensors got a value, switching to a proper state: Space is (about to) open")
+ return StateMachine.StateAboutToOpen(self.state_machine)
+ return super().handle_pins_event()
+
+ class StateFallback(State):
+ def __init__(self, sm, nervlist = None):
+ super().__init__(sm, nervlist)
+ self._red_state = False
+ def handle_pins_event(self):
+ pins = self.pins()
+ # buzz if open and bell rang
+ if pins.space_active and pins.bell_ringing and not self.old_pins().bell_ringing:
+ logger.info("StateFallback: Space switch on and door bell rung => buzzing")
+ self.actor().act(Actor.CMD_BUZZ)
+ # set green LED according to space switch
+ if pins.space_active:
+ self.actor().act(Actor.CMD_GREEN_ON)
+ else:
+ self.actor().act(Actor.CMD_GREEN_OFF)
+ # primitive leaving procedure if space switch turned off
+ if not pins.space_active and self.old_pins().space_active:
+ def _close_after_time():
+ time.sleep(FALLBACK_LEAVE_DELAY_LOCK)
+ self.actor().act(Actor.CMD_LOCK)
+ fire_and_forget(_close_after_time)
+ # not calling superclass because we want to stay in fallback mode
+ def handle_wakeup_event(self):
+ # blink red LED
+ if self._red_state:
+ self.actor().act(Actor.CMD_RED_OFF)
+ self._red_state = False
+ else:
+ self.actor().act(Actor.CMD_RED_ON)
+ self._red_state = True
+ def handle_cmd_unlock_event(self,arg):
+ if arg is not None:
+ arg("298 Fallback Okay: Trying to unlock the door. The System is in fallback mode, success information is not available.")
+ self.actor().act(Actor.CMD_UNLOCK)
+
+ class StateZu(AbstractLockedState):