else:
raise Exception("Unknown command number: %d" % ev)
- class AbstractLockedState(State):
+ class AbstractNonStartState(State):
+ def handle_pins_event(self):
+ if self.pins().door_locked != (not self.pins().space_active):
+ self.actor().act(Actor.CMD_RED_ON)
+ else:
+ self.actor().act(Actor.CMD_RED_OFF)
+ return super().handle_pins_event()
+
+ class AbstractLockedState(AbstractNonStartState):
'''A state with invariant "The space is locked", switching to StateAboutToOpen when the space becomes unlocked'''
+ def __init__(self, sm, nervlist = None):
+ super().__init__(sm, nervlist)
+ self.actor().act(Actor.CMD_GREEN_OFF)
def handle_pins_event(self):
if not self.pins().door_locked:
- return StateAboutToOpen(self.state_machine)
- return super().handle_pins_event
+ logger.info("Door unlocked, space is about to open")
+ return StateMachine.StateAboutToOpen(self.state_machine)
+ if not self.old_pins().space_active and self.pins().space_active:
+ logger.info("Space toggled to active while it was closed - unlocking the door")
+ return StateMachine.StateUnlocking(self.state_machine)
+ return super().handle_pins_event()
- class AbstractUnlockedState(State):
+ class AbstractUnlockedState(AbstractNonStartState):
'''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
+ def __init__(self, sm, nervlist = None):
+ super().__init__(sm, nervlist)
+ self.actor().act(Actor.CMD_GREEN_ON)
def handle_pins_event(self):
if self.pins().door_locked:
+ logger.info("Door locked, closing space")
if self.pins().space_active:
- # FIXME the same state can be reached by first locking the door, and then activating the space. What to do then?
- logger.info("StateMachine: door manually locked, but space switch is still on - going to StateZu")
+ logger.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
play_sound("manual_lock")
- return StateZu(self.state_machine)
- return super().handle_pins_event
+ return StateMachine.StateZu(self.state_machine)
+ return super().handle_pins_event()
class StateStart(State):
def handle_pins_event(self):
pins = self.pins()
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):
- # All sensors got a value, switch to a proper state
+ logger.info("All sensors got a value, switching to a proper state")
if pins.door_locked:
return StateMachine.StateZu(self.state_machine)
else:
def handle_pins_event(self):
pins = self.pins()
if pins.space_active:
+ logger.info("Space activated, opening procedure completed")
return StateMachine.StateAuf(self.state_machine)
return super().handle_pins_event()
if not self.pins().door_closed:
return StateMachine.StateLeaving(self.state_machine)
if self.pins().space_active:
+ logger.info("Space re-activated, cancelling leaving procedure")
return StateMachine.StateAuf(self.state_machine)
return super().handle_pins_event()
super().__init__(sm, nervlist)
def handle_pins_event(self):
if self.pins().door_closed:
+ logger.info("The space was left, locking the door")
return StateMachine.StateLocking(self.state_machine)
if self.pins().space_active:
+ logger.info("Space re-activated, cancelling leaving procedure")
return StateMachine.StateAuf(self.state_machine)
return super().handle_pins_event()
newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
self.old_pins = self.pins
while newstate is not None:
+ assert isinstance(newstate, StateMachine.State), "I should get a state"
self.current_state.on_leave()
logger.debug("StateMachine: Doing state transition %s -> %s" % (self.current_state.__class__.__name__, newstate.__class__.__name__))
self.current_state = newstate