Only wait for space switches while we are in StateZu
[saartuer.git] / statemachine.py
index 850eb0e598f61f2239b685b9e79a0f008f6ceef0..d8b7c537ff6cdf88362646f39c2ea35d5cc410c3 100644 (file)
@@ -30,7 +30,7 @@ ABOUTOPEN_NERVLIST = [(5, lambda : play_sound("flipswitch")), (5, lambda:play_so
 
 # Timeout we wait after the switch was switched to "Closed", until we assume nobody will open the door and we just lock it
 # ALso the time we wait after the door was opend, till we assume something went wrong and start nerving
 
 # Timeout we wait after the switch was switched to "Closed", until we assume nobody will open the door and we just lock it
 # ALso the time we wait after the door was opend, till we assume something went wrong and start nerving
-LEAVE_TIMEOUT = 4
+LEAVE_TIMEOUT = 20
 
 # play_sound constants
 SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
 
 # play_sound constants
 SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
@@ -99,21 +99,34 @@ class StateMachine():
                        else:
                                raise Exception("Unknown command number: %d" % ev)
        
                        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'''
                '''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:
                                logger.info("Door unlocked, space is about to open")
                                return StateMachine.StateAboutToOpen(self.state_machine)
                        return super().handle_pins_event()
        
                def handle_pins_event(self):
                        if not self.pins().door_locked:
                                logger.info("Door unlocked, space is about to open")
                                return StateMachine.StateAboutToOpen(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'''
                '''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:
                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.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
                                        play_sound("manual_lock")
                                return StateMachine.StateZu(self.state_machine)
                                        logger.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
                                        play_sound("manual_lock")
                                return StateMachine.StateZu(self.state_machine)
@@ -133,6 +146,11 @@ class StateMachine():
        class StateZu(AbstractLockedState):
                def handle_cmd_unlock_event(self,callback):
                        return StateMachine.StateUnlocking(self.state_machine, callback)
        class StateZu(AbstractLockedState):
                def handle_cmd_unlock_event(self,callback):
                        return StateMachine.StateUnlocking(self.state_machine, callback)
+               def handle_pins_event(self):
+                       if not self.old_pins().space_active and self.pins().space_active: # first thing to check: edge detection
+                               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 StateUnlocking(AbstractLockedState):
                def __init__(self,sm,callback=None):
        
        class StateUnlocking(AbstractLockedState):
                def __init__(self,sm,callback=None):
@@ -180,7 +198,7 @@ class StateMachine():
                        self.last_buzzed = None
                def handle_pins_event(self):
                        pins = self.pins()
                        self.last_buzzed = None
                def handle_pins_event(self):
                        pins = self.pins()
-                       if pins.bell_ringing and not self.old_pins().bell_ringing:
+                       if pins.bell_ringing and not self.old_pins().bell_ringing: # first thing to check: edge detection
                                # someone just pressed the bell
                                logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
                                self.actor().act(Actor.CMD_BUZZ)
                                # someone just pressed the bell
                                logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
                                self.actor().act(Actor.CMD_BUZZ)