if not self.pins().door_locked:
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(AbstractNonStartState):
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):
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)