feat: add pluggable alarm styles and migrate wecker.py
Introduce a styles/ plugin package: - styles/base.py: AlarmStyle ABC (injected set_led, update()->bool contract) - styles/blink.py: BlinkStyle, the existing count-the-blinks puzzle moved out of wecker.py's AlarmClock - styles/simple.py: SimpleStyle, press-once-to-stop (the new default style) - styles/__init__.py: STYLES registry + get_style() validator + LEGACY_STYLE wecker.py now resolves the style via the registry and owns only the shared music/button/cleanup loop; the --style CLI arg defaults to blink so existing cron entries keep their behaviour. Unknown styles raise before hardware init.
This commit is contained in:
@@ -0,0 +1,23 @@
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from styles.base import AlarmStyle as AlarmStyle
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from styles.blink import BlinkStyle
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from styles.simple import SimpleStyle
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# Registry of available alarm styles. Add a line here when you add a style.
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STYLES = {
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"blink": BlinkStyle,
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"simple": SimpleStyle,
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}
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# Fallback style for legacy cron entries that predate --style, so an upgrade
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# never silently changes an existing alarm's behaviour.
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LEGACY_STYLE = "blink"
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def get_style(name: str):
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"""Return the style class for ``name`` or raise ValueError."""
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try:
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return STYLES[name]
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except KeyError:
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raise ValueError(
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f"Unknown alarm style: {name!r}. Known: {sorted(STYLES)}"
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)
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from abc import ABC, abstractmethod
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from typing import Callable
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class AlarmStyle(ABC):
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"""A pluggable alarm behaviour.
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A style decides *when* the alarm stops and what the LED does while it
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rings. It never touches hardware directly: ``set_led`` is injected by the
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runner, so styles stay import-safe in the API process (no GPIO/pygame).
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Lifecycle: construct once with ``set_led``, then call ``update`` every
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tick. Return ``False`` from ``update`` to stop the alarm.
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"""
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def __init__(self, set_led: Callable[[bool], None]):
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self.set_led = set_led
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@abstractmethod
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def update(self, now: float, is_pressed: bool) -> bool:
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"""Advance the style by one tick.
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Args:
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now: current time (``time.time()`` from the runner).
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is_pressed: whether the button is currently held down.
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Returns:
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True to keep ringing, False to stop.
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"""
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+148
@@ -0,0 +1,148 @@
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import logging
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import random
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from styles.base import AlarmStyle
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# State Machine states for the puzzle flow.
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STATE_RINGING = 0
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STATE_WAIT_BEFORE_BLINK = 1
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STATE_BLINKING = 2
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STATE_WAIT_FOR_INPUT = 3
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STATE_EVALUATING = 4
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STATE_WAIT_BEFORE_RETRY = 5
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BLINK_INTERVAL = 0.3
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class BlinkStyle(AlarmStyle):
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"""The count-the-blinks puzzle.
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Press once to start, watch the LED blink 1-7 times, then press the button
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exactly that many times. A wrong count starts a fresh sequence.
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"""
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def __init__(self, set_led):
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super().__init__(set_led)
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self.state = STATE_RINGING
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self.target_blinks = 0
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self.user_presses = 0
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self.last_interaction_time = 0
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self.button_was_pressed = False
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self._blink_phase = 0
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self._blink_phases = 0
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self._blink_next_toggle: float | None = None
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def update(self, now, is_pressed):
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button_just_pressed = False
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if is_pressed and not self.button_was_pressed:
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self.button_was_pressed = True
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button_just_pressed = True
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elif not is_pressed and self.button_was_pressed:
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self.button_was_pressed = False
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if self.state == STATE_RINGING:
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if button_just_pressed:
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logging.info(
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"Alarm button pressed! Puzzle started. Waiting 3 seconds..."
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)
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self.state = STATE_WAIT_BEFORE_BLINK
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self.last_interaction_time = now
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elif self.state == STATE_WAIT_BEFORE_BLINK:
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if now - self.last_interaction_time >= 3.0:
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self.target_blinks = random.randint(1, 7)
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logging.info(f"Blinking {self.target_blinks} times...")
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self.state = STATE_BLINKING
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self._blink_phase = 0
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self._blink_phases = self.target_blinks * 2
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self._blink_next_toggle = now + BLINK_INTERVAL
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self.set_led(True)
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elif self.state == STATE_BLINKING:
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# Non-blocking blink: toggle the LED at fixed intervals so the
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# runner keeps sampling the button and can be interrupted.
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if self._blink_next_toggle is None:
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# Safety for direct state assignment (e.g. tests).
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self._blink_phase = 0
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self._blink_phases = self.target_blinks * 2
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self._blink_next_toggle = now + BLINK_INTERVAL
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self.set_led(True)
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while now >= self._blink_next_toggle:
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self._blink_phase += 1
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self._blink_next_toggle += BLINK_INTERVAL
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if self._blink_phase >= self._blink_phases:
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self.set_led(False)
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self._blink_phase = 0
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self._blink_phases = 0
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self._blink_next_toggle = None
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logging.info("Blinking finished. Waiting for input...")
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self.state = STATE_WAIT_FOR_INPUT
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self.user_presses = 0
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self.last_interaction_time = now
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self.button_was_pressed = is_pressed
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break
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else:
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self.set_led(self._blink_phase % 2 == 0)
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elif self.state == STATE_WAIT_FOR_INPUT:
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self.set_led(is_pressed)
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if button_just_pressed:
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self.user_presses += 1
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logging.info(f"Button pressed: {self.user_presses} times")
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if is_pressed:
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self.last_interaction_time = now
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if not is_pressed and (now - self.last_interaction_time >= 3.0):
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self.state = STATE_EVALUATING
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elif self.state == STATE_EVALUATING:
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logging.info(
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f"Evaluation: Target={self.target_blinks}, "
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f"Entered={self.user_presses}"
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)
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if self.user_presses == self.target_blinks:
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logging.info("Puzzle solved correctly! Alarm clock is stopping.")
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self.set_led(False)
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return False # Signal the runner to stop.
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else:
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logging.info("Incorrect input! Waiting before retrying...")
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self.state = STATE_WAIT_BEFORE_RETRY
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self.last_interaction_time = now
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self.set_led(False)
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elif self.state == STATE_WAIT_BEFORE_RETRY:
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if now - self.last_interaction_time >= 5.0:
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self.target_blinks = random.randint(1, 7)
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logging.info(f"New attempt! Blinking {self.target_blinks} times...")
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self.state = STATE_BLINKING
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return True # Keep running
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if __name__ == "__main__":
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# Self-check: a correct blink sequence stops the alarm.
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style = BlinkStyle(lambda on: None)
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assert style.update(100.0, True) is True
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assert style.state == STATE_WAIT_BEFORE_BLINK
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import random as _random
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_random.randint = lambda a, b: 3 # force 3 blinks
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style.update(103.1, False)
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assert style.state == STATE_BLINKING and style.target_blinks == 3
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style.update(105.0, False)
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assert style.state == STATE_WAIT_FOR_INPUT
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for t in (105.5, 106.0, 106.5):
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style.update(t, True)
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style.update(t + 0.05, False)
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assert style.user_presses == 3
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style.update(109.7, False)
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assert style.update(109.8, False) is False # solved -> stop
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print("blink self-check ok")
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@@ -0,0 +1,18 @@
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from styles.base import AlarmStyle
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class SimpleStyle(AlarmStyle):
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"""Press the button once to stop the alarm."""
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def update(self, now, is_pressed):
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# LED solid on so the button is findable in the dark.
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self.set_led(True)
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return not is_pressed # first press -> False -> stop
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if __name__ == "__main__":
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# Self-check: not pressed keeps ringing; a press stops it.
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style = SimpleStyle(lambda on: None)
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assert style.update(0.0, False) is True
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assert style.update(0.1, True) is False
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print("simple self-check ok")
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@@ -0,0 +1,97 @@
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from styles.blink import (
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STATE_BLINKING,
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STATE_EVALUATING,
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STATE_WAIT_BEFORE_BLINK,
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STATE_WAIT_BEFORE_RETRY,
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STATE_WAIT_FOR_INPUT,
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BlinkStyle,
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)
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def _led():
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"""Return (calls list, set_led callable recording each call)."""
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calls = []
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return calls, lambda on: calls.append(on)
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def test_press_starts_puzzle():
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_, set_led = _led()
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style = BlinkStyle(set_led)
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assert style.update(100.0, True) is True
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assert style.state == STATE_WAIT_BEFORE_BLINK
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def test_blink_correct_sequence_stops(monkeypatch):
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_, set_led = _led()
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style = BlinkStyle(set_led)
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style.update(100.0, True) # press -> start puzzle
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assert style.state == STATE_WAIT_BEFORE_BLINK
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monkeypatch.setattr("styles.blink.random.randint", lambda a, b: 3)
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style.update(103.1, False) # 3s passed -> blinking, 3 blinks
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assert style.state == STATE_BLINKING
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assert style.target_blinks == 3
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style.update(105.0, False) # run through the blink sequence
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assert style.state == STATE_WAIT_FOR_INPUT
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# Press exactly 3 times
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for t in (105.5, 106.0, 106.5):
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style.update(t, True)
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style.update(t + 0.05, False)
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assert style.user_presses == 3
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style.update(109.7, False) # 3s idle -> evaluating
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assert style.state == STATE_EVALUATING
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assert style.update(109.8, False) is False # correct -> stop
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def test_blink_incorrect_retries():
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_, set_led = _led()
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style = BlinkStyle(set_led)
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style.state = STATE_WAIT_FOR_INPUT
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style.target_blinks = 3
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style.update(100.0, True) # one press
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style.update(100.1, False)
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style.last_interaction_time = 100.1
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style.update(103.2, False) # -> evaluating
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keep_running = style.update(103.3, False) # 1 != 3 -> retry
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assert keep_running is True
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assert style.state == STATE_WAIT_BEFORE_RETRY
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def test_blinking_non_blocking():
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calls, set_led = _led()
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style = BlinkStyle(set_led)
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style.state = STATE_BLINKING
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style.target_blinks = 2
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style.update(100.0, False) # start of blinking: LED on
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assert style.state == STATE_BLINKING
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assert calls[-1] is True
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style.update(100.3, False) # mid-blink toggles by elapsed time
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assert calls[-1] is False
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# 2 blinks * 2 phases * 0.3s = 1.2s
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style.update(101.2, False)
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assert style.state == STATE_WAIT_FOR_INPUT
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assert calls[-1] is False
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def test_blinking_advances_time():
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_, set_led = _led()
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style = BlinkStyle(set_led)
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style.state = STATE_BLINKING
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style.target_blinks = 4
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# 4 blinks * 2 phases * 0.3s = 2.4s
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style.update(100.0, False)
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style.update(102.4, False)
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assert style.state == STATE_WAIT_FOR_INPUT
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assert style.last_interaction_time == 102.4
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@@ -0,0 +1,20 @@
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import pytest
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from styles import STYLES, get_style
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from styles.blink import BlinkStyle
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from styles.simple import SimpleStyle
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def test_registry_has_blink_and_simple():
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assert STYLES["blink"] is BlinkStyle
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assert STYLES["simple"] is SimpleStyle
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def test_get_style_returns_class():
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assert get_style("blink") is BlinkStyle
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assert get_style("simple") is SimpleStyle
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def test_get_style_unknown_raises():
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with pytest.raises(ValueError, match="Unknown alarm style"):
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get_style("nope")
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@@ -0,0 +1,23 @@
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from styles.simple import SimpleStyle
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def test_simple_keeps_ringing_when_not_pressed():
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calls = []
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style = SimpleStyle(lambda on: calls.append(on))
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assert style.update(0.0, False) is True
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assert calls[-1] is True # LED solid on while ringing
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def test_simple_stops_on_first_press():
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calls = []
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style = SimpleStyle(lambda on: calls.append(on))
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assert style.update(0.0, True) is False # press -> stop
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def test_simple_led_off_on_release_after_press():
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# After a press the style stops; verify it never turns the LED off itself
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# (the runner's cleanup handles that). It only ever asserts LED on.
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calls = []
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style = SimpleStyle(lambda on: calls.append(on))
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style.update(0.0, False)
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assert calls == [True]
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+17
-89
@@ -33,104 +33,32 @@ def test_set_led(mock_gpio):
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@patch("wecker.time.time")
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@patch("wecker.time.time")
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def test_run_alarm_start_to_wait(mock_time, mock_gpio, mock_pygame):
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def test_run_alarm_plays_music(mock_time, mock_gpio, mock_pygame):
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# Mock pygame.mixer.get_init() to return True so music plays
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mock_pygame.mixer.get_init.return_value = True
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mock_pygame.mixer.get_init.return_value = True
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# Just run it in test mode, it should execute the loop once and exit
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wecker.run_alarm(test_mode=True)
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wecker.run_alarm(test_mode=True)
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assert mock_pygame.mixer.music.play.called
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assert mock_pygame.mixer.music.play.called
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def test_state_machine_evaluation(mock_gpio, mock_pygame):
|
def test_run_alarm_unknown_style_raises(mock_gpio, mock_pygame):
|
||||||
clock = wecker.AlarmClock()
|
"""An unknown style is rejected before any hardware is touched."""
|
||||||
|
with pytest.raises(ValueError, match="Unknown alarm style"):
|
||||||
# Transition to ringing -> wait before blink
|
wecker.run_alarm(style_name="nope", test_mode=True)
|
||||||
clock.update(100.0, True) # button press
|
mock_pygame.mixer.init.assert_not_called()
|
||||||
assert clock.state == wecker.STATE_WAIT_BEFORE_BLINK
|
|
||||||
|
|
||||||
# Wait 3 seconds -> blinking
|
|
||||||
with patch("wecker.random.randint", return_value=3):
|
|
||||||
clock.update(103.1, False)
|
|
||||||
assert clock.state == wecker.STATE_BLINKING
|
|
||||||
assert clock.target_blinks == 3
|
|
||||||
|
|
||||||
# Advance time past the blink sequence (3 blinks * 2 phases * 0.3s = 1.8s)
|
|
||||||
clock.update(105.0, False)
|
|
||||||
assert clock.state == wecker.STATE_WAIT_FOR_INPUT
|
|
||||||
|
|
||||||
# Press 1
|
|
||||||
clock.update(105.5, True)
|
|
||||||
clock.update(105.6, False)
|
|
||||||
# Press 2
|
|
||||||
clock.update(106.0, True)
|
|
||||||
clock.update(106.1, False)
|
|
||||||
# Press 3
|
|
||||||
clock.update(106.5, True)
|
|
||||||
clock.update(106.6, False)
|
|
||||||
|
|
||||||
assert clock.user_presses == 3
|
|
||||||
|
|
||||||
# Wait 3 seconds to evaluate
|
|
||||||
clock.update(109.7, False) # Triggers state change
|
|
||||||
keep_running = clock.update(109.8, False) # Triggers evaluation
|
|
||||||
|
|
||||||
# It should evaluate, see it's correct, and return False (stop running)
|
|
||||||
assert clock.state == wecker.STATE_EVALUATING
|
|
||||||
assert not keep_running
|
|
||||||
|
|
||||||
|
|
||||||
def test_state_machine_incorrect(mock_gpio, mock_pygame):
|
def test_run_alarm_uses_selected_style(mock_gpio, mock_pygame):
|
||||||
clock = wecker.AlarmClock()
|
"""run_alarm looks up the style by name and drives the returned style."""
|
||||||
clock.state = wecker.STATE_WAIT_FOR_INPUT
|
mock_pygame.mixer.get_init.return_value = True
|
||||||
clock.target_blinks = 3
|
fake = MagicMock()
|
||||||
|
fake.update.return_value = True # keep ringing
|
||||||
|
fake_style_cls = MagicMock(return_value=fake)
|
||||||
|
|
||||||
# Only press once
|
with patch("wecker.get_style", return_value=fake_style_cls) as get_style:
|
||||||
clock.update(100.0, True)
|
wecker.run_alarm(style_name="whatever", test_mode=True)
|
||||||
clock.update(100.1, False)
|
|
||||||
|
|
||||||
# Wait to evaluate
|
get_style.assert_called_once_with("whatever")
|
||||||
clock.last_interaction_time = 100.1
|
fake_style_cls.assert_called_once_with(wecker.set_led)
|
||||||
clock.update(103.2, False) # triggers eval state
|
fake.update.assert_called()
|
||||||
keep_running = clock.update(103.3, False) # evals to incorrect
|
|
||||||
|
|
||||||
# Evaluated incorrectly, should wait before retry
|
|
||||||
assert keep_running
|
|
||||||
assert clock.state == wecker.STATE_WAIT_BEFORE_RETRY
|
|
||||||
|
|
||||||
|
|
||||||
def test_blinking_is_non_blocking(mock_gpio, mock_pygame):
|
|
||||||
clock = wecker.AlarmClock()
|
|
||||||
clock.state = wecker.STATE_BLINKING
|
|
||||||
clock.target_blinks = 2
|
|
||||||
|
|
||||||
# Start of blinking: LED on
|
|
||||||
clock.update(100.0, False)
|
|
||||||
assert clock.state == wecker.STATE_BLINKING
|
|
||||||
mock_gpio.output.assert_called_with(wecker.LED_PIN, mock_gpio.LOW)
|
|
||||||
|
|
||||||
# Mid-blink: LED toggles based on elapsed time
|
|
||||||
clock.update(100.3, False)
|
|
||||||
mock_gpio.output.assert_called_with(wecker.LED_PIN, mock_gpio.HIGH)
|
|
||||||
|
|
||||||
# After sequence completes (2 blinks * 2 phases * 0.3s = 1.2s)
|
|
||||||
clock.update(101.2, False)
|
|
||||||
assert clock.state == wecker.STATE_WAIT_FOR_INPUT
|
|
||||||
mock_gpio.output.assert_called_with(wecker.LED_PIN, mock_gpio.HIGH)
|
|
||||||
|
|
||||||
|
|
||||||
def test_blinking_updates_time_correctly(mock_gpio, mock_pygame):
|
|
||||||
clock = wecker.AlarmClock()
|
|
||||||
clock.state = wecker.STATE_BLINKING
|
|
||||||
clock.target_blinks = 4
|
|
||||||
|
|
||||||
# Start blinking, then advance to the end of the sequence.
|
|
||||||
# 4 blinks * 2 phases * 0.3s = 2.4s
|
|
||||||
clock.update(100.0, False)
|
|
||||||
clock.update(102.4, False)
|
|
||||||
|
|
||||||
assert clock.state == wecker.STATE_WAIT_FOR_INPUT
|
|
||||||
assert clock.last_interaction_time == 102.4
|
|
||||||
|
|
||||||
|
|
||||||
def test_setup_uses_env_music_file(mock_gpio, mock_pygame, monkeypatch):
|
def test_setup_uses_env_music_file(mock_gpio, mock_pygame, monkeypatch):
|
||||||
|
|||||||
@@ -2,7 +2,6 @@ import RPi.GPIO as GPIO
|
|||||||
import time
|
import time
|
||||||
import logging
|
import logging
|
||||||
import pygame
|
import pygame
|
||||||
import random
|
|
||||||
import sys
|
import sys
|
||||||
import os
|
import os
|
||||||
import fcntl
|
import fcntl
|
||||||
@@ -12,6 +11,7 @@ os.environ.setdefault("SDL_AUDIODRIVER", "pulse")
|
|||||||
from logging.handlers import RotatingFileHandler
|
from logging.handlers import RotatingFileHandler
|
||||||
|
|
||||||
from common import PID_FILE
|
from common import PID_FILE
|
||||||
|
from styles import STYLES, LEGACY_STYLE, get_style
|
||||||
|
|
||||||
# Configure logging with rotation to avoid unbounded growth on the SD card.
|
# Configure logging with rotation to avoid unbounded growth on the SD card.
|
||||||
logging.basicConfig(
|
logging.basicConfig(
|
||||||
@@ -91,16 +91,6 @@ def setup(music_file: str | None = None):
|
|||||||
if "pytest" not in sys.modules:
|
if "pytest" not in sys.modules:
|
||||||
sys.exit(1)
|
sys.exit(1)
|
||||||
|
|
||||||
# State Machine states for the flow
|
|
||||||
STATE_RINGING = 0
|
|
||||||
STATE_WAIT_BEFORE_BLINK = 1
|
|
||||||
STATE_BLINKING = 2
|
|
||||||
STATE_WAIT_FOR_INPUT = 3
|
|
||||||
STATE_EVALUATING = 4
|
|
||||||
STATE_WAIT_BEFORE_RETRY = 5
|
|
||||||
|
|
||||||
BLINK_INTERVAL = 0.3
|
|
||||||
|
|
||||||
|
|
||||||
def set_led(on):
|
def set_led(on):
|
||||||
"""Turns the LED on or off (LOW = ON, HIGH = OFF)"""
|
"""Turns the LED on or off (LOW = ON, HIGH = OFF)"""
|
||||||
@@ -111,122 +101,23 @@ def set_led(on):
|
|||||||
GPIO.output(LED_PIN, GPIO.HIGH)
|
GPIO.output(LED_PIN, GPIO.HIGH)
|
||||||
|
|
||||||
|
|
||||||
class AlarmClock:
|
def run_alarm(
|
||||||
def __init__(self):
|
style_name: str = LEGACY_STYLE,
|
||||||
self.state = STATE_RINGING
|
test_mode: bool = False,
|
||||||
self.target_blinks = 0
|
music_file: str | None = None,
|
||||||
self.user_presses = 0
|
):
|
||||||
self.last_interaction_time = 0
|
"""Run the alarm clock with the given style until the style signals stop.
|
||||||
self.button_was_pressed = False
|
|
||||||
self._blink_phase: int = 0
|
|
||||||
self._blink_phases: int = 0
|
|
||||||
self._blink_next_toggle: float | None = None
|
|
||||||
|
|
||||||
def update(self, now, is_pressed):
|
The runner owns everything shared (music loop, button sampling, cleanup);
|
||||||
button_just_pressed = False
|
the style only decides when to stop and what the LED does.
|
||||||
if is_pressed and not self.button_was_pressed:
|
"""
|
||||||
self.button_was_pressed = True
|
style = get_style(style_name)(set_led)
|
||||||
button_just_pressed = True
|
|
||||||
elif not is_pressed and self.button_was_pressed:
|
|
||||||
self.button_was_pressed = False
|
|
||||||
|
|
||||||
if self.state == STATE_RINGING:
|
|
||||||
if button_just_pressed:
|
|
||||||
logging.info(
|
|
||||||
"Alarm button pressed! Puzzle started. Waiting 3 seconds..."
|
|
||||||
)
|
|
||||||
self.state = STATE_WAIT_BEFORE_BLINK
|
|
||||||
self.last_interaction_time = now
|
|
||||||
|
|
||||||
elif self.state == STATE_WAIT_BEFORE_BLINK:
|
|
||||||
if now - self.last_interaction_time >= 3.0:
|
|
||||||
self.target_blinks = random.randint(1, 7)
|
|
||||||
logging.info(f"Blinking {self.target_blinks} times...")
|
|
||||||
self.state = STATE_BLINKING
|
|
||||||
self._blink_phase = 0
|
|
||||||
self._blink_phases = self.target_blinks * 2
|
|
||||||
self._blink_next_toggle = now + BLINK_INTERVAL
|
|
||||||
set_led(True)
|
|
||||||
|
|
||||||
elif self.state == STATE_BLINKING:
|
|
||||||
# Non-blocking blink: toggle the LED at fixed intervals so the main
|
|
||||||
# loop keeps sampling the button and can be interrupted.
|
|
||||||
if self._blink_next_toggle is None:
|
|
||||||
# Safety for direct state assignment (e.g. tests).
|
|
||||||
self._blink_phase = 0
|
|
||||||
self._blink_phases = self.target_blinks * 2
|
|
||||||
self._blink_next_toggle = now + BLINK_INTERVAL
|
|
||||||
set_led(True)
|
|
||||||
|
|
||||||
while now >= self._blink_next_toggle:
|
|
||||||
self._blink_phase += 1
|
|
||||||
self._blink_next_toggle += BLINK_INTERVAL
|
|
||||||
if self._blink_phase >= self._blink_phases:
|
|
||||||
set_led(False)
|
|
||||||
self._blink_phase = 0
|
|
||||||
self._blink_phases = 0
|
|
||||||
self._blink_next_toggle = None
|
|
||||||
logging.info("Blinking finished. Waiting for input...")
|
|
||||||
self.state = STATE_WAIT_FOR_INPUT
|
|
||||||
self.user_presses = 0
|
|
||||||
self.last_interaction_time = now
|
|
||||||
if "GPIO" in globals() and hasattr(GPIO, "input"):
|
|
||||||
self.button_was_pressed = GPIO.input(BUTTON_PIN) == GPIO.LOW
|
|
||||||
break
|
|
||||||
else:
|
|
||||||
set_led(self._blink_phase % 2 == 0)
|
|
||||||
|
|
||||||
elif self.state == STATE_WAIT_FOR_INPUT:
|
|
||||||
set_led(is_pressed)
|
|
||||||
|
|
||||||
if button_just_pressed:
|
|
||||||
self.user_presses += 1
|
|
||||||
logging.info(f"Button pressed: {self.user_presses} times")
|
|
||||||
|
|
||||||
if is_pressed:
|
|
||||||
self.last_interaction_time = now
|
|
||||||
|
|
||||||
if not is_pressed and (now - self.last_interaction_time >= 3.0):
|
|
||||||
self.state = STATE_EVALUATING
|
|
||||||
|
|
||||||
elif self.state == STATE_EVALUATING:
|
|
||||||
logging.info(
|
|
||||||
f"Evaluation: Target={self.target_blinks}, Entered={self.user_presses}"
|
|
||||||
)
|
|
||||||
if self.user_presses == self.target_blinks:
|
|
||||||
logging.info("Puzzle solved correctly! Alarm clock is stopping.")
|
|
||||||
if (
|
|
||||||
"pygame" in globals()
|
|
||||||
and hasattr(pygame, "mixer")
|
|
||||||
and pygame.mixer.get_init()
|
|
||||||
):
|
|
||||||
pygame.mixer.music.stop()
|
|
||||||
set_led(False)
|
|
||||||
return False # Indicate we should stop running
|
|
||||||
else:
|
|
||||||
logging.info("Incorrect input! Waiting 3 seconds before retrying...")
|
|
||||||
self.state = STATE_WAIT_BEFORE_RETRY
|
|
||||||
self.last_interaction_time = time.time()
|
|
||||||
set_led(False)
|
|
||||||
|
|
||||||
elif self.state == STATE_WAIT_BEFORE_RETRY:
|
|
||||||
if now - self.last_interaction_time >= 5.0:
|
|
||||||
self.target_blinks = random.randint(1, 7)
|
|
||||||
logging.info(f"New attempt! Blinking {self.target_blinks} times...")
|
|
||||||
self.state = STATE_BLINKING
|
|
||||||
|
|
||||||
return True # Keep running
|
|
||||||
|
|
||||||
|
|
||||||
def run_alarm(test_mode=False, music_file: str | None = None):
|
|
||||||
setup(music_file=music_file)
|
setup(music_file=music_file)
|
||||||
logging.info("Alarm clock started. Music is playing in an endless loop.")
|
logging.info("Alarm clock started. Music is playing in an endless loop.")
|
||||||
if "pygame" in globals() and hasattr(pygame, "mixer") and pygame.mixer.get_init():
|
if "pygame" in globals() and hasattr(pygame, "mixer") and pygame.mixer.get_init():
|
||||||
pygame.mixer.music.play(-1)
|
pygame.mixer.music.play(-1)
|
||||||
|
|
||||||
set_led(False) # LED off at start
|
set_led(False) # LED off at start; the style drives it from here.
|
||||||
|
|
||||||
clock = AlarmClock()
|
|
||||||
|
|
||||||
try:
|
try:
|
||||||
while True:
|
while True:
|
||||||
@@ -237,7 +128,7 @@ def run_alarm(test_mode=False, music_file: str | None = None):
|
|||||||
else:
|
else:
|
||||||
is_pressed = False
|
is_pressed = False
|
||||||
|
|
||||||
keep_running = clock.update(now, is_pressed)
|
keep_running = style.update(now, is_pressed)
|
||||||
|
|
||||||
if not keep_running or test_mode:
|
if not keep_running or test_mode:
|
||||||
break
|
break
|
||||||
@@ -257,11 +148,17 @@ if __name__ == "__main__":
|
|||||||
default=os.environ.get("MUSIC_FILE", DEFAULT_MUSIC_FILE),
|
default=os.environ.get("MUSIC_FILE", DEFAULT_MUSIC_FILE),
|
||||||
help="Path to the MP3 file to play (default: $MUSIC_FILE or default track).",
|
help="Path to the MP3 file to play (default: $MUSIC_FILE or default track).",
|
||||||
)
|
)
|
||||||
|
parser.add_argument(
|
||||||
|
"--style",
|
||||||
|
default=LEGACY_STYLE,
|
||||||
|
choices=sorted(STYLES),
|
||||||
|
help="Alarm style to run (default: %(default)s).",
|
||||||
|
)
|
||||||
args = parser.parse_args()
|
args = parser.parse_args()
|
||||||
|
|
||||||
ensure_single_instance()
|
ensure_single_instance()
|
||||||
try:
|
try:
|
||||||
run_alarm(music_file=args.music_file)
|
run_alarm(style_name=args.style, music_file=args.music_file)
|
||||||
finally:
|
finally:
|
||||||
pygame.mixer.quit()
|
pygame.mixer.quit()
|
||||||
GPIO.cleanup()
|
GPIO.cleanup()
|
||||||
|
|||||||
Reference in New Issue
Block a user