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110
firmware/apps/weapon/main.c
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110
firmware/apps/weapon/main.c
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#include <zephyr/kernel.h>
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#include <zephyr/logging/log.h>
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#include <dk_buttons_and_leds.h>
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#include <openthread/thread.h>
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#include <openthread/coap.h>
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/* Unsere neue Library */
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#include "game_logic.h"
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LOG_MODULE_REGISTER(weapon_app, LOG_LEVEL_INF);
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/* Spiel-Kontext */
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static struct game_ctx game;
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/* Forward Declarations */
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static void on_button_changed(uint32_t button_state, uint32_t has_changed);
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/* --- Game Logic Callbacks --- */
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static void on_game_state_change(enum game_state new_state)
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{
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LOG_INF("APP: Spielstatus geändert -> %d", new_state);
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switch (new_state) {
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case GAME_STATE_RUNNING:
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dk_set_led_on(DK_LED1); // LED an wenn Spiel läuft
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break;
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case GAME_STATE_FINISHED:
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dk_set_led_off(DK_LED1);
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// Blinken oder ähnliches
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break;
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default:
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dk_set_led_off(DK_LED1);
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break;
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}
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}
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static void on_hit_received(uint16_t shooter_id)
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{
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LOG_WARN("APP: AUA! Getroffen von Spieler %d. Leben: %d", shooter_id, game.health);
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// Visuelles Feedback: LED 2 blinkt kurz
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dk_set_led_on(DK_LED2);
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k_msleep(200);
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dk_set_led_off(DK_LED2);
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// TODO: Hier später CoAP Nachricht an Leader senden!
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// send_hit_report_to_leader(...);
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}
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static void on_shot_fired(void)
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{
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LOG_INF("APP: PENG! Schuss abgefeuert.");
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// TODO: Hier IR-Protokoll senden (NEC/RC5)
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}
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/* --- Hardware Callbacks --- */
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static void on_button_changed(uint32_t button_state, uint32_t has_changed)
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{
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// Button 1: Schießen
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if ((has_changed & DK_BTN1_MSK) && (button_state & DK_BTN1_MSK)) {
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if (game.current_state == GAME_STATE_RUNNING) {
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on_shot_fired();
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} else {
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LOG_INF("Schuss blockiert - Spiel läuft nicht.");
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}
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}
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// Button 2: Treffer simulieren (Self-Hit Test)
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if ((has_changed & DK_BTN2_MSK) && (button_state & DK_BTN2_MSK)) {
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LOG_INF("Simuliere Treffer durch Spieler 99...");
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struct game_hit_packet hit_packet;
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// Wir tun so, als hätte der IR-Sensor Spieler 99 erkannt
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if (game_logic_register_hit(99, &hit_packet)) {
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// Wenn Treffer gültig war (Spiel läuft, wir leben noch), haben wir jetzt ein Paket
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// das wir via Thread versenden könnten.
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LOG_INF("Treffer registriert! Damage: %d", hit_packet.damage);
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}
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}
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}
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/* --- Main --- */
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void main(void)
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{
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LOG_INF("Lasertag Weapon Start");
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int err = dk_buttons_init(on_button_changed);
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if (err) {
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LOG_ERR("Buttons konnten nicht initialisiert werden (err %d)", err);
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}
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// Game Logic Setup
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game.on_state_change = on_game_state_change;
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game.on_hit_received = on_hit_received;
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// Initialisiere als Spieler mit ID aus Kconfig (oder NVS später)
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game_logic_init(&game, CONFIG_LASERTAG_PLAYER_ID_DEFAULT);
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// Zum Testen setzen wir den Status manuell auf RUNNING,
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// bis wir das Start-Signal vom Leader via Thread empfangen.
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struct game_state_packet fake_start = {.state = GAME_STATE_RUNNING};
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game_logic_handle_state_update(&fake_start);
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while (1) {
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k_sleep(K_FOREVER);
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}
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}
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@@ -1 +1,20 @@
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CONFIG_LASERTAG_UTILS=y
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# Logging
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CONFIG_LOG=y
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CONFIG_LASERTAG_WEAPON_LOG_LEVEL_INF=y
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# Network / OpenThread
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CONFIG_NETWORKING=y
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CONFIG_NET_L2_OPENTHREAD=y
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CONFIG_OPENTHREAD_COAP=y
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# Hardware (Buttons & LEDs)
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CONFIG_DK_LIBRARY=y
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# Lasertag Game Logic
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CONFIG_LASERTAG_GAME_LOGIC=y
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CONFIG_LASERTAG_ROLE_PLAYER=y
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CONFIG_LASERTAG_PLAYER_ID_DEFAULT=2
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# Optional: Shell für Debugging
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CONFIG_SHELL=y
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CONFIG_OPENTHREAD_SHELL=y
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