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2026-01-03 11:20:42 +01:00
parent d7f004ee72
commit 06af540be3
10 changed files with 891 additions and 121 deletions

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

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CONFIG_LASERTAG_UTILS=y
# Logging
CONFIG_LOG=y
CONFIG_LASERTAG_WEAPON_LOG_LEVEL_INF=y
# Network / OpenThread
CONFIG_NETWORKING=y
CONFIG_NET_L2_OPENTHREAD=y
CONFIG_OPENTHREAD_COAP=y
# Hardware (Buttons & LEDs)
CONFIG_DK_LIBRARY=y
# Lasertag Game Logic
CONFIG_LASERTAG_GAME_LOGIC=y
CONFIG_LASERTAG_ROLE_PLAYER=y
CONFIG_LASERTAG_PLAYER_ID_DEFAULT=2
# Optional: Shell für Debugging
CONFIG_SHELL=y
CONFIG_OPENTHREAD_SHELL=y