/****************************************************************************
 Module
   Gameplay_GameTasks_CollectBallsSM.c

 Revision
   2.0.1

 Description
   This is a sub state machine (3rd level) called CollectBalls within the
   GameTasks level within the Gameplay module for ME 218B project for Team 3.
   Implements a hierarchical state machine under the Gen2 Events and
   Services Framework.

 Notes
   TO IMPLEMENT:
    -


 History
 When           Who     What/Why
 -------------- ---     --------
 02/23/19       bibit   converted from template to project file
 02/27/17 09:48 jec     another correction to re-assign both CurrentEvent
                        and ReturnEvent to the result of the During function
                        this eliminates the need for the prior fix and allows
                        the during function to-remap an event that will be
                        processed at a higher level.
 02/20/17 10:14 jec     correction to Run function to correctly assign
                        ReturnEvent in the situation where a lower level
                        machine consumed an event.
 02/03/16 12:38 jec     updated comments to reflect changes made in '14 & '15
                        converted unsigned char to bool where appropriate
                        spelling changes on true (was True) to match standard
                        removed local var used for debugger visibility in 'C32
                        commented out references to Start & RunLowerLevelSM so
                        that this can compile.
 02/07/13 21:00 jec     corrections to return variable (should have been
                        ReturnEvent, not CurrentEvent) and several EV_xxx
                        event names that were left over from the old version
 02/08/12 09:56 jec     revisions for the Events and Services Framework Gen2
 02/13/10 14:29 jec     revised Start and run to add new kind of entry function
                        to make implementing history entry cleaner
 02/13/10 12:29 jec     added NewEvent local variable to During function and
                        comments about using either it or Event as the return
 02/11/10 15:54 jec     more revised comments, removing last comment in during
                        function that belongs in the run function
 02/09/10 17:21 jec     updated comments about internal transitions on During funtion
 02/18/09 10:14 jec     removed redundant call to RunLowerlevelSM in EV_Entry
                        processing in During function
 02/20/07 21:37 jec     converted to use enumerated type for events & states
 02/13/05 19:38 jec     added support for self-transitions, reworked
                        to eliminate repeated transition code
 02/11/05 16:54 jec     converted to implment hierarchy explicitly
 02/25/03 10:32 jec     converted to take a passed event parameter
 02/18/99 10:19 jec     built template from MasterMachine.c
 02/14/99 10:34 jec     Began Coding
****************************************************************************/
/*----------------------------- Include Files -----------------------------*/
// Basic includes for a program using the Events and Services Framework
#include "ES_Configure.h"
#include "ES_Framework.h"

// include this module's own header file
#include "Gameplay_GameTasks_CollectBallsSM.h"

// include the highest level header file for this HSM
#include "GameplayHSM.h"

// other modules
#include "MotorSM.h"

/*----------------------------- Module Defines ----------------------------*/
// define constants for the states for this machine
// and any other local defines

#define ENTRY_STATE DrivingForward

#define BackingUpTime 1000

/*---------------------------- Module Functions ---------------------------*/
/* prototypes for private functions for this machine, things like during
   functions, entry & exit functions. They should be functions relevant to
   the behavior of this state machine
*/
static ES_Event_t DuringDrivingForward(ES_Event_t Event);
static ES_Event_t DuringBackingUp(ES_Event_t Event);
static ES_Event_t DuringTurningCW90(ES_Event_t Event);

/*---------------------------- Module Variables ---------------------------*/
// everybody needs a state variable, you may need others as well
static CollectBallsState_t CurrentState;

/*------------------------------ Module Code ------------------------------*/
/****************************************************************************
 Function
    RunCollectBallsSM

 Parameters
   ES_Event_t: the event to process

 Returns
   ES_Event_t: an event to return

 Description
   run function for the CollectBalls state machine

 Notes
   uses nested switch/case to implement the machine.

 Author
     Bibit Bianchini, 2/23/2019
****************************************************************************/
ES_Event_t RunCollectBallsSM(ES_Event_t CurrentEvent)
{
  bool                MakeTransition = false; // are we making a state transition?
  CollectBallsState_t NextState = CurrentState;

  // default to normal entry to new state
  ES_Event_t  EntryEventKind = { ES_ENTRY, 0 };
  ES_Event_t  ReturnEvent = CurrentEvent; // assume we are not consuming event

  switch (CurrentState)
  {
    case DrivingForward:       // If current state is DrivingForward
    {
      printf("\r\n    IN RUN COLLECT BALLS, DrivingForward CASE\r\n");

      // Execute During function for DrivingForward. ES_ENTRY & ES_EXIT are
      // processed here to allow the lower level state machines to re-map or
      // consume the event
      ReturnEvent = CurrentEvent = DuringDrivingForward(CurrentEvent);

      // process any events
      if (CurrentEvent.EventType != ES_NO_EVENT)   // if an event is active
      {
        switch (CurrentEvent.EventType)
        {
          case FRONT_LIMIT_HIT_L: // if our robot has bumped into a wall in
                                  // front left corner
          {
            // post MOTOR_COMMAND with EventParam BACKWARDS
            ES_Event_t PostEvent;
            PostEvent.EventType = MOTOR_COMMAND;
            PostEvent.EventParam = BACKWARDS;
            PostMotorSM(PostEvent);

            // start timer to allow robot to back away from wall
            ES_Timer_InitTimer(GameplayTimer, BackingUpTime);

            // we want to move to BackingUp state
            NextState = BackingUp;

            // mark that we are taking a transition (for internal
            // transitions, skip changing MakeTransition)
            MakeTransition = true;

            // we do not want to enter BackingUp with history, so we will
            // leave the default to ES_ENTRY (make no change)
            //EntryEventKind.EventType = ES_ENTRY_HISTORY;

            // consume this event for the upper state machines
            ReturnEvent.EventType = ES_NO_EVENT;
          }
          break;

          case FRONT_LIMIT_HIT_R: // if our robot has bumped into a wall in
                                  // front right corner
          {
            // post MOTOR_COMMAND with EventParam BACKWARDS
            ES_Event_t PostEvent;
            PostEvent.EventType = MOTOR_COMMAND;
            PostEvent.EventParam = BACKWARDS;
            PostMotorSM(PostEvent);

            // start timer to allow robot to back away from wall
            ES_Timer_InitTimer(GameplayTimer, BackingUpTime);

            // we want to move to BackingUp state
            NextState = BackingUp;

            // mark that we are taking a transition (for internal
            // transitions, skip changing MakeTransition)
            MakeTransition = true;

            // we do not want to enter BackingUp with history, so we will
            // leave the default to ES_ENTRY (make no change)
            //EntryEventKind.EventType = ES_ENTRY_HISTORY;

            // consume this event for the upper state machines
            ReturnEvent.EventType = ES_NO_EVENT;
          }
          break;
        }
      }
    }
    break;  // end switch on CurrentState case for DrivingForward

    case BackingUp:       // If current state is BackingUp
    {
      printf("\r\n    IN RUN COLLECT BALLS, BackingUp CASE\r\n");

      // Execute During function for BackingUp. ES_ENTRY & ES_EXIT are
      // processed here to allow the lower level state machines to re-map or
      // consume the event
      ReturnEvent = CurrentEvent = DuringBackingUp(CurrentEvent);

      // process any events
      if (CurrentEvent.EventType != ES_NO_EVENT)   // if an event is active
      {
        switch (CurrentEvent.EventType)
        {
          case ES_TIMEOUT: // if our robot has finished backing up a bit
          {
            // check that the correct timer timed out (GameplayTimer):
            if (CurrentEvent.EventParam == GameplayTimer)
            {
              // post MOTOR_COMMAND with EventParam CCW90
              // (this will start a motor timer)
              ES_Event_t PostEvent;
              PostEvent.EventType = MOTOR_COMMAND;
              PostEvent.EventParam = CCW90;
              PostMotorSM(PostEvent);

              // we want to move to TurningCCW90 state
              NextState = TurningCCW90;

              // mark that we are taking a transition (for internal
              // transitions, skip changing MakeTransition)
              MakeTransition = true;

              // we do not want to enter TurningCCW90 with history, so we
              // will leave the default to ES_ENTRY (make no change)
              //EntryEventKind.EventType = ES_ENTRY_HISTORY;

              // consume this event for the upper state machines
              ReturnEvent.EventType = ES_NO_EVENT;
            }
          }
          break;
        }
      }
    }
    break;  // end switch on CurrentState case for BackingUp

    case TurningCCW90:       // If current state is TurningCCW90
    {
      printf("\r\n    IN RUN COLLECT BALLS, TurningCCW90 CASE\r\n");

      // Execute During function for GoingAroundRobot. ES_ENTRY & ES_EXIT are
      // processed here to allow the lower level state machines to re-map or
      // consume the event
      ReturnEvent = CurrentEvent = DuringTurningCW90(CurrentEvent);

      // process any events
      if (CurrentEvent.EventType != ES_NO_EVENT)   // if an event is active
      {
        switch (CurrentEvent.EventType)
        {
          case ES_TIMEOUT: // if our robot has finished driving around robot
          {
            // check that the correct timer timed out (MotorTimer):
            if (CurrentEvent.EventParam == MotorTimer)
            {
              // post MOTOR_COMMAND with EventParam FORWARD
              ES_Event_t PostEvent;
              PostEvent.EventType = MOTOR_COMMAND;
              PostEvent.EventParam = FORWARD;
              PostMotorSM(PostEvent);

              // we want to move to DrivingForward state
              NextState = DrivingForward;

              // mark that we are taking a transition (for internal
              // transitions, skip changing MakeTransition)
              MakeTransition = true;

              // we do not want to enter DrivingForward with history, so we
              // will leave the default to ES_ENTRY (make no change)
              //EntryEventKind.EventType = ES_ENTRY_HISTORY;

              // we will not consume this event so the upper state machines
              // can react on this event
              //ReturnEvent.EventType = ES_NO_EVENT;
            }
          }
          break;
        }
      }
    }
    break;  // end switch on CurrentState case for TurningCCW90
  }

  // if we are making a state transition
  if (MakeTransition == true)
  {
    // Execute exit function for current state
    CurrentEvent.EventType = ES_EXIT;
    RunCollectBallsSM(CurrentEvent);

    CurrentState = NextState; // Modify state variable

    // Execute entry function for new state
    // this defaults to ES_ENTRY
    RunCollectBallsSM(EntryEventKind);
  }
  return ReturnEvent;
}

/****************************************************************************
 Function
     StartCollectBallsSM

 Parameters
     None

 Returns
     None

 Description
     Does any required initialization for this state machine

 Notes

 Author
     Bibit Bianchini, 2/23/2019
****************************************************************************/
void StartCollectBallsSM(ES_Event_t CurrentEvent)
{
  // to implement entry to a history state or directly to a substate
  // you can modify the initialization of the CurrentState variable
  // otherwise just start in the entry state every time the state machine
  // is started
  if (CurrentEvent.EventType != ES_ENTRY_HISTORY)
  {
    CurrentState = ENTRY_STATE;
  }

  // call the entry function (if any) for the ENTRY_STATE
  RunCollectBallsSM(CurrentEvent);
}

/****************************************************************************
 Function
     QueryCollectBallsSM

 Parameters
     None

 Returns
     CollectBallsState_t The current state of the state machine

 Description
     returns the current state of the CollectBalls state machine

 Notes

 Author
     Bibit Bianchini, 2/23/2019
****************************************************************************/
CollectBallsState_t QueryCollectBallsSM(void)
{
  return CurrentState;
}

/***************************************************************************
 private functions
 ***************************************************************************/
/****************************************************************************
 Function
     DuringDrivingForward

 Parameters
     ES_Event_t Event

 Returns
     ES_Event_t

 Description
     During function for the DrivingForward state.  Does nothing because
     nothing to do for ES_ENTRY and ES_EXIT events, and doesn't have lower
     state machines.

 Notes

 Author
     Bibit Bianchini, 2/23/2019
****************************************************************************/
static ES_Event_t DuringDrivingForward(ES_Event_t Event)
{
  ES_Event_t ReturnEvent = Event; // assume no re-mapping or consumption

  // process ES_ENTRY, ES_ENTRY_HISTORY & ES_EXIT events
  if ((Event.EventType == ES_ENTRY) ||
      (Event.EventType == ES_ENTRY_HISTORY))
  {
    // no tasks to do for entry into DrivingForward
    // no lower level state machine to start
  }
  else if (Event.EventType == ES_EXIT)
  {
    // no lower level state machine to pass the exit to
    // no tasks to do for exit from DrivingForward
  }

  // this state doesn't have a lower state machine to run

  // return either Event, if you don't want to allow the lower level machine
  // to remap the current event, or ReturnEvent if you do want to allow it.
  return ReturnEvent;
}

/****************************************************************************
 Function
     DuringBackingUp

 Parameters
     ES_Event_t Event

 Returns
     ES_Event_t

 Description
     During function for the BackingUp state.  Does nothing because nothing
     to do for ES_ENTRY and ES_EXIT events, and doesn't have lower state
     machines.

 Notes

 Author
     Bibit Bianchini, 2/23/2019
****************************************************************************/
static ES_Event_t DuringBackingUp(ES_Event_t Event)
{
  ES_Event_t ReturnEvent = Event; // assume no re-mapping or consumption

  // process ES_ENTRY, ES_ENTRY_HISTORY & ES_EXIT events
  if ((Event.EventType == ES_ENTRY) ||
      (Event.EventType == ES_ENTRY_HISTORY))
  {
    // no tasks to do for entry into BackingUp
    // no lower level state machine to start
  }
  else if (Event.EventType == ES_EXIT)
  {
    // no lower level state machine to pass the exit to
    // no tasks to do for exit from BackingUp
  }

  // this state doesn't have a lower state machine to run

  // return either Event, if you don't want to allow the lower level machine
  // to remap the current event, or ReturnEvent if you do want to allow it.
  return ReturnEvent;
}

/****************************************************************************
 Function
     DuringTurningCW90

 Parameters
     ES_Event_t Event

 Returns
     ES_Event_t

 Description
     During function for the TurningCW90 state.  Does nothing because nothing
     to do for ES_ENTRY and ES_EXIT events, and doesn't have lower state
     machines.

 Notes

 Author
     Bibit Bianchini, 2/23/2019
****************************************************************************/
static ES_Event_t DuringTurningCW90(ES_Event_t Event)
{
  ES_Event_t ReturnEvent = Event; // assume no re-mapping or consumption

  // process ES_ENTRY, ES_ENTRY_HISTORY & ES_EXIT events
  if ((Event.EventType == ES_ENTRY) ||
      (Event.EventType == ES_ENTRY_HISTORY))
  {
    // no tasks to do for entry into TurningCW90
    // no lower level state machine to start
  }
  else if (Event.EventType == ES_EXIT)
  {
    // no lower level state machine to pass the exit to
    // no tasks to do for exit from TurningCW90
  }

  // this state doesn't have a lower state machine to run

  // return either Event, if you don't want to allow the lower level machine
  // to remap the current event, or ReturnEvent if you do want to allow it.
  return ReturnEvent;
}

/*------------------------------- Footnotes -------------------------------*/
/*------------------------------ End of file ------------------------------*/