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/**
* @file mode_drill.cpp
* @brief TACTICAL TIMER 2 — Drills 模式實作
*
* 課題訓練模式,支援:
* - 自訂發數(1–HIT_MAX)、Par Time、Pass % 門檻
* - 四個 Phase:SETUP → RUNNING → RESULT → REVIEW
* - 每發即時判斷 Pass/Fail(split ≤ par/shots)
* - 完成後儲存 session(含 score / passed / presetName)
*
* @version 2.0.0
*/
#include "mode_drill.h"
#include "ui_screen.h"
#include "game_fsm.h"
#include "web_server.h"
#include "hal_storage.h"
#include "preset_mgr.h"
#include <Arduino.h>
#include <cstring>
/// @cond INTERNAL
/// 模組單例指標(靜態 callback 需要存取 instance)
static ModeDrill* s_instance = nullptr;
/// @endcond
// ============================================================
// [DRILL-impl] ModeBase 介面
// ============================================================
/**
* @brief 進入 DRILL 模式,從 AppSettings 載入課題設定,顯示 SETUP 畫面
*/
void ModeDrill::onEnter() {
s_instance = this;
_phase = DrillPhase::SETUP;
_passCount = 0;
// 從 AppSettings 載入上次儲存的課題設定
memset(&_def, 0, sizeof(_def));
AppSettings cfg = PresetMgr::getEffectiveSettings();
_def.shotCount = (cfg.drillShots > 0 && cfg.drillShots <= Limits::HIT_MAX)
? cfg.drillShots : 6;
_def.parTimeMs = cfg.drillParMs;
_def.passPct = (cfg.drillPassPct <= 100) ? cfg.drillPassPct : 80;
_def.randomDelay = cfg.randomDelay;
_def.level = DrillLevel::INTERMEDIATE;
// 自動產生課題名稱
if (_def.parTimeMs > 0) {
snprintf(_def.name, sizeof(_def.name), "%d Shots %.1fs",
_def.shotCount, _def.parTimeMs / 1000.0f);
} else {
snprintf(_def.name, sizeof(_def.name), "%d Shots", _def.shotCount);
}
// 確保狀態為 IDLE,重設分頁(避免帶入上一局狀態)
TimerCore::abortSilent();
UIScreen::resetShotPage();
drawSetupScreen();
Serial.printf("[ModeDrill] onEnter: shots=%d par=%dms pass=%d%%\n",
_def.shotCount, _def.parTimeMs, _def.passPct);
}
/**
* @brief 每幀更新(僅 RUNNING phase 有效,驅動 TimerCore process 函式)
*/
void ModeDrill::update() {
if (_phase != DrillPhase::RUNNING) return;
TimerCore::processHits(onHit);
TimerCore::processAudioDone(onReadyDone, onBeepDone, onClearDone);
TimerCore::processDelay(onDelayExpired);
}
/// @brief 離開 DRILL 模式,清除單例指標,若計時中則強制停止
void ModeDrill::onExit() {
s_instance = nullptr;
GameState gs = TimerCore::getState();
if (gs == GameState::GOING || gs == GameState::AREYOUREADY ||
gs == GameState::BEEPING || gs == GameState::WAITING) {
AudioCmd cmd; cmd.op = AudioCmd::Op::STOP;
IPC::sendAudioCmd(cmd);
TimerCore::forceStop();
}
Serial.println("[ModeDrill] onExit");
}
/**
* @brief 按鍵事件處理(依 Phase 不同行為不同)
*
* SETUP:BtnA=HOME / BtnB=SETTINGS / BtnC=START
* RUNNING:BtnA=STOP / BtnC=RESTART
* RESULT:BtnA=HOME / BtnB=SHOTS(REVIEW)/ BtnC=RETRY
* REVIEW:BtnB=返回 RESULT
*
* @param btn 按鍵索引(0=A / 1=B / 2=C)
*/
void ModeDrill::onButton(uint8_t btn) {
GameState gs = TimerCore::getState();
if (_phase == DrillPhase::SETUP) {
switch (btn) {
case 0: // BtnA — 返回 HOME
GameFSM::requestSwitch(AppMode::HOME);
break;
case 1: // BtnB — 調整設定
GameFSM::requestSwitch(AppMode::SETTINGS);
break;
case 2: // BtnC — 開始
startRun();
break;
default: break;
}
return;
}
if (_phase == DrillPhase::RUNNING) {
switch (btn) {
case 0: // BtnA — 強制停止
if (gs == GameState::GOING) {
stopAudio();
TimerCore::forceStop();
WebServer::sendGameState();
}
break;
case 2: // BtnC — 重新開始
startRun();
break;
default: break;
}
return;
}
if (_phase == DrillPhase::RESULT) {
switch (btn) {
case 0: GameFSM::requestSwitch(AppMode::HOME); break; // HOME
case 1:
_phase = DrillPhase::REVIEW;
UIScreen::resetShotPage(); // 第一次進入 REVIEW 從頭開始
UIScreen::setTotalShotUI(min((uint32_t)_result.record.hit_count,
(uint32_t)_def.shotCount));
drawReviewScreen();
break; // SHOTS
case 2: _phase = DrillPhase::SETUP; drawSetupScreen(); break; // RETRY
default: break;
}
return;
}
if (_phase == DrillPhase::REVIEW) {
switch (btn) {
case 0: // BtnA — 上一頁 or 返回結果頁
if (UIScreen::shotPageHasPrev()) {
UIScreen::shotPagePrev();
drawReviewScreen();
} else {
_phase = DrillPhase::RESULT;
drawResultScreen();
}
break;
case 1: // BtnB — 返回結果頁
_phase = DrillPhase::RESULT;
drawResultScreen();
break;
case 2: // BtnC — 下一頁 or 返回結果頁
if (UIScreen::shotPageHasNext()) {
UIScreen::shotPageNext();
drawReviewScreen();
} else {
_phase = DrillPhase::RESULT;
drawResultScreen();
}
break;
default: break;
}
return;
}
}
/**
* @brief 觸控事件處理(僅 SETUP phase)
*
* Row 0(Shots):[-]/[+] 調整發數(1–HIT_MAX)
* Row 1(Par Time):[-]/[+] 調整時間(0–PAR_TIME_MAX_MS,步進 PAR_TIME_STEP_MS)
* Row 3(Random Delay):整行觸控切換 ON/OFF
*
* 每次調整後立即呼叫 saveDef() 持久化。
*
* @param x 觸控 X 座標
* @param y 觸控 Y 座標
*/
void ModeDrill::onTouch(int16_t x, int16_t y) {
// SETUP 畫面觸控:對應 drawDrillSetup 的新佈局
// ROW_H=40, Y0 = GAME_AREA_Y + MODE_HDR_H + 4 = 42
// [-] x=84~124, [+] x=276~316, 各 Row Y 範圍固定 40px
if (_phase != DrillPhase::SETUP) return;
constexpr int16_t Y0 = Layout::GAME_AREA_Y + Layout::MODE_HDR_H + 4; // 42
constexpr int16_t ROW_H = 40;
constexpr int16_t BTN_L_X = 84; // [-] 起點
constexpr int16_t BTN_W = 40;
constexpr int16_t BTN_R_X = 276; // [+] 起點
// Row 0:Shots
if (y >= Y0 && y <= Y0 + ROW_H) {
if (x >= BTN_L_X && x <= BTN_L_X + BTN_W) {
if (_def.shotCount > 1) { _def.shotCount--; drawSetupScreen(); saveDef(); }
} else if (x >= BTN_R_X && x <= BTN_R_X + BTN_W) {
if (_def.shotCount < Limits::HIT_MAX) { _def.shotCount++; drawSetupScreen(); saveDef(); }
}
return;
}
// Row 1:Par Time
if (y >= Y0 + ROW_H && y <= Y0 + 2 * ROW_H) {
if (x >= BTN_L_X && x <= BTN_L_X + BTN_W) {
if (_def.parTimeMs >= Timing::PAR_TIME_STEP_MS)
_def.parTimeMs -= Timing::PAR_TIME_STEP_MS;
else
_def.parTimeMs = 0;
drawSetupScreen(); saveDef();
} else if (x >= BTN_R_X && x <= BTN_R_X + BTN_W) {
if (_def.parTimeMs < Timing::PAR_TIME_MAX_MS)
_def.parTimeMs += Timing::PAR_TIME_STEP_MS;
drawSetupScreen(); saveDef();
}
return;
}
// Row 3:Random toggle(整行觸控)
if (y >= Y0 + 3 * ROW_H && y <= Y0 + 4 * ROW_H) {
_def.randomDelay = !_def.randomDelay;
drawSetupScreen(); saveDef();
}
}
// ============================================================
// [DRILL-impl] 私有方法
// ============================================================
/// @brief 繪製 SETUP 畫面(發數、Par Time、Pass % 設定)
void ModeDrill::drawSetupScreen() {
UIScreen::clearGameArea();
UIScreen::drawModeHeader("DRILLS", "SETUP", 0xFFC0);
UIScreen::drawDrillSetup(_def);
UIScreen::drawBtnBar("HOME", "SETTINGS", "START");
}
/**
* @brief 儲存目前 _def 到 AppSettings NVS,並推播 SSE 讓 Web 同步
*
* 寫入 drillShots / drillParMs / drillPassPct / randomDelay。
*/
void ModeDrill::saveDef() {
AppSettings s = PresetMgr::getEffectiveSettings();
s.drillShots = _def.shotCount;
s.drillParMs = _def.parTimeMs;
s.drillPassPct = _def.passPct;
s.randomDelay = _def.randomDelay;
HalStorage::saveSettings(s);
PresetMgr::applySettings(s);
// 推播 SSE 讓 Web 同步最新 _def
WebServer::sendDrillDef(_def.shotCount, _def.parTimeMs, _def.passPct);
Serial.printf("[ModeDrill] saveDef: shots=%d par=%dms pass=%d%%\n",
_def.shotCount, _def.parTimeMs, _def.passPct);
}
/**
* @brief 取得目前 _def 的指標(供 web_server 讀取)
* @return 目前 DrillDef 指標,無實例時回傳 nullptr
*/
const DrillDef* ModeDrill::getDef() {
return s_instance ? &s_instance->_def : nullptr;
}
/**
* @brief Web 請求開始(從 AppSettings 重新載入設定後啟動)
*
* 無論目前在哪個 phase 都可呼叫,確保 Web 設定與 Core2 一致。
*/
void ModeDrill::webStart() {
if (!s_instance) return;
// 重新從 AppSettings 載入最新設定到 _def
AppSettings cfg = PresetMgr::getEffectiveSettings();
s_instance->_def.shotCount = (cfg.drillShots > 0 && cfg.drillShots <= Limits::HIT_MAX)
? cfg.drillShots : 6;
s_instance->_def.parTimeMs = cfg.drillParMs;
s_instance->_def.passPct = (cfg.drillPassPct <= 100) ? cfg.drillPassPct : 80;
s_instance->_def.randomDelay = cfg.randomDelay;
s_instance->startRun();
}
/**
* @brief Web 調整設定後同步到 Core2 的 _def
*
* 若目前在 SETUP phase,同時重繪 Core2 螢幕。
*
* @param shots 目標發數
* @param parMs Par Time(ms)
* @param passPct 及格百分比
*/
void ModeDrill::updateDef(uint8_t shots, uint32_t parMs, uint8_t passPct) {
if (!s_instance) return;
s_instance->_def.shotCount = shots;
s_instance->_def.parTimeMs = parMs;
s_instance->_def.passPct = passPct;
// 若在 SETUP phase,重繪畫面讓 Core2 螢幕同步
if (s_instance->_phase == DrillPhase::SETUP) {
s_instance->drawSetupScreen();
}
}
/// @brief 繪製 RESULT 畫面(PASSED/FAILED + 成績統計)
void ModeDrill::drawResultScreen() {
UIScreen::clearGameArea();
UIScreen::drawDrillResult(_result);
UIScreen::drawBtnBar("HOME", "SHOTS", "RETRY");
}
/**
* @brief 繪製 REVIEW 畫面(重新顯示所有 shot rows,含 Pass/Fail 標記)
*
* 重新計算每發的 elapsed/split 並呼叫 judgeShot() 判斷顏色。
*/
void ModeDrill::drawReviewScreen() {
UIScreen::clearGameArea();
UIScreen::drawModeHeader("DRILLS", _result.passed ? "PASSED" : "FAILED",
_result.passed ? 0x07E0 : 0xF800);
const GameRecord& rec = _result.record;
uint32_t pageBase = UIScreen::getPageBase();
uint32_t pageEnd = pageBase + UIScreen::getRowsPerPage();
for (uint8_t i = 0; i < rec.hit_count && i < _def.shotCount; i++) {
uint32_t hitIdx = i + 1;
if (hitIdx < pageBase || hitIdx >= pageEnd) continue;
unsigned long elapsed = rec.hits[i].hit_time_ms - rec.start_time_ms;
unsigned long split = (i == 0) ? elapsed
: rec.hits[i].hit_time_ms - rec.hits[i-1].hit_time_ms;
bool pass = judgeShot(hitIdx, split);
UIScreen::drawShotRowAt(hitIdx, pageBase, rec.hits[i].station_id, elapsed, split, pass);
}
// BtnA: 有上頁→PREV,無上頁→RESULT
// BtnB: 永遠 RESULT
// BtnC: 有下頁→NEXT,無下頁→RESULT
const char* lblA = UIScreen::shotPageHasPrev() ? "< PREV" : "RESULT";
const char* lblC = UIScreen::shotPageHasNext() ? "NEXT >" : "RESULT";
UIScreen::drawBtnBar(lblA, "RESULT", lblC);
}
/**
* @brief 開始一輪課題訓練
*
* 設定 RUNNING phase,注入 par time / random delay 到 TimerCore,
* 呼叫 startNew() 並播放 READY 音效。
*/
void ModeDrill::startRun() {
_phase = DrillPhase::RUNNING;
_passCount = 0;
// 將課題設定注入 TimerCore
TimerCore::setParTime(_def.parTimeMs);
TimerCore::setRandomDelay(_def.randomDelay);
uint8_t gi = TimerCore::startNew();
UIScreen::resetShotPage(); // 新局重設分頁
playAudio(SND::TT2_READY);
WebServer::sendNewGame();
WebServer::sendGameState();
UIScreen::clearGameArea();
UIScreen::drawModeHeader("DRILLS", "READY", 0xFFC0);
UIScreen::drawBtnBar("STOP", "---", "RESTART");
Serial.printf("[ModeDrill] startRun: shots=%u par=%ums gi=%u\n",
_def.shotCount, _def.parTimeMs, gi);
}
/**
* @brief 判斷單發是否 Pass
*
* 規則:
* - 第一發(反應時間)永遠 Pass
* - parTimeMs == 0(無 par)永遠 Pass
* - split ≤ (parTimeMs / shotCount) 為 Pass
*
* @param hitIdx 本局第幾槍(1-based)
* @param split 本發分段時間(ms)
* @return true = Pass,false = Fail
*/
bool ModeDrill::judgeShot(uint32_t hitIdx, unsigned long split) const {
if (hitIdx == 1) return true; // 第一發 = 反應時間,不納入評分
if (_def.parTimeMs == 0) return true; // 無 par → 永遠 Pass
// 分段時間 ≤ (par / shots) 視為 Pass
uint32_t threshold = _def.parTimeMs / _def.shotCount;
return split <= threshold;
}
// ============================================================
// [DRILL-impl] 靜態 callback
// ============================================================
/**
* @brief 命中事件 callback(由 TimerCore::processHits 呼叫)
*
* 呼叫 judgeShot() 判斷 Pass/Fail,累加 _passCount,
* 更新 shot row,推播 SSE。
* 達到目標發數時立即 forceStop() 並播放 Clear 音效。
*
* @param hitIdx 本局第幾槍(1-based)
* @param stationId 命中來源
* @param elapsed 累積時間(ms)
* @param split 分段時間(ms)
*/
void ModeDrill::onHit(uint32_t hitIdx, uint8_t stationId,
unsigned long elapsed, unsigned long split) {
if (!s_instance) return;
bool pass = s_instance->judgeShot(hitIdx, split);
if (pass) s_instance->_passCount++;
UIScreen::drawShotRow(hitIdx, stationId, elapsed, split, pass);
SseMsg sm = { hitIdx, stationId, elapsed, split };
IPC::sendSse(sm);
// 達到目標發數 → 停止計時,播放 Clear
if (hitIdx >= s_instance->_def.shotCount) {
TimerCore::forceStop(); // 立即停止,MicEngine 不再接受命中
AudioCmd cmd; cmd.op = AudioCmd::Op::PLAY;
strlcpy(cmd.path, SND::TT2_CLEAR, sizeof(cmd.path));
IPC::sendAudioCmd(cmd);
Serial.printf("[ModeDrill] Target shots reached (%u), forceStop\n",
s_instance->_def.shotCount);
}
Serial.printf("[ModeDrill] Hit #%u %s split=%lu\n",
hitIdx, pass ? "PASS" : "FAIL", split);
}
/// @brief AREYOUREADY 音效播完 → 標頭顯示 WAITING
void ModeDrill::onReadyDone() {
UIScreen::drawModeHeader("DRILLS", "WAITING", 0xFFC0);
}
/// @brief START beep 播完 → 標頭顯示 GOING,通知 Web GameState
void ModeDrill::onBeepDone() {
UIScreen::drawModeHeader("DRILLS", "GOING", 0x07E0);
WebServer::sendGameState();
}
/**
* @brief CLEAR 音效播完 → 計算成績、儲存 session、顯示 RESULT
*
* 計算 score(passCount / shots × 100)和 passed(score >= passPct),
* 填入 _result 後儲存 session(含 drillScore / drillPassed / presetName),
* 切換到 RESULT phase 並推播 SSE。
*/
void ModeDrill::onClearDone() {
if (!s_instance) return;
const GameRecord* rec = TimerCore::getRecord(0);
uint8_t shots = rec ? rec->hit_count : 0;
// 填寫 DrillResult
s_instance->_result.def = s_instance->_def;
if (rec) s_instance->_result.record = *rec;
s_instance->_result.passCount = s_instance->_passCount;
s_instance->_result.score = shots > 0
? (float)s_instance->_passCount / shots * 100.0f : 0.0f;
s_instance->_result.passed = s_instance->_result.score
>= s_instance->_def.passPct;
// 儲存 session(傳入課題定義,供 History 頁面顯示 Pass/Fail)
if (rec) {
unsigned long totalMs2 = TimerCore::calcTotalMs(*rec);
if (totalMs2 > 0 && rec->hit_count > 0) {
float tSec = totalMs2 / 1000.0f;
TimerCore::updateBest(tSec, tSec / rec->hit_count);
WebServer::sendBest(TimerCore::getBestTotal(), TimerCore::getBestAvg());
}
// 存檔附上 DrillDef + SessionExtra
SessionExtra extra;
extra.drillScore = s_instance->_result.score;
extra.drillPassed = s_instance->_result.passed;
const Preset& pr = PresetMgr::getActive();
extra.presetName = pr.name[0] ? pr.name : nullptr;
SessionMgr::saveSession(*rec, AppMode::DRILL, &s_instance->_def, &extra);
}
s_instance->_phase = DrillPhase::RESULT;
s_instance->drawResultScreen();
// 推播 Drill 結果到 Web
WebServer::sendDrillResult(
s_instance->_result.score,
s_instance->_result.passed,
s_instance->_def.shotCount,
s_instance->_def.parTimeMs,
s_instance->_def.passPct);
WebServer::sendGameState();
Serial.printf("[ModeDrill] Done: score=%.1f%% passed=%d\n",
s_instance->_result.score,
(int)s_instance->_result.passed);
}
/**
* @brief 延遲計時到期 callback(僅處理 BEEPING → 播放 beep)
* @param pending 即將轉入的 GameState
*/
void ModeDrill::onDelayExpired(GameState pending) {
if (pending == GameState::BEEPING) {
AudioCmd cmd; cmd.op = AudioCmd::Op::PLAY;
strlcpy(cmd.path, SND::TT2_BEEP, sizeof(cmd.path));
IPC::sendAudioCmd(cmd);
UIScreen::drawModeHeader("DRILLS", "BEEP!", 0x07E0);
}
}