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package coffee.liz.rookery.timer
import coffee.liz.rookery.model.Penalty
/**
* The spacebar/touch timer as a pure state machine. The UI feeds it press/release/tick with a
* monotonic clock and renders [state]; nothing in here touches real time.
*/
class TimerMachine(var inspection: Boolean = true, var holdMs: Long = 300) {
sealed interface State {
data object Idle : State
data class Inspecting(val since: Long) : State
/** Finger down, waiting for the hold time. [inspectingSince] carries over inspection. */
data class Holding(val since: Long, val inspectingSince: Long?) : State
data class Ready(val inspectingSince: Long?) : State
data class Running(val since: Long, val penalty: Penalty) : State
data class Stopped(val ms: Long, val penalty: Penalty, val awaitingRelease: Boolean) : State
}
var state: State = State.Idle
private set
/** Fired once per finished solve. */
var onFinish: (ms: Long, penalty: Penalty) -> Unit = { _, _ -> }
fun press(now: Long) {
state = when (val s = state) {
State.Idle -> State.Holding(now, null)
is State.Stopped -> if (s.awaitingRelease) s else State.Holding(now, null)
is State.Inspecting -> State.Holding(now, s.since)
is State.Running -> {
val ms = now - s.since
onFinish(ms, s.penalty)
State.Stopped(ms, s.penalty, awaitingRelease = true)
}
is State.Holding, is State.Ready -> s
}
}
fun release(now: Long) {
state = when (val s = state) {
is State.Holding -> when {
s.inspectingSince != null -> State.Inspecting(s.inspectingSince) // let go early: keep inspecting
inspection -> State.Inspecting(now)
else -> State.Idle
}
is State.Ready -> State.Running(now, inspectionPenalty(s.inspectingSince, now))
is State.Stopped -> s.copy(awaitingRelease = false)
else -> s
}
}
fun tick(now: Long) {
val s = state
if (s is State.Holding && now - s.since >= holdMs && (s.inspectingSince != null || !inspection)) {
state = State.Ready(s.inspectingSince)
}
if (s is State.Inspecting && now - s.since > INSPECTION_DNF_MS) {
onFinish(0, Penalty.DNF)
state = State.Stopped(0, Penalty.DNF, awaitingRelease = false)
}
}
fun cancel() { state = State.Idle }
/** Start inspection without a key press (a smart cube has just been scrambled). */
fun beginInspection(now: Long) { if (state is State.Idle || state is State.Stopped) state = State.Inspecting(now) }
/** Start the clock without a key press (a smart cube made its first move, or blind memo began). */
fun beginRunning(now: Long) {
state = when (val s = state) {
is State.Inspecting -> State.Running(now, inspectionPenalty(s.since, now))
State.Idle, is State.Stopped -> State.Running(now, Penalty.NONE)
else -> return
}
}
/** Stop the clock without a key press (the smart cube is solved). */
fun finish(now: Long) {
val s = state as? State.Running ?: return
val ms = now - s.since
state = State.Stopped(ms, s.penalty, awaitingRelease = false)
onFinish(ms, s.penalty)
}
private fun inspectionPenalty(since: Long?, now: Long): Penalty {
if (since == null) return Penalty.NONE
val t = now - since
return when {
t > INSPECTION_DNF_MS -> Penalty.DNF
t > INSPECTION_MS -> Penalty.PLUS2
else -> Penalty.NONE
}
}
companion object {
const val INSPECTION_MS = 15_000L
const val INSPECTION_DNF_MS = 17_000L
}
}
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