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/**
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* @RDE_HEADER@
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* AreaEffectSimulation - Effector
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* $Id$
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* $HeadURL$
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* $Author$
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* Created by Hanna E. Rathje, ESZS, 2026-02-18
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*/
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#include "aes_effector.h"
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#include "ui_aes_effector.h"
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#include <QtCore/QTimer>
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namespace AreaEffectSimulation
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{
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AesEffector::AesEffector(QWidget *parent)
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: QWidget(parent)
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, m_ui(new Ui::AesEffector)
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{
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m_ui->setupUi(this);
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connect(m_ui->pbTriggerNextState, &QPushButton::clicked, this, &AesEffector::onPbNextStateClicked);
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}
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AesEffector::~AesEffector()
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{
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delete m_ui;
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}
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bool AesEffector::init(int effectorId, const QString &verEin, const QString &name, AreaEffectSimulation::AesEffectorState state)
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{
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m_effectorId = effectorId;
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m_ui->lblVerEin->setText(verEin);
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m_ui->gbEffector->setTitle(verEin);
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m_ui->lblName->setText(name);
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setState(state);
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return true;
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}
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void AesEffector::setStateButtonVisible( bool visible)
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{
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m_ui->pbTriggerNextState->setVisible(visible);
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}
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AreaEffectSimulation::AesEffectorState AesEffector::getState() const
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{
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return m_state;
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}
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void AesEffector::setState(const AreaEffectSimulation::AesEffectorState &newState)
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{
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m_state = newState;
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switch(newState.underlying())
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{
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case AreaEffectSimulation::AesEffectorState::EsNotReadyToFire:
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m_ui->lblState->setText(tr("Not ready to fire"));
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m_ui->pbTriggerNextState->setText(tr("Ready to Fire"));
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break;
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case AreaEffectSimulation::AesEffectorState::EsReadyToFire:
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m_ui->lblState->setText(tr("Ready to fire"));
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m_ui->pbTriggerNextState->setText(tr("Fire"));
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break;
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case AreaEffectSimulation::AesEffectorState::EsReceivedOrder:
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m_ui->lblState->setText(tr("Fire command received"));
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m_ui->pbTriggerNextState->setText(tr("Fire"));
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break;
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case AreaEffectSimulation::AesEffectorState::EsReportedFired:
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m_ui->lblState->setText(tr("Fired reported"));
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m_ui->pbTriggerNextState->setText(tr("Report Ready to Fire"));
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break;
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case AreaEffectSimulation::AesEffectorState::EsFired:
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m_ui->lblState->setText(tr("Fired"));
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m_ui->pbTriggerNextState->setText(tr("Report Fired"));
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break;
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default:
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// this shouldn't happen...
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break;
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}
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}
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void AesEffector::onPbNextStateClicked()
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{
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switch (m_state.underlying()) {
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case AreaEffectSimulation::AesEffectorState::EsFired:
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emit reportFired();
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break;
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case AreaEffectSimulation::AesEffectorState::EsReportedFired:
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emit reportReadyToFire();
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break;
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case AreaEffectSimulation::AesEffectorState::EsNotReadyToFire:
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emit reportReadyToFire();
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break;
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case AreaEffectSimulation::AesEffectorState::EsReadyToFire:
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emit fire();
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break;
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case AreaEffectSimulation::AesEffectorState::EsReceivedOrder:
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break;
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emit fire();
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default:
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break;
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}
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m_ui->pbTriggerNextState->setDisabled(true);
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// Re-Enable PB, so we can call it another time, if it does not react...
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QTimer::singleShot(2000, [this](){m_ui->pbTriggerNextState->setEnabled(true);});
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}
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int AesEffector::effectorId() const
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{
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return m_effectorId;
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}
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} // namespace AreaEffectSimulation
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