override switch to solve puzzle even if its not completed

Hello...

Ive tweaked this code that I got from patron. Im having a final issue though. Everything works fine, I just now need to add an override pushbutton so that I can solve the puzzle and release the Maglock incase the prop doesn't work during the game.

heres the code.

if somebody could suggest how to write the code for an override switch and where to put it, that would be much appreciated.

thank you

/**
* Connect the Wires Puzzle
* 
* This puzzle requires the player to use a number of wires to
* join correct pairs of terminals together.
* Once all terminals have been correctly connected, the puzzle is solved.  
* 
* Demonstrates:
* - Use of inbuilt pull-up resistors
* - pinMode, digitalWrite, digitalRead
*/

// DEFINES
// Flag to toggle debugging output
#define DEBUG

// CONSTANTS

// The total number of possible sockets from which connections can be made
const byte numSockets = 6;

// The array of pins to which each socket is connected
const byte signalPins[numSockets] = { 13, 12, 11, 10, 9, 8 };

// The pins of the LEDs corresponding to each of those connectors
const byte ledPins[numSockets] = { 7, 6, 5, 4, 3, 2 };

const byte keySwitch = 1;
int redLed = A0;
const int magLock = A5;

// The total number of connections required to be made
const byte numConnections = 3;

// The connections that need to be made between pins, referenced by their index in the signalPins array
const byte connections[numConnections][2] = { {0,1}, {2,5}, {3,4} };


// GLOBAL VARIABLES
// Track state of which output pins are correctly connected
bool lastState[numConnections] = { false, false, false };
// Track state of overall puzzle
enum PuzzleState {Initialising, Running, Solved};
PuzzleState puzzleState = Initialising;

void setup() {

    // Initialise the pins. When wires are disconnected, the input pins would be
    // floating and digitalRead would be unpredictable, so we'll initialise them
    // as INPUT_PULLUP and use the wires to connect them to ground.
    for (int i=0; i<numSockets; i++){	

      // The default state of all pins will be INPUT_PULLUP, though they will be reassigned throughout the duration of the program in order to test connection between pins
      pinMode(signalPins[i], INPUT_PULLUP);

      // We also initialise all the LED pins as ouput
      pinMode(ledPins[i], OUTPUT);
      pinMode (keySwitch, OUTPUT);
     pinMode (redLed, OUTPUT);
     pinMode (magLock, OUTPUT);
    }
    
    // Serial connection used only for monitoring / debugging
    #ifdef DEBUG
      Serial.begin(9600);
      Serial.println(F("Serial communication started"));
    #endif

    puzzleState = Running;
    
}

void loop() {
	
  // Assume that all wires are correct
  bool AllWiresCorrect = true;
  
  // Assume that the puzzle state has not changed since last reading
  bool stateChanged = false;
  
	// Check each connection in turn  
	for (int i=0; i<numConnections; i++){

    // Get the pin numbers that should be connected by this wire
    byte pin1 = signalPins[connections[i][0]];
    byte pin2 = signalPins[connections[i][1]];

    // Test whether the appropriate pins are correctly connected
    bool currentState = isConnected(pin1, pin2);
   
    // Has the connection state changed since last reading?
    if (currentState != lastState[i]) {
    
      // Light the LEDs at both ends of this connection 
      digitalWrite(ledPins[connections[i][0]], currentState);
      digitalWrite(ledPins[connections[i][1]], currentState);
  
      // Set the flag to show the state of the puzzle has changed
      stateChanged = true;
      
      // Update the stored connection state
      lastState[i] = currentState;                  
    }
        
    // If any connection is incorrect, puzzle is not solved
    if(currentState == false) {
      AllWiresCorrect = false;
    }        
  }

  // If a connection has been made/broken since last time we checked
  if(stateChanged) {
    #ifdef DEBUG
      // Dump to serial the current state of all connections
      for (uint8_t i=0; i<numConnections; i++) {
        Serial.print(F("Pin#"));
        Serial.print(signalPins[connections[i][0]]);
        Serial.print(F(" - Pin#"));
        Serial.print(signalPins[connections[i][1]]);
        Serial.print(F(" : "));
        Serial.println(lastState[i] ? "CONNECTED" : "NOT CONNECTED");
      }
      Serial.println(F("---"));
    #endif
  
  }
  
	// If the state of the puzzle has changed
	if (AllWiresCorrect && puzzleState == Running){
		onSolve();
    digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
       digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
       digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500); digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
       digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
       digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
        digitalWrite (redLed, HIGH);
    digitalWrite (magLock, HIGH);
   
	}
  // If the state of the puzzle has changed
  else if (!AllWiresCorrect && puzzleState == Solved)
{
    onUnsolve();
   digitalWrite (redLed, LOW);   
  }
}

/**
 * Called when the puzzle is solved
 */
void onSolve() {
  #ifdef DEBUG
    Serial.println(F("The puzzle has been solved!"));
  #endif
  puzzleState = Solved;
  
}

/**
 * Called when the (previously solved) puzzle becomes unsolved
 */
void onUnsolve(){
  #ifdef DEBUG
    Serial.println(F("The puzzle is no longer solved!"));
    digitalWrite (keySwitch, LOW);
  #endif
  puzzleState = Running;
}

/**
 * Tests whether an output pin is connected to a given INPUT_PULLUP pin
 */
bool isConnected(byte OutputPin, byte InputPin) {

  // To test whether the pins are connected, set the first as output and the second as input
  pinMode(OutputPin, OUTPUT);
  pinMode(InputPin, INPUT_PULLUP);
  
  // Set the output pin LOW
	digitalWrite (OutputPin, LOW);

  // If connected, the LOW signal should be detected on the input pin
  // (Remember, we're using LOW not HIGH, because an INPUT_PULLUP will read HIGH by default)
	bool isConnected = !digitalRead(InputPin);

  // Set the output pin back to its default state
  pinMode(OutputPin, INPUT_PULLUP);
    
  return isConnected;
}
    for (int i=0; i<numSockets; i++){	

      // The default state of all pins will be INPUT_PULLUP, though they will be reassigned throughout the duration of the program in order to test connection between pins
      pinMode(signalPins[i], INPUT_PULLUP);

      // We also initialise all the LED pins as ouput
      pinMode(ledPins[i], OUTPUT);
      pinMode (keySwitch, OUTPUT);
     pinMode (redLed, OUTPUT);
     pinMode (magLock, OUTPUT);
    }

Why do you need to set magLock as an output 6 times?

Which pin is the giveUp switch going to be connected to? Will the switch have a pull up resistor or a pull down resistor?

  // Assume that the puzzle state has not changed since last reading
  bool stateChanged = false;
 
	// Check each connection in turn 
	for (int i=0; i<numConnections; i++){

Assume that someone that can't even properly indent their code needs lots of useless comments. Check.

Code: [Select]

/**
* Connect the Wires Puzzle
*
* This puzzle requires the player to use a number of wires to
* join correct pairs of terminals together.
* Once all terminals have been correctly connected, the puzzle is solved. 
*
* Demonstrates:
* - Use of inbuilt pull-up resistors
* - pinMode, digitalWrite, digitalRead
*/

// DEFINES
// Flag to toggle debugging output
#define DEBUG

// CONSTANTS

// The total number of possible sockets from which connections can be made
const byte numSockets = 6;

// The array of pins to which each socket is connected
const byte signalPins[numSockets] = { 13, 12, 11, 10, 9, 8 };

// The pins of the LEDs corresponding to each of those connectors
const byte ledPins[numSockets] = { 7, 6, 5, 4, 3, 2 };

const byte keySwitch = 1;
int redLed = A0;
const int magLock = A5;

// The total number of connections required to be made
const byte numConnections = 3;

// The connections that need to be made between pins, referenced by their index in the signalPins array
const byte connections[numConnections][2] = { {0,1}, {2,5}, {3,4} };


// GLOBAL VARIABLES
// Track state of which output pins are correctly connected
bool lastState[numConnections] = { false, false, false };
// Track state of overall puzzle
enum PuzzleState {Initialising, Running, Solved};
PuzzleState puzzleState = Initialising;

void setup() {

    // Initialise the pins. When wires are disconnected, the input pins would be
    // floating and digitalRead would be unpredictable, so we'll initialise them
    // as INPUT_PULLUP and use the wires to connect them to ground.
    for (int i=0; i<numSockets; i++){	

      // The default state of all pins will be INPUT_PULLUP, though they will be reassigned throughout the duration of the program in order to test connection between pins
      pinMode(signalPins[i], INPUT_PULLUP);

      // We also initialise all the LED pins as ouput
      pinMode(ledPins[i], OUTPUT);
      pinMode (keySwitch, OUTPUT);
     pinMode (redLed, OUTPUT);
     pinMode (magLock, OUTPUT);
    }
   
    // Serial connection used only for monitoring / debugging
    #ifdef DEBUG
      Serial.begin(9600);
      Serial.println(F("Serial communication started"));
    #endif

    puzzleState = Running;
   
}

void loop() {
	
  // Assume that all wires are correct
  bool AllWiresCorrect = true;
 
  // Assume that the puzzle state has not changed since last reading
  bool stateChanged = false;
 
	// Check each connection in turn 
	for (int i=0; i<numConnections; i++){

    // Get the pin numbers that should be connected by this wire
    byte pin1 = signalPins[connections[i][0]];
    byte pin2 = signalPins[connections[i][1]];

    // Test whether the appropriate pins are correctly connected
    bool currentState = isConnected(pin1, pin2);
   
    // Has the connection state changed since last reading?
    if (currentState != lastState[i]) {
   
      // Light the LEDs at both ends of this connection
      digitalWrite(ledPins[connections[i][0]], currentState);
      digitalWrite(ledPins[connections[i][1]], currentState);
 
      // Set the flag to show the state of the puzzle has changed
      stateChanged = true;
     
      // Update the stored connection state
      lastState[i] = currentState;                 
    }
       
    // If any connection is incorrect, puzzle is not solved
    if(currentState == false) {
      AllWiresCorrect = false;
    }       
  }

  // If a connection has been made/broken since last time we checked
  if(stateChanged) {
    #ifdef DEBUG
      // Dump to serial the current state of all connections
      for (uint8_t i=0; i<numConnections; i++) {
        Serial.print(F("Pin#"));
        Serial.print(signalPins[connections[i][0]]);
        Serial.print(F(" - Pin#"));
        Serial.print(signalPins[connections[i][1]]);
        Serial.print(F(" : "));
        Serial.println(lastState[i] ? "CONNECTED" : "NOT CONNECTED");
      }
      Serial.println(F("---"));
    #endif
 
  }
 
	// If the state of the puzzle has changed
	if (AllWiresCorrect && puzzleState == Running){
		onSolve();
    digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
       digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
       digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500); digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
       digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
       digitalWrite (redLed, HIGH);
    delay(500);
    digitalWrite (redLed, LOW);
       delay(500);
        digitalWrite (redLed, HIGH);
    digitalWrite (magLock, HIGH);

I'm getting seasick reading this piss-poorly indented code.

I'm getting thoroughly confused as to why onSolve() doesn't unlock the device. It would be so much simpler if it did. If the "fuckItIGiveUp" switch becomes pressed, you could just call onSolve(), and it would be like loop() had discovered that the wires were all connected correctly.

However, if connecting all the wires correctly fails to make the magLock pin go HIGH, moving that statement to onSolve() and calling onSolve() when the "fuckItIGiveUp" switch becomes pressed isn't going to magically make the hardware work any differently.

If setting the pin high fails to make the lock unlock, you need a mechanical means of opening the box, not another electrical means.