Refactor and locking cleanup
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#include "SharedState.h"
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#include "LuckyStrategy.h"
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#include "ArpStrategy.h"
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#include "EuclideanStrategy.h"
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#include "MarkovStrategy.h"
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#include "CellularAutomataStrategy.h"
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#include "LSystemStrategy.h"
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// Global state variables
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Step sequence[NUM_TRACKS][NUM_STEPS];
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Step nextSequence[NUM_TRACKS][NUM_STEPS];
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volatile bool sequenceChangeScheduled = false;
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volatile bool needsPanic = false;
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UIState currentState = UI_MENU_RANDOMIZE;
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// Menus
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const char* mainMenu[] = { "Randomize", "Setup" };
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extern const int mainMenuCount = sizeof(mainMenu) / sizeof(char*);
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const char* randomizeMenuMono[] = { "Setup", "Melody", "Flavour", "Scale", "Tempo", "Mutation", "Song Mode", "Theme 1", "Theme 2", "Theme 3", "Theme 4", "Theme 5", "Theme 6", "Theme 7" };
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extern const int randomizeMenuMonoCount = sizeof(randomizeMenuMono) / sizeof(char*);
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extern const int THEME_1_INDEX_MONO = 7;
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const char* randomizeMenuPoly[] = { "Setup", "Track", "Mute", "Melody", "Flavour", "Scale", "Tempo", "Mutation", "Song Mode", "Theme 1", "Theme 2", "Theme 3", "Theme 4", "Theme 5", "Theme 6", "Theme 7" };
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extern const int randomizeMenuPolyCount = sizeof(randomizeMenuPoly) / sizeof(char*);
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extern const int THEME_1_INDEX_POLY = 9;
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const char* setupMenu[] = { "Back", "Play Mode", "Channel", "Factory Reset" };
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extern const int setupMenuCount = sizeof(setupMenu) / sizeof(char*);
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int menuSelection = 0;
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volatile bool trackMute[NUM_TRACKS];
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int randomizeTrack = 0;
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volatile int playbackStep = 0;
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volatile int midiChannels[NUM_TRACKS];
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int scaleNotes[12];
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int numScaleNotes = 0;
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int melodySeeds[NUM_TRACKS];
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volatile int queuedTheme = -1;
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volatile int currentThemeIndex = 1;
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extern const uint32_t EEPROM_MAGIC = 0x4242424B;
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MelodyStrategy* strategies[] = {
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new LuckyStrategy(), new ArpStrategy(), new EuclideanStrategy(),
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new MarkovStrategy(), new CellularAutomataStrategy(), new LSystemStrategy()};
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extern const int numStrategies = 6;
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int currentStrategyIndices[NUM_TRACKS];
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volatile PlayMode playMode = MODE_MONO;
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volatile bool mutationEnabled = false;
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volatile bool songModeEnabled = false;
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volatile int songRepeatsRemaining = 0;
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volatile int nextSongRepeats = 0;
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volatile bool songModeNeedsNext = false;
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volatile bool isPlaying = false;
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volatile int tempo = 120; // BPM
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volatile unsigned long lastClockTime = 0;
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volatile int clockCount = 0;
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// Watchdog
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volatile unsigned long lastLoop0Time = 0;
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volatile unsigned long lastLoop1Time = 0;
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volatile bool watchdogActive = false;
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// Encoder State
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volatile int encoderDelta = 0;
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// Button State
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bool lastButtonState = HIGH;
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unsigned long lastDebounceTime = 0;
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bool buttonActive = false;
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bool buttonConsumed = false;
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unsigned long buttonPressTime = 0;
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