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Make sprinkler reset_resume() method public (#3824)
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@ -769,7 +769,7 @@ void Sprinkler::resume() {
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ESP_LOGD(TAG, "Resuming valve %u with %u seconds remaining", this->paused_valve_.value_or(0),
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this->resume_duration_.value_or(0));
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this->fsm_request_(this->paused_valve_.value(), this->resume_duration_.value());
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this->reset_resume_();
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this->reset_resume();
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} else {
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ESP_LOGD(TAG, "No valve to resume!");
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}
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@ -783,6 +783,11 @@ void Sprinkler::resume_or_start_full_cycle() {
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}
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}
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void Sprinkler::reset_resume() {
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this->paused_valve_.reset();
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this->resume_duration_.reset();
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}
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const char *Sprinkler::valve_name(const size_t valve_number) {
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if (this->is_a_valid_valve(valve_number)) {
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return this->valve_[valve_number].controller_switch->get_name().c_str();
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@ -1101,11 +1106,6 @@ void Sprinkler::reset_cycle_states_() {
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}
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}
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void Sprinkler::reset_resume_() {
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this->paused_valve_.reset();
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this->resume_duration_.reset();
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}
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void Sprinkler::fsm_request_(size_t requested_valve, uint32_t requested_run_duration) {
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this->next_req_.set_valve(requested_valve);
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this->next_req_.set_run_duration(requested_run_duration);
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@ -308,6 +308,9 @@ class Sprinkler : public Component, public EntityBase {
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/// if a cycle was suspended using pause(), resumes it. otherwise calls start_full_cycle()
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void resume_or_start_full_cycle();
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/// resets resume state
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void reset_resume();
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/// returns a pointer to a valve's name string object; returns nullptr if valve_number is invalid
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const char *valve_name(size_t valve_number);
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@ -401,9 +404,6 @@ class Sprinkler : public Component, public EntityBase {
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/// resets the cycle state for all valves
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void reset_cycle_states_();
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/// resets resume state
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void reset_resume_();
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/// make a request of the state machine
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void fsm_request_(size_t requested_valve, uint32_t requested_run_duration = 0);
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