esphome/esphome/components/sprinkler/sprinkler.h

608 lines
24 KiB
C++

#pragma once
#include "esphome/core/automation.h"
#include "esphome/core/component.h"
#include "esphome/core/hal.h"
#include "esphome/components/number/number.h"
#include "esphome/components/switch/switch.h"
#include <vector>
namespace esphome {
namespace sprinkler {
const std::string min_str = "min";
enum SprinklerState : uint8_t {
// NOTE: these states are used by both SprinklerValveOperator and Sprinkler (the controller)!
IDLE, // system/valve is off
STARTING, // system/valve is starting/"half open" -- either pump or valve is on, but the remaining pump/valve is not
ACTIVE, // system/valve is running its cycle
STOPPING, // system/valve is stopping/"half open" -- either pump or valve is on, but the remaining pump/valve is not
BYPASS // used by SprinklerValveOperator to ignore the instance checking pump status
};
enum SprinklerTimerIndex : uint8_t {
TIMER_SM = 0,
TIMER_VALVE_SELECTION = 1,
};
enum SprinklerValveRunRequestOrigin : uint8_t {
USER,
CYCLE,
QUEUE,
};
class Sprinkler; // this component
class SprinklerControllerNumber; // number components that appear in the front end; based on number core
class SprinklerControllerSwitch; // switches that appear in the front end; based on switch core
class SprinklerSwitch; // switches representing any valve or pump; provides abstraction for latching valves
class SprinklerValveOperator; // manages all switching on/off of valves and associated pumps
class SprinklerValveRunRequest; // tells the sprinkler controller what valve to run and for how long as well as what
// SprinklerValveOperator is handling it
template<typename... Ts> class StartSingleValveAction;
template<typename... Ts> class ShutdownAction;
template<typename... Ts> class ResumeOrStartAction;
class SprinklerSwitch {
public:
SprinklerSwitch();
SprinklerSwitch(switch_::Switch *sprinkler_switch);
SprinklerSwitch(switch_::Switch *off_switch, switch_::Switch *on_switch, uint32_t pulse_duration);
bool is_latching_valve(); // returns true if configured as a latching valve
void loop(); // called as a part of loop(), used for latching valve pulses
uint32_t pulse_duration() { return this->pulse_duration_; }
bool state(); // returns the switch's current state
void set_off_switch(switch_::Switch *off_switch) { this->off_switch_ = off_switch; }
void set_on_switch(switch_::Switch *on_switch) { this->on_switch_ = on_switch; }
void set_pulse_duration(uint32_t pulse_duration) { this->pulse_duration_ = pulse_duration; }
void sync_valve_state(
bool latch_state); // syncs internal state to switch; if latching valve, sets state to latch_state
void turn_off(); // sets internal flag and actuates the switch
void turn_on(); // sets internal flag and actuates the switch
switch_::Switch *off_switch() { return this->off_switch_; }
switch_::Switch *on_switch() { return this->on_switch_; }
protected:
bool state_{false};
uint32_t pulse_duration_{0};
uint64_t pinned_millis_{0};
switch_::Switch *off_switch_{nullptr}; // only used for latching valves
switch_::Switch *on_switch_{nullptr}; // used for both latching and non-latching valves
};
struct SprinklerQueueItem {
size_t valve_number;
uint32_t run_duration;
};
struct SprinklerTimer {
const std::string name;
bool active;
uint32_t time;
uint32_t start_time;
std::function<void()> func;
};
struct SprinklerValve {
SprinklerControllerNumber *run_duration_number;
SprinklerControllerSwitch *controller_switch;
SprinklerControllerSwitch *enable_switch;
SprinklerSwitch valve_switch;
uint32_t run_duration;
optional<size_t> pump_switch_index;
bool valve_cycle_complete;
std::unique_ptr<ShutdownAction<>> valve_shutdown_action;
std::unique_ptr<StartSingleValveAction<>> valve_resumeorstart_action;
std::unique_ptr<Automation<>> valve_turn_off_automation;
std::unique_ptr<Automation<>> valve_turn_on_automation;
};
class SprinklerControllerNumber : public number::Number, public Component {
public:
void setup() override;
void dump_config() override;
float get_setup_priority() const override { return setup_priority::PROCESSOR; }
Trigger<float> *get_set_trigger() const { return set_trigger_; }
void set_initial_value(float initial_value) { initial_value_ = initial_value; }
void set_restore_value(bool restore_value) { this->restore_value_ = restore_value; }
protected:
void control(float value) override;
float initial_value_{NAN};
bool restore_value_{true};
Trigger<float> *set_trigger_ = new Trigger<float>();
ESPPreferenceObject pref_;
};
class SprinklerControllerSwitch : public switch_::Switch, public Component {
public:
SprinklerControllerSwitch();
void setup() override;
void dump_config() override;
void set_state_lambda(std::function<optional<bool>()> &&f);
Trigger<> *get_turn_on_trigger() const;
Trigger<> *get_turn_off_trigger() const;
void loop() override;
float get_setup_priority() const override;
protected:
void write_state(bool state) override;
optional<std::function<optional<bool>()>> f_;
Trigger<> *turn_on_trigger_;
Trigger<> *turn_off_trigger_;
Trigger<> *prev_trigger_{nullptr};
};
class SprinklerValveOperator {
public:
SprinklerValveOperator();
SprinklerValveOperator(SprinklerValve *valve, Sprinkler *controller);
void loop();
void set_controller(Sprinkler *controller);
void set_valve(SprinklerValve *valve);
void set_run_duration(uint32_t run_duration); // set the desired run duration in seconds
void set_start_delay(uint32_t start_delay, bool start_delay_is_valve_delay);
void set_stop_delay(uint32_t stop_delay, bool stop_delay_is_valve_delay);
void start();
void stop();
uint32_t run_duration(); // returns the desired run duration in seconds
uint32_t time_remaining(); // returns seconds remaining (does not include stop_delay_)
SprinklerState state(); // returns the valve's state/status
SprinklerSwitch *pump_switch(); // returns this SprinklerValveOperator's pump's SprinklerSwitch
protected:
void pump_off_();
void pump_on_();
void valve_off_();
void valve_on_();
void kill_();
void run_();
bool start_delay_is_valve_delay_{false};
bool stop_delay_is_valve_delay_{false};
uint32_t start_delay_{0};
uint32_t stop_delay_{0};
uint32_t run_duration_{0};
uint64_t pinned_millis_{0};
Sprinkler *controller_{nullptr};
SprinklerValve *valve_{nullptr};
SprinklerState state_{IDLE};
};
class SprinklerValveRunRequest {
public:
SprinklerValveRunRequest();
SprinklerValveRunRequest(size_t valve_number, uint32_t run_duration, SprinklerValveOperator *valve_op);
bool has_request();
bool has_valve_operator();
void set_request_from(SprinklerValveRunRequestOrigin origin);
void set_run_duration(uint32_t run_duration);
void set_valve(size_t valve_number);
void set_valve_operator(SprinklerValveOperator *valve_op);
void reset();
uint32_t run_duration();
size_t valve();
optional<size_t> valve_as_opt();
SprinklerValveOperator *valve_operator();
SprinklerValveRunRequestOrigin request_is_from();
protected:
bool has_valve_{false};
size_t valve_number_{0};
uint32_t run_duration_{0};
SprinklerValveOperator *valve_op_{nullptr};
SprinklerValveRunRequestOrigin origin_{USER};
};
class Sprinkler : public Component {
public:
void setup() override;
void loop() override;
void dump_config() override;
void set_name(const std::string &name) { this->name_ = name; }
/// add a valve to the controller
void add_valve(SprinklerControllerSwitch *valve_sw, SprinklerControllerSwitch *enable_sw = nullptr);
/// add another controller to the controller so it can check if pumps/main valves are in use
void add_controller(Sprinkler *other_controller);
/// configure important controller switches
void set_controller_main_switch(SprinklerControllerSwitch *controller_switch);
void set_controller_auto_adv_switch(SprinklerControllerSwitch *auto_adv_switch);
void set_controller_queue_enable_switch(SprinklerControllerSwitch *queue_enable_switch);
void set_controller_reverse_switch(SprinklerControllerSwitch *reverse_switch);
void set_controller_standby_switch(SprinklerControllerSwitch *standby_switch);
/// configure important controller number components
void set_controller_multiplier_number(SprinklerControllerNumber *multiplier_number);
void set_controller_repeat_number(SprinklerControllerNumber *repeat_number);
/// configure a valve's switch object and run duration. run_duration is time in seconds.
void configure_valve_switch(size_t valve_number, switch_::Switch *valve_switch, uint32_t run_duration);
void configure_valve_switch_pulsed(size_t valve_number, switch_::Switch *valve_switch_off,
switch_::Switch *valve_switch_on, uint32_t pulse_duration, uint32_t run_duration);
/// configure a valve's associated pump switch object
void configure_valve_pump_switch(size_t valve_number, switch_::Switch *pump_switch);
void configure_valve_pump_switch_pulsed(size_t valve_number, switch_::Switch *pump_switch_off,
switch_::Switch *pump_switch_on, uint32_t pulse_duration);
/// configure a valve's run duration number component
void configure_valve_run_duration_number(size_t valve_number, SprinklerControllerNumber *run_duration_number);
/// sets the multiplier value to '1 / divider' and sets repeat value to divider
void set_divider(optional<uint32_t> divider);
/// value multiplied by configured run times -- used to extend or shorten the cycle
void set_multiplier(optional<float> multiplier);
/// enable/disable skipping of disabled valves by the next and previous actions
void set_next_prev_ignore_disabled_valves(bool ignore_disabled);
/// set how long the pump should start after the valve (when the pump is starting)
void set_pump_start_delay(uint32_t start_delay);
/// set how long the pump should stop after the valve (when the pump is starting)
void set_pump_stop_delay(uint32_t stop_delay);
/// set how long the valve should start after the pump (when the pump is stopping)
void set_valve_start_delay(uint32_t start_delay);
/// set how long the valve should stop after the pump (when the pump is stopping)
void set_valve_stop_delay(uint32_t stop_delay);
/// if pump_switch_off_during_valve_open_delay is true, the controller will switch off the pump during the
/// valve_open_delay interval
void set_pump_switch_off_during_valve_open_delay(bool pump_switch_off_during_valve_open_delay);
/// set how long the controller should wait to open/switch on the valve after it becomes active
void set_valve_open_delay(uint32_t valve_open_delay);
/// set how long the controller should wait after opening a valve before closing the previous valve
void set_valve_overlap(uint32_t valve_overlap);
/// set how long the controller should wait to activate a valve after next_valve() or previous_valve() is called
void set_manual_selection_delay(uint32_t manual_selection_delay);
/// set how long the valve should remain on/open. run_duration is time in seconds
void set_valve_run_duration(optional<size_t> valve_number, optional<uint32_t> run_duration);
/// if auto_advance is true, controller will iterate through all enabled valves
void set_auto_advance(bool auto_advance);
/// set the number of times to repeat a full cycle
void set_repeat(optional<uint32_t> repeat);
/// if queue_enable is true, controller will iterate through valves in the queue
void set_queue_enable(bool queue_enable);
/// if reverse is true, controller will iterate through all enabled valves in reverse (descending) order
void set_reverse(bool reverse);
/// if standby is true, controller will refuse to activate any valves
void set_standby(bool standby);
/// returns valve_number's run duration in seconds
uint32_t valve_run_duration(size_t valve_number);
/// returns valve_number's run duration (in seconds) adjusted by multiplier_
uint32_t valve_run_duration_adjusted(size_t valve_number);
/// returns true if auto_advance is enabled
bool auto_advance();
/// returns the current value of the multiplier
float multiplier();
/// returns the number of times the controller is set to repeat cycles, if at all. check with 'has_value()'
optional<uint32_t> repeat();
/// if a cycle is active, returns the number of times the controller has repeated the cycle. check with 'has_value()'
optional<uint32_t> repeat_count();
/// returns true if the queue is enabled to run
bool queue_enabled();
/// returns true if reverse is enabled
bool reverse();
/// returns true if standby is enabled
bool standby();
/// starts the controller from the first valve in the queue and disables auto_advance.
/// if the queue is empty, does nothing.
void start_from_queue();
/// starts a full cycle of all enabled valves and enables auto_advance.
/// if no valves are enabled, all valves will be enabled.
void start_full_cycle();
/// activates a single valve and disables auto_advance.
void start_single_valve(optional<size_t> valve_number, optional<uint32_t> run_duration = nullopt);
/// adds a valve into the queue. queued valves have priority over valves to be run as a part of a full cycle.
/// NOTE: queued valves will always run, regardless of auto-advance and/or valve enable switches.
void queue_valve(optional<size_t> valve_number, optional<uint32_t> run_duration);
/// clears/removes all valves from the queue
void clear_queued_valves();
/// advances to the next valve (numerically)
void next_valve();
/// advances to the previous valve (numerically)
void previous_valve();
/// turns off all valves, effectively shutting down the system.
void shutdown(bool clear_queue = false);
/// same as shutdown(), but also stores active_valve() and time_remaining() allowing resume() to continue the cycle
void pause();
/// resumes a cycle that was suspended using pause()
void resume();
/// if a cycle was suspended using pause(), resumes it. otherwise calls start_full_cycle()
void resume_or_start_full_cycle();
/// resets resume state
void reset_resume();
/// returns a pointer to a valve's name string object; returns nullptr if valve_number is invalid
const char *valve_name(size_t valve_number);
/// returns what invoked the valve that is currently active, if any. check with 'has_value()'
optional<SprinklerValveRunRequestOrigin> active_valve_request_is_from();
/// returns the number of the valve that is currently active, if any. check with 'has_value()'
optional<size_t> active_valve();
/// returns the number of the valve that is paused, if any. check with 'has_value()'
optional<size_t> paused_valve();
/// returns the number of the next valve in the queue, if any. check with 'has_value()'
optional<size_t> queued_valve();
/// returns the number of the valve that is manually selected, if any. check with 'has_value()'
/// this is set by next_valve() and previous_valve() when manual_selection_delay_ > 0
optional<size_t> manual_valve();
/// returns the number of valves the controller is configured with
size_t number_of_valves();
/// returns true if valve number is valid
bool is_a_valid_valve(size_t valve_number);
/// returns true if the pump the pointer points to is in use
bool pump_in_use(SprinklerSwitch *pump_switch);
/// switches on/off a pump "safely" by checking that the new state will not conflict with another controller
void set_pump_state(SprinklerSwitch *pump_switch, bool state);
/// returns the amount of time in seconds required for all valves
uint32_t total_cycle_time_all_valves();
/// returns the amount of time in seconds required for all enabled valves
uint32_t total_cycle_time_enabled_valves();
/// returns the amount of time in seconds required for all enabled & incomplete valves, not including the active valve
uint32_t total_cycle_time_enabled_incomplete_valves();
/// returns the amount of time in seconds required for all valves in the queue
uint32_t total_queue_time();
/// returns the amount of time remaining in seconds for the active valve, if any
optional<uint32_t> time_remaining_active_valve();
/// returns the amount of time remaining in seconds for all valves remaining, including the active valve, if any
optional<uint32_t> time_remaining_current_operation();
/// returns true if this or any sprinkler controller this controller knows about is active
bool any_controller_is_active();
/// returns the current state of the sprinkler controller
SprinklerState controller_state() { return this->state_; };
/// returns a pointer to a valve's control switch object
SprinklerControllerSwitch *control_switch(size_t valve_number);
/// returns a pointer to a valve's enable switch object
SprinklerControllerSwitch *enable_switch(size_t valve_number);
/// returns a pointer to a valve's switch object
SprinklerSwitch *valve_switch(size_t valve_number);
/// returns a pointer to a valve's pump switch object
SprinklerSwitch *valve_pump_switch(size_t valve_number);
/// returns a pointer to a valve's pump switch object
SprinklerSwitch *valve_pump_switch_by_pump_index(size_t pump_index);
protected:
/// returns true if valve number is enabled
bool valve_is_enabled_(size_t valve_number);
/// marks a valve's cycle as complete
void mark_valve_cycle_complete_(size_t valve_number);
/// returns true if valve's cycle is flagged as complete
bool valve_cycle_complete_(size_t valve_number);
/// returns the number of the next valve in the vector or nullopt if no valves match criteria
optional<size_t> next_valve_number_(optional<size_t> first_valve = nullopt, bool include_disabled = true,
bool include_complete = true);
/// returns the number of the previous valve in the vector or nullopt if no valves match criteria
optional<size_t> previous_valve_number_(optional<size_t> first_valve = nullopt, bool include_disabled = true,
bool include_complete = true);
/// returns the number of the next valve that should be activated in a full cycle.
/// if no valve is next (cycle is complete), returns no value (check with 'has_value()')
optional<size_t> next_valve_number_in_cycle_(optional<size_t> first_valve = nullopt);
/// loads next_req_ with the next valve that should be activated, including its run duration.
/// if next_req_ already contains a request, nothing is done. after next_req_,
/// queued valves have priority, followed by enabled valves if auto-advance is enabled.
/// if no valve is next (for example, a full cycle is complete), next_req_ is reset via reset().
void load_next_valve_run_request_(optional<size_t> first_valve = nullopt);
/// returns true if any valve is enabled
bool any_valve_is_enabled_();
/// loads an available SprinklerValveOperator (valve_op_) based on req and starts it (switches it on).
/// NOTE: if run_duration is zero, the valve's run_duration will be set based on the valve's configuration.
void start_valve_(SprinklerValveRunRequest *req);
/// turns off/closes all valves, including pump if include_pump is true
void all_valves_off_(bool include_pump = false);
/// prepares for a full cycle by verifying auto-advance is on as well as one or more valve enable switches.
void prep_full_cycle_();
/// resets the cycle state for all valves
void reset_cycle_states_();
/// make a request of the state machine
void fsm_request_(size_t requested_valve, uint32_t requested_run_duration = 0);
/// kicks the state machine to advance, starting it if it is not already active
void fsm_kick_();
/// advance controller state, advancing to target_valve if provided
void fsm_transition_();
/// starts up the system from IDLE state
void fsm_transition_from_shutdown_();
/// transitions from ACTIVE state to ACTIVE (as in, next valve) or to a SHUTDOWN or IDLE state
void fsm_transition_from_valve_run_();
/// starts up the system from IDLE state
void fsm_transition_to_shutdown_();
/// return the specified SprinklerValveRunRequestOrigin as a string
std::string req_as_str_(SprinklerValveRunRequestOrigin origin);
/// return the specified SprinklerState state as a string
std::string state_as_str_(SprinklerState state);
/// Start/cancel/get status of valve timers
void start_timer_(SprinklerTimerIndex timer_index);
bool cancel_timer_(SprinklerTimerIndex timer_index);
/// returns true if the specified timer is active/running
bool timer_active_(SprinklerTimerIndex timer_index);
/// time is converted to milliseconds (ms) for set_timeout()
void set_timer_duration_(SprinklerTimerIndex timer_index, uint32_t time);
/// returns time in milliseconds (ms)
uint32_t timer_duration_(SprinklerTimerIndex timer_index);
std::function<void()> timer_cbf_(SprinklerTimerIndex timer_index);
/// callback functions for timers
void valve_selection_callback_();
void sm_timer_callback_();
/// Maximum allowed queue size
const uint8_t max_queue_size_{100};
/// When set to true, the next and previous actions will skip disabled valves
bool next_prev_ignore_disabled_{false};
/// Pump should be off during valve_open_delay interval
bool pump_switch_off_during_valve_open_delay_{false};
/// Sprinkler valve cycle should overlap
bool valve_overlap_{false};
/// Pump start/stop delay interval types
bool start_delay_is_valve_delay_{false};
bool stop_delay_is_valve_delay_{false};
/// Pump start/stop delay intervals
uint32_t start_delay_{0};
uint32_t stop_delay_{0};
std::string name_;
/// Sprinkler controller state
SprinklerState state_{IDLE};
/// The valve run request that is currently active
SprinklerValveRunRequest active_req_;
/// The number of the manually selected valve currently selected
optional<size_t> manual_valve_;
/// The number of the valve to resume from (if paused)
optional<size_t> paused_valve_;
/// The next run request for the controller to consume after active_req_ is complete
SprinklerValveRunRequest next_req_;
/// Set the number of times to repeat a full cycle
optional<uint32_t> target_repeats_;
/// Set from time_remaining() when paused
optional<uint32_t> resume_duration_;
/// Manual switching delay
optional<uint32_t> manual_selection_delay_;
/// Valve switching delay
optional<uint32_t> switching_delay_;
/// Number of times the full cycle has been repeated
uint32_t repeat_count_{0};
/// Sprinkler valve run time multiplier value
float multiplier_{1.0};
/// Queue of valves to activate next, regardless of auto-advance
std::vector<SprinklerQueueItem> queued_valves_;
/// Sprinkler valve pump objects
std::vector<SprinklerSwitch> pump_;
/// Sprinkler valve objects
std::vector<SprinklerValve> valve_;
/// Sprinkler valve operator objects
std::vector<SprinklerValveOperator> valve_op_{2};
/// Valve control timers
std::vector<SprinklerTimer> timer_{};
/// Other Sprinkler instances we should be aware of (used to check if pumps are in use)
std::vector<Sprinkler *> other_controllers_;
/// Switches we'll present to the front end
SprinklerControllerSwitch *auto_adv_sw_{nullptr};
SprinklerControllerSwitch *controller_sw_{nullptr};
SprinklerControllerSwitch *queue_enable_sw_{nullptr};
SprinklerControllerSwitch *reverse_sw_{nullptr};
SprinklerControllerSwitch *standby_sw_{nullptr};
/// Number components we'll present to the front end
SprinklerControllerNumber *multiplier_number_{nullptr};
SprinklerControllerNumber *repeat_number_{nullptr};
std::unique_ptr<ShutdownAction<>> sprinkler_shutdown_action_;
std::unique_ptr<ShutdownAction<>> sprinkler_standby_shutdown_action_;
std::unique_ptr<ResumeOrStartAction<>> sprinkler_resumeorstart_action_;
std::unique_ptr<Automation<>> sprinkler_turn_off_automation_;
std::unique_ptr<Automation<>> sprinkler_turn_on_automation_;
std::unique_ptr<Automation<>> sprinkler_standby_turn_on_automation_;
};
} // namespace sprinkler
} // namespace esphome