#pragma once #include "esphome/core/automation.h" #include "esphome/core/component.h" #include "esphome/core/hal.h" #include "esphome/components/switch/switch.h" #include namespace esphome { namespace sprinkler { 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, }; class Sprinkler; // this component 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 class StartSingleValveAction; template class ShutdownAction; template 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 func; }; struct SprinklerValve { SprinklerControllerSwitch *controller_switch; SprinklerControllerSwitch *enable_switch; SprinklerSwitch valve_switch; uint32_t run_duration; optional pump_switch_index; bool valve_cycle_complete; std::unique_ptr> valve_shutdown_action; std::unique_ptr> valve_resumeorstart_action; std::unique_ptr> valve_turn_off_automation; std::unique_ptr> valve_turn_on_automation; }; class SprinklerControllerSwitch : public switch_::Switch, public Component { public: SprinklerControllerSwitch(); void setup() override; void dump_config() override; void set_state_lambda(std::function()> &&f); void set_restore_state(bool restore_state); Trigger<> *get_turn_on_trigger() const; Trigger<> *get_turn_off_trigger() const; void set_optimistic(bool optimistic); void set_assumed_state(bool assumed_state); void loop() override; float get_setup_priority() const override; protected: bool assumed_state() override; void write_state(bool state) override; optional()>> f_; bool optimistic_{false}; bool assumed_state_{false}; Trigger<> *turn_on_trigger_; Trigger<> *turn_off_trigger_; Trigger<> *prev_trigger_{nullptr}; bool restore_state_{false}; }; 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_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 valve_as_opt(); SprinklerValveOperator *valve_operator(); protected: bool has_valve_{false}; size_t valve_number_{0}; uint32_t run_duration_{0}; SprinklerValveOperator *valve_op_{nullptr}; }; class Sprinkler : public Component, public EntityBase { public: Sprinkler(); Sprinkler(const std::string &name); void setup() override; void loop() override; void dump_config() override; /// 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); /// 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); /// value multiplied by configured run times -- used to extend or shorten the cycle void set_multiplier(optional multiplier); /// 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 valve_number, optional 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 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); /// 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 repeat(); /// if a cycle is active, returns the number of times the controller has repeated the cycle. check with 'has_value()' optional repeat_count(); /// returns true if the queue is enabled to run bool queue_enabled(); /// returns true if reverse is enabled bool reverse(); /// 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 valve_number); /// 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 valve_number, optional 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 the number of the valve that is currently active, if any. check with 'has_value()' optional active_valve(); /// returns the number of the valve that is paused, if any. check with 'has_value()' optional paused_valve(); /// returns the number of the next valve in the queue, if any. check with 'has_value()' optional 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 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 remaining in seconds for the active valve, if any. check with 'has_value()' optional time_remaining(); /// 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: uint32_t hash_base() override; /// 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/previous valve in the vector size_t next_valve_number_(size_t first_valve); size_t previous_valve_number_(size_t first_valve); /// 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 next_valve_number_in_cycle_(optional 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 first_valve = nullopt); /// returns the number of the next/previous valve that should be activated. /// if no valve is next (cycle is complete), returns no value (check with 'has_value()') optional next_enabled_incomplete_valve_number_(optional first_valve); optional previous_enabled_incomplete_valve_number_(optional first_valve); /// 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 current FSM 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 timer_cbf_(SprinklerTimerIndex timer_index); /// callback functions for timers void valve_selection_callback_(); void sm_timer_callback_(); void pump_stop_delay_callback_(); /// Maximum allowed queue size const uint8_t max_queue_size_{100}; /// 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}; /// 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 manual_valve_; /// The number of the valve to resume from (if paused) optional 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 target_repeats_; /// Set from time_remaining() when paused optional resume_duration_; /// Manual switching delay optional manual_selection_delay_; /// Valve switching delay optional 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 queued_valves_; /// Sprinkler valve pump objects std::vector pump_; /// Sprinkler valve objects std::vector valve_; /// Sprinkler valve operator objects std::vector valve_op_{2}; /// Valve control timers std::vector timer_{ {this->name_ + "sm", false, 0, 0, std::bind(&Sprinkler::sm_timer_callback_, this)}, {this->name_ + "vs", false, 0, 0, std::bind(&Sprinkler::valve_selection_callback_, this)}}; /// Other Sprinkler instances we should be aware of (used to check if pumps are in use) std::vector 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}; std::unique_ptr> sprinkler_shutdown_action_; std::unique_ptr> sprinkler_resumeorstart_action_; std::unique_ptr> sprinkler_turn_off_automation_; std::unique_ptr> sprinkler_turn_on_automation_; }; } // namespace sprinkler } // namespace esphome