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Cloud and Lightning Code

Posted: Mon Jul 28, 2014 10:34 am
by cosmith71
UPDATE: 6/21/2015

This version is for standard dimming ports (modified if you're using LDD +5 drivers).

The version for the Dimming Expansion Module is HERE.

RANet Dimming Expansion is HERE.


UPDATE: 8/15/2014

New mode: Calm

No lightning at all. Just plain old cloud. Good for putting in a random sequence.



UPDATE: 8/8/2014

Better lightning engine. Flash brightness is randomized between current brightness level and max. Flash fades to current brightness level instead of off.

Slight chance of longer strikes (up to 400 ms vs 70 ms earlier)

New mode added. Mega2. Like Mega, but with lots more lightning. See below for selection instructions.

UPDATE: 8/5/2014

Three built-in lightning modes.

Slow: Slower flash in the middle of the cloud for ELN series drivers.
Fast: Fast lightning in the midddle of the cloud for LDD and similar drivers.
Mega: Fast lightning randomly throughout the cloud, increasing in frequency as the cloud gets darker.
(Mega2 added 8/8/2014)
(Calm added 8/15/2014)

How to choose:

Find this line in the checkcloud() routine:

Code: Select all

byte LightningModes[] = { Slow, Fast, Mega };
Change the terms inside the {} to select which mode(s) you want.
For example,

Code: Select all

byte LightningModes[] = { Slow, Fast, Mega };
Will randomly choose from one of the three modes.

Code: Select all

byte LightningModes[] = { Mega };
Will only use Mega.

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byte LightningModes[] = { Fast, Mega, Mega };
Will randomly choose between Fast and Mega, but be twice as likely to choose Mega.
[/i]

UPDATE: 8/4/2014

Minimal lightning added for non-rapid response drivers (MeanWell ELN Series, etc).

Adjustments made to timing so it doesn't set off the watchdog timer and doesn't monopolize resources.
Pseudo-random number generator seeding added.
Next cloud time, lightning time, and cloud duration put in custom variables 3-7 for portal reporting. Remove if desired.
Mega Storm!



This is a modified version of Roberto's cloud and lightning code.

The lightning routine is written for fast response LED drivers such as the Mean Well LDD series and the upcoming RANet LED drivers. There is a minimal lightning mode available for slow response drivers such as the Mean Well ELN series.

It uses the standard RA dimming ports.

Up top in the globals section add these lines:

Code: Select all

byte ActinicPWMValue=0;    // For cloud code
byte DaylightPWMValue=0;   // For cloud code
In loop(), add these. Be sure to remove any other lighting control code. In this example, the actinic channel comes on at 10:00 AM and turns off at 10:30 PM with a 60 minute dimming period, a minimum brightness of 0, and a maximum brightness of 80. Daylight is from 10:30 AM to 10:00 PM with a max of 90%. Change as you see fit.

Code: Select all

// Lighting Control 
    ActinicPWMValue=PWMSlope(10,00,22,30,0,80,60,ActinicPWMValue);
    DaylightPWMValue=PWMSlope(10,30,22,00,0,90,60,DaylightPWMValue);
    CheckCloud();
    ReefAngel.PWM.SetActinic(ActinicPWMValue);
    ReefAngel.PWM.SetDaylight(DaylightPWMValue);
At the very end, outside of loop() and past everything else add this. Scroll through the first part of the code and edit to set start and end times, chance of clouds and lightning, frequency, etc.

Code: Select all

// Random Cloud/Thunderstorm effects function

void CheckCloud()
{

  // ------------------------------------------------------------
  // Change the values below to customize your cloud/storm effect

  // Frequency in days based on the day of the month - number 2 means every 2 days, for example (day 2,4,6 etc)
  // For testing purposes, you can use 1 and cause the cloud to occur everyday
#define Clouds_Every_X_Days 1 

  // Percentage chance of a cloud happening today
  // For testing purposes, you can use 100 and cause the cloud to have 100% chance of happening
#define Cloud_Chance_per_Day 100

  // Minimum number of minutes for cloud duration.  Don't use max duration of less than 6
#define Min_Cloud_Duration 7

  // Maximum number of minutes for the cloud duration. Don't use max duration of more than 255
#define Max_Cloud_Duration 10

  // Minimum number of clouds that can happen per day
#define Min_Clouds_per_Day 3

  // Maximum number of clouds that can happen per day
#define Max_Clouds_per_Day 5

  // Only start the cloud effect after this setting
  // In this example, start cloud after noon
#define Start_Cloud_After NumMins(12,00)

  // Always end the cloud effect before this setting
  // In this example, end cloud before 9:00pm
#define End_Cloud_Before NumMins(21,00)

  // Percentage chance of a lightning happen for every cloud
  // For testing purposes, you can use 100 and cause the lightning to have 100% chance of happening
#define Lightning_Change_per_Cloud 100

  // Note: Make sure to choose correct values that will work within your PWMSLope settings.
  // For example, in our case, we could have a max of 5 clouds per day and they could last for 50 minutes.
  // Which could mean 250 minutes of clouds. We need to make sure the PWMSlope can accomodate 250 minutes of effects or unforseen results could happen.
    // Also, make sure that you can fit double those minutes between Start_Cloud_After and End_Cloud_Before.
  // In our example, we have 510 minutes between Start_Cloud_After and End_Cloud_Before, so double the 250 minutes (or 500 minutes) can fit in that 510 minutes window.
    // It's a tight fit, but it did.

    //#define printdebug // Uncomment this for debug print on Serial Monitor window
#define forcecloudcalculation // Uncomment this to force the cloud calculation to happen in the boot process. 

    // Add Random Lightning modes
#define Calm 0    // No lightning
#define Slow 1    // 5 seconds of slow lightning in the middle of a cloud for ELN style (slow response) drivers
#define Fast 2    // 5 seconds of fast lightning in the middle of a cloud for LDD style (fast response) drivers
#define Mega 3    // Lightning throughout the cloud, higher chance as it gets darker
#define Mega2 4   // Like Mega, but with more lightning
  // Set which modes you want to use
  // Example:  { Slow, Fast, Mega, Mega2 } to randomize all four modes.  
  // { Mega2 } for just Mega2.  { Mega, Mega, Fast} for Mega and Fast, with twice the chance of Mega.
  byte LightningModes[] = { Mega, Mega, Mega2, Calm, Calm };

  // Change the values above to customize your cloud/storm effect
  // ------------------------------------------------------------
  // Do not change anything below here

  static byte cloudchance=255;
  static byte cloudduration=0;
  static int cloudstart=0;
  static byte numclouds=0;
  static byte lightningchance=0;
  static byte cloudindex=0;
  static byte lightningstatus=0;
  static int LastNumMins=0;
  static byte lightningMode=0;
  static boolean chooseLightning=true;

  static time_t DelayCounter=millis();    // Variable for lightning timing.  
  static int DelayTime=random(1000);      // Variable for lightning timimg.

  // Every day at midnight, we check for chance of cloud happening today
  if (hour()==0 && minute()==0 && second()==0) cloudchance=255;

#ifdef forcecloudcalculation
  if (cloudchance==255)
#else
    if (hour()==0 && minute()==0 && second()==1 && cloudchance==255) 
#endif
    {
      randomSeed(millis());    // Seed the random number generator
      //Pick a random number between 0 and 99
      cloudchance=random(100); 
      // if picked number is greater than Cloud_Chance_per_Day, we will not have clouds today
      if (cloudchance>Cloud_Chance_per_Day) cloudchance=0;
      // Check if today is day for clouds. 
      if ((day()%Clouds_Every_X_Days)!=0) cloudchance=0; 
      // If we have cloud today
      if (cloudchance)
      {
        // pick a random number for number of clouds between Min_Clouds_per_Day and Max_Clouds_per_Day
        numclouds=random(Min_Clouds_per_Day,Max_Clouds_per_Day);
        // pick the time that the first cloud will start
        // the range is calculated between Start_Cloud_After and the even distribuition of clouds on this day. 
        cloudstart=random(Start_Cloud_After,Start_Cloud_After+((End_Cloud_Before-Start_Cloud_After)/(numclouds*2)));
        // pick a random number for the cloud duration of first cloud.
        cloudduration=random(Min_Cloud_Duration,Max_Cloud_Duration);
        //Pick a random number between 0 and 99
        lightningchance=random(100);
        // if picked number is greater than Lightning_Change_per_Cloud, we will not have lightning today
        if (lightningchance>Lightning_Change_per_Cloud) lightningchance=0; 
      }
    }
  // Now that we have all the parameters for the cloud, let's create the effect


  if (cloudchance)
  {
    //is it time for cloud yet?
    if (NumMins(hour(),minute())>=cloudstart && NumMins(hour(),minute())<(cloudstart+cloudduration))
    {
      DaylightPWMValue=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue,0,180);
      if (chooseLightning) 
      { 
        lightningMode=LightningModes[random(100)%sizeof(LightningModes)]; 
        chooseLightning=false; 
      } 
      switch (lightningMode) 
      {
      case Calm:
        break;
      case Mega:
        // Lightning chance from beginning of cloud through the end.  Chance increases with darkness of cloud.
        if (lightningchance && random(ReversePWMSlope(cloudstart,cloudstart+cloudduration,100,0,180))<1 && (millis()-DelayCounter)>DelayTime)
        {
          int a=random(1,5);    // Pick a number of consecutive flashes from 1 to 4.  
          for (int i=0; i<a; i++)
          {
            analogWrite(daylightPWMPin,random(DaylightPWMValue*2.55,255));    // Flash on
            int randy=random(20,80);    // Random number for a delay
            if (randy>71) randy=((randy-70)/2)*100;    // Small chance of a longer delay
            delay(randy);                // Wait from 20 to 69 ms, or 100-400 ms
            analogWrite(daylightPWMPin,DaylightPWMValue*2.55);      // Flash off
            delay(random(30,50));                // Wait from 30 to 49 ms 
            wdt_reset();
          }
          DelayCounter=millis();    // If we just had a round of flashes, then lets put in a longer delay
          DelayTime=random(1000);   // of up to a second for dramatic effect before we do another round. 
        }
        break;
      case Mega2:
        // Higher lightning chance from beginning of cloud through the end.  Chance increases with darkness of cloud.
        if (lightningchance && random(ReversePWMSlope(cloudstart,cloudstart+cloudduration,100,0,180))<2 && (millis()-DelayCounter)>DelayTime)
        {
          int a=random(1,5);    // Pick a number of consecutive flashes from 1 to 4.  
          for (int i=0; i<a; i++)
          {
            analogWrite(daylightPWMPin,random(DaylightPWMValue*2.55,255));    // Flash on
            int randy=random(20,80);    // Random number for a delay
            if (randy>71) randy=((randy-70)/2)*100;    // Small chance of a longer delay
            delay(randy);                // Wait from 20 to 69 ms, or 100-400 ms
            analogWrite(daylightPWMPin,DaylightPWMValue*2.55);      // Flash off
            delay(random(30,50));                // Wait from 30 to 49 ms 
            wdt_reset();
          }
          DelayCounter=millis();    // If we just had a round of flashes, then lets put in a longer delay
          DelayTime=random(1000);   // of up to a second for dramatic effect before we do another round. 
        }
        break;
      case Fast:
        // 5 seconds of lightning in the middle of the cloud
        if (lightningchance && (NumMins(hour(),minute())==(cloudstart+(cloudduration/2))) && second()<5 && (millis()-DelayCounter)>DelayTime)
        {
          int a=random(1,5);    // Pick a number of consecutive flashes from 1 to 4.  
          for (int i=0; i<a; i++)
          {
            analogWrite(daylightPWMPin,random(DaylightPWMValue*2.55,255));    // Flash on
            int randy=random(20,80);    // Random number for a delay
            if (randy>71) randy=((randy-70)/2)*100;    // Small chance of a longer delay
            delay(randy);                // Wait from 20 to 69 ms, or 100-400 ms
            analogWrite(daylightPWMPin,DaylightPWMValue*2.55);      // Flash off
            delay(random(30,50));                // Wait from 30 to 49 ms 
            wdt_reset();
          }
          DelayCounter=millis();    // If we just had a round of flashes, then lets put in a longer delay
          DelayTime=random(1000);   // of up to a second for dramatic effect before we do another round. 
        }
        break;
      case Slow:
        // Slow lightning for 5 seconds in the middle of the cloud.  Suitable for slower ELN style drivers
        if (lightningchance && (NumMins(hour(),minute())==(cloudstart+(cloudduration/2))) && second()<5) 
        {
          if (random(100)<20) lightningstatus=1; 
          else lightningstatus=0;
          if (lightningstatus)
          {
            DaylightPWMValue=100; 
          }
          else 
          {
            DaylightPWMValue=0;
          }
          delay(1);
        }
        break;
      default:
        break;
      }
    } 
    else 
    {
      chooseLightning=true; // Reset the flag to choose a new lightning type
    }

    if (NumMins(hour(),minute())>(cloudstart+cloudduration))
    {
      cloudindex++;
      if (cloudindex < numclouds)
      {
        cloudstart=random(Start_Cloud_After+(((End_Cloud_Before-Start_Cloud_After)/(numclouds*2))*cloudindex*2),(Start_Cloud_After+(((End_Cloud_Before-Start_Cloud_After)/(numclouds*2))*cloudindex*2))+((End_Cloud_Before-Start_Cloud_After)/(numclouds*2)));
        // pick a random number for the cloud duration of first cloud.
        cloudduration=random(Min_Cloud_Duration,Max_Cloud_Duration);
        //Pick a random number between 0 and 99
        lightningchance=random(100);
        // if picked number is greater than Lightning_Change_per_Cloud, we will not have lightning today
        if (lightningchance>Lightning_Change_per_Cloud) lightningchance=0;
      }
    }
  }

  // Write the times of the next cloud, next lightning, and cloud duration to the screen and into some customvars for the Portal.
  if (LastNumMins!=NumMins(hour(),minute()))
  {
    LastNumMins=NumMins(hour(),minute());
    ReefAngel.LCD.Clear(255,0,120,132,132);
    ReefAngel.LCD.DrawText(0,255,5,120,"C");
    ReefAngel.LCD.DrawText(0,255,11,120,"00:00");
    ReefAngel.LCD.DrawText(0,255,45,120,"L");
    ReefAngel.LCD.DrawText(0,255,51,120,"00:00");
    if (cloudchance && (NumMins(hour(),minute())<cloudstart))
    {
      int x=0;
      if ((cloudstart/60)>=10) x=11; 
      else x=17;
      ReefAngel.LCD.DrawText(0,255,x,120,(cloudstart/60));
      ReefAngel.CustomVar[3]=cloudstart/60;    // Write the hour of the next cloud to custom variable for Portal reporting
      if ((cloudstart%60)>=10) x=29; 
      else x=35;
      ReefAngel.LCD.DrawText(0,255,x,120,(cloudstart%60));
      ReefAngel.CustomVar[4]=cloudstart%60;    // Write the minute of the next cloud to custom variable for Portal reporting

    }
    ReefAngel.LCD.DrawText(0,255,90,120,cloudduration);
    ReefAngel.CustomVar[7]=(cloudduration);    // Put the duration of the next cloud in a custom var for the portal
    if (lightningchance) 
    {
      int x=0;
      if (((cloudstart+(cloudduration/2))/60)>=10) x=51; 
      else x=57;
      ReefAngel.LCD.DrawText(0,255,x,120,((cloudstart+(cloudduration/2))/60));
      ReefAngel.CustomVar[5]=(cloudstart+(cloudduration/2))/60;    // Write the hour of the next lightning to a custom variable for the Portal
      if (((cloudstart+(cloudduration/2))%60)>=10) x=69; 
      else x=75;
      ReefAngel.LCD.DrawText(0,255,x,120,((cloudstart+(cloudduration/2))%60));    // Write the minute of the next lightning to a custom variable for the Portal
      ReefAngel.CustomVar[6]=(cloudstart+(cloudduration/2))%60;
    }
  }   
}

byte ReversePWMSlope(long cstart,long cend,byte PWMStart,byte PWMEnd, byte clength)
{
  long n=elapsedSecsToday(now());
  cstart*=60;
  cend*=60;
  if (n<cstart) return PWMStart;
  if (n>=cstart && n<=(cstart+clength)) return map(n,cstart,cstart+clength,PWMStart,PWMEnd);
  if (n>(cstart+clength) && n<(cend-clength)) return PWMEnd;
  if (n>=(cend-clength) && n<=cend) return map(n,cend-clength,cend,PWMEnd,PWMStart);
  if (n>cend) return PWMStart;
}

This video is of a standard lightning strike, fast drivers. The video is of the middle portion of the cloud when lightning is active.

[youtube]http://www.youtube.com/watch?v=EAgJ_qOJBxc[/youtube]

Mega Storm! Entire 7 minute cloud sequence.

[youtube]http://www.youtube.com/watch?v=m8yQcdocF5E[/youtube]

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 10:59 am
by lnevo
Ok, cool, we can do a few updates to this, since ReversePWMSlope is no longer required (now build into the normal PWMSlope function)

Also, not sure I see the value of having ActinicPWMValue and DaylightPWMValue in the PWMSlope command.... Roberto can you elaborate on that?

I'll take a stab eventually, but good to have this thread here. I'm going to sticky it. Thanks Colin!

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 11:02 am
by rimai
lnevo wrote:Also, not sure I see the value of having ActinicPWMValue and DaylightPWMValue in the PWMSlope command.... Roberto can you elaborate on that?
It is because the CheckCloud(); overrides those values if it is time for a new cloud.

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 11:04 am
by lnevo
But wouldn't that only take affect when the lights are off? Or is that so you can get lightning at night? :)

Also, Colin/Roberto, can you post the code that is not for high speed drivers too :)

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 11:07 am
by cosmith71
Here's the original.

Code: Select all

#include <ReefAngel_Features.h>
#include <ReefAngel_Globals.h>
#include <ReefAngel_Wifi.h>
#include <Wire.h>
#include <OneWire.h>
#include <Time.h>
#include <DS1307RTC.h>
#include <ReefAngel_EEPROM.h>
#include <ReefAngel_NokiaLCD.h>
#include <ReefAngel_ATO.h>
#include <ReefAngel_Joystick.h>
#include <ReefAngel_LED.h>
#include <ReefAngel_TempSensor.h>
#include <ReefAngel_Relay.h>
#include <ReefAngel_PWM.h>
#include <ReefAngel_Timer.h>
#include <ReefAngel_Memory.h>
#include <ReefAngel.h>

byte ActinicPWMValue=0;
byte DaylightPWMValue=0;

void setup()
{
  ReefAngel.Init();  //Initialize controller
}

void loop()
{
  ReefAngel.ShowInterface();
  // Calculate your regular sunrise/sunset PWM value
  ActinicPWMValue=PWMSlope(10,00,22,15,0,50,40,ActinicPWMValue);
  DaylightPWMValue=PWMSlope(10,00,22,15,0,50,40,DaylightPWMValue);
  CheckCloud();
  ReefAngel.PWM.SetActinic(ActinicPWMValue);
  ReefAngel.PWM.SetDaylight(DaylightPWMValue);
}

//*********************************************************************************************************************************
// Random Cloud/Thunderstorm effects function
void CheckCloud()
{

  // ------------------------------------------------------------
  // Change the values below to customize your cloud/storm effect

  // Frequency in days based on the day of the month - number 2 means every 2 days, for example (day 2,4,6 etc)
  // For testing purposes, you can use 1 and cause the cloud to occur everyday
#define Clouds_Every_X_Days 1 

  // Percentage chance of a cloud happening today
  // For testing purposes, you can use 100 and cause the cloud to have 100% chance of happening
#define Cloud_Chance_per_Day 100

  // Minimum number of minutes for cloud duration.  Don't use max duration of less than 6
#define Min_Cloud_Duration 7

  // Maximum number of minutes for the cloud duration. Don't use max duration of more than 255
#define Max_Cloud_Duration 15

  // Minimum number of clouds that can happen per day
#define Min_Clouds_per_Day 3

  // Maximum number of clouds that can happen per day
#define Max_Clouds_per_Day 5

  // Only start the cloud effect after this setting
  // In this example, start could after 11:30am
#define Start_Cloud_After NumMins(11,30)

  // Always end the cloud effect before this setting
  // In this example, end could before 8:00pm
#define End_Cloud_Before NumMins(18,30)

  // Percentage chance of a lightning happen for every cloud
  // For testing purposes, you can use 100 and cause the lightning to have 100% chance of happening
#define Lightning_Change_per_Cloud 100

  // Note: Make sure to choose correct values that will work within your PWMSLope settings.
  // For example, in our case, we could have a max of 5 clouds per day and they could last for 50 minutes.
  // Which could mean 250 minutes of clouds. We need to make sure the PWMSlope can accomodate 250 minutes of effects or unforseen resul could happen.
    // Also, make sure that you can fit double those minutes between Start_Cloud_After and End_Cloud_Before.
  // In our example, we have 510 minutes between Start_Cloud_After and End_Cloud_Before, so double the 250 minutes (or 500 minutes) can fit in that 510 minutes window.
    // It's a tight fit, but it did.

    //#define printdebug // Uncomment this for debug print on Serial Monitor window
  #define forcecloudcalculation // Uncomment this to force the cloud calculation to happen in the boot process. 


  // Change the values above to customize your cloud/storm effect
  // ------------------------------------------------------------
  // Do not change anything below here

  static byte cloudchance=255;
  static byte cloudduration=0;
  static int cloudstart=0;
  static byte numclouds=0;
  static byte lightningchance=0;
  static byte cloudindex=0;
  static byte lightningstatus=0;
  static int LastNumMins=0;
  // Every day at midnight, we check for chance of cloud happening today
  if (hour()==0 && minute()==0 && second()==0) cloudchance=255;

#ifdef forcecloudcalculation
    if (cloudchance==255)
#else
    if (hour()==0 && minute()==0 && second()==1 && cloudchance==255) 
#endif
    {
      //Pick a random number between 0 and 99
      cloudchance=random(100); 
      // if picked number is greater than Cloud_Chance_per_Day, we will not have clouds today
      if (cloudchance>Cloud_Chance_per_Day) cloudchance=0;
      // Check if today is day for clouds. 
      if ((day()%Clouds_Every_X_Days)!=0) cloudchance=0; 
      // If we have cloud today
      if (cloudchance)
      {
        // pick a random number for number of clouds between Min_Clouds_per_Day and Max_Clouds_per_Day
        numclouds=random(Min_Clouds_per_Day,Max_Clouds_per_Day);
        // pick the time that the first cloud will start
        // the range is calculated between Start_Cloud_After and the even distribuition of clouds on this day. 
        cloudstart=random(Start_Cloud_After,Start_Cloud_After+((End_Cloud_Before-Start_Cloud_After)/(numclouds*2)));
        // pick a random number for the cloud duration of first cloud.
        cloudduration=random(Min_Cloud_Duration,Max_Cloud_Duration);
        //Pick a random number between 0 and 99
        lightningchance=random(100);
        // if picked number is greater than Lightning_Change_per_Cloud, we will not have lightning today
        if (lightningchance>Lightning_Change_per_Cloud) lightningchance=0;
      }
    }
  // Now that we have all the parameters for the cloud, let's create the effect

  if (cloudchance)
  {
    //is it time for cloud yet?
    if (NumMins(hour(),minute())>=cloudstart && NumMins(hour(),minute())<(cloudstart+cloudduration))
    {
      DaylightPWMValue=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue,0,180);
      if (lightningchance && (NumMins(hour(),minute())==(cloudstart+(cloudduration/2))) && second()<5) 
      {
        if (random(100)<20) lightningstatus=1; 
        else lightningstatus=0;
        if (lightningstatus)
        {
          DaylightPWMValue=100; 
          ActinicPWMValue=100;
        }
        else 
        {
          DaylightPWMValue=0;
          ActinicPWMValue=0;
        }
        delay(1);
      }
    }
    if (NumMins(hour(),minute())>(cloudstart+cloudduration))
    {
      cloudindex++;
      if (cloudindex < numclouds)
      {
        cloudstart=random(Start_Cloud_After+(((End_Cloud_Before-Start_Cloud_After)/(numclouds*2))*cloudindex*2),(Start_Cloud_After+(((End_Cloud_Before-Start_Cloud_After)/(numclouds*2))*cloudindex*2))+((End_Cloud_Before-Start_Cloud_After)/(numclouds*2)));
        // pick a random number for the cloud duration of first cloud.
        cloudduration=random(Min_Cloud_Duration,Max_Cloud_Duration);
        //Pick a random number between 0 and 99
        lightningchance=random(100);
        // if picked number is greater than Lightning_Change_per_Cloud, we will not have lightning today
        if (lightningchance>Lightning_Change_per_Cloud) lightningchance=0;
      }
    }
  }
  
  if (LastNumMins!=NumMins(hour(),minute()))
  {
    LastNumMins=NumMins(hour(),minute());
    ReefAngel.LCD.Clear(255,0,120,132,132);
    ReefAngel.LCD.DrawText(0,255,5,120,"C");
    ReefAngel.LCD.DrawText(0,255,11,120,"00:00");
    ReefAngel.LCD.DrawText(0,255,45,120,"L");
    ReefAngel.LCD.DrawText(0,255,51,120,"00:00");
    if (cloudchance && (NumMins(hour(),minute())<cloudstart))
    {
      int x=0;
      if ((cloudstart/60)>=10) x=11; else x=17;
      ReefAngel.LCD.DrawText(0,255,x,120,(cloudstart/60));
      if ((cloudstart%60)>=10) x=29; else x=35;
      ReefAngel.LCD.DrawText(0,255,x,120,(cloudstart%60));
    }
    ReefAngel.LCD.DrawText(0,255,90,120,cloudduration);
    if (lightningchance) 
    {
      int x=0;
      if (((cloudstart+(cloudduration/2))/60)>=10) x=51; else x=57;
      ReefAngel.LCD.DrawText(0,255,x,120,((cloudstart+(cloudduration/2))/60));
      if (((cloudstart+(cloudduration/2))%60)>=10) x=69; else x=75;
      ReefAngel.LCD.DrawText(0,255,x,120,((cloudstart+(cloudduration/2))%60));
    }
  }   
}

byte ReversePWMSlope(long cstart,long cend,byte PWMStart,byte PWMEnd, byte clength)
{
  long n=elapsedSecsToday(now());
  cstart*=60;
  cend*=60;
  if (n<cstart) return PWMStart;
  if (n>=cstart && n<=(cstart+clength)) return map(n,cstart,cstart+clength,PWMStart,PWMEnd);
  if (n>(cstart+clength) && n<(cend-clength)) return PWMEnd;
  if (n>=(cend-clength) && n<=cend) return map(n,cend-clength,cend,PWMEnd,PWMStart);
  if (n>cend) return PWMStart;
}

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 11:19 am
by lnevo
I think that ReversePWMSlope may be different than what we added to PWMSlope, so perhaps its still required? I think this may actually be an inverse slope not reverse?

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 11:30 am
by Sacohen
Great thread.
I hope to get my LDD Drivers set up in a couple of weeks.
This will work on the Dimming module as well, correct?

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 11:49 am
by rimai
lnevo wrote:But wouldn't that only take affect when the lights are off? Or is that so you can get lightning at night? :)
No, that code is only assigning the PWMSlope values to the variable.

Code: Select all


    ActinicPWMValue=PWMSlope(10,00,22,30,0,80,60,ActinicPWMValue);
    DaylightPWMValue=PWMSlope(10,30,22,00,0,90,60,DaylightPWMValue);
Then it goes through CheckCloud, which will either set a new value or leave it alone depending on the state of whether we have a cloud or not.

Code: Select all

    CheckCloud();
Then the final value (original slope or overridden cloud) is assigned to the channel.

Code: Select all

    ReefAngel.PWM.SetActinic(ActinicPWMValue);
    ReefAngel.PWM.SetDaylight(DaylightPWMValue);

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 11:53 am
by lnevo
I'm referring specially to the last arg passed to PWMSlope. Wouldn't you just want that as 0?

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 12:02 pm
by rimai
Ahh. now I got it.
Yeah, you can use zero. I don't remember the reason for using the last arg like that. I don't think there was one actually... lol

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 12:16 pm
by lnevo
Maybe you wanted to have lightning affects at night? :)

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 12:48 pm
by cosmith71
Added video to OP.

Re: Cloud and Lightning Code

Posted: Mon Jul 28, 2014 10:16 pm
by 89delta
Loving the update for the lightning.....more responsive on my ldd-l's.....looks like real flashes now.

Re: Cloud and Lightning Code

Posted: Wed Jul 30, 2014 6:28 am
by lnevo
Of course since I'm using InternalMemory for the schedule, start%, end%, etc. I can't just use this code as-is.

I'm going to modify at some point soon to use the PWM Override variables to apply the effect. Does anyone see any issue doing that?

The only thing I can see is that I won't be able to override manually without a flag to disable the effect, but that's easily addressed.

Re: Cloud and Lightning Code

Posted: Wed Jul 30, 2014 6:56 am
by cosmith71
Could you just read the memory locations and use them in the PWMSlope function call?

--Colin

Re: Cloud and Lightning Code

Posted: Wed Jul 30, 2014 7:13 am
by lnevo
Yes, I could... but I have four different channels that I'm controlling each with a separate offset and it's quite a lot of memory calls. Now imagine someone with the 16 channel custom module :) It's much simpler to call the function like this:

ReefAngel.PWM.Channel0Slope();
ReefAngel.PWM.Channel1Slope(5);
ReefAngel.PWM.Channel2Slope(10);
ReefAngel.PWM.Channel3Slope(15);

This takes care of all the schedulign using the standard memory and the dimmer settings as well.

Plus, I also have my acclimation code that I want to affect the dim % as well. I'm also building into my INO the option to choose different lighting schemes so I can choose Slope, Parabola, SmoothRamp (in dev branch). So it just gets messy.

Re: Cloud and Lightning Code

Posted: Fri Aug 01, 2014 1:54 pm
by 89delta
Collin,

I've been using your update on the lighting effect for a couple of days now.....only issue i've seen so far though is after the lightning gets done any port that I shut off manually turns back on after the lightning.

Re: Cloud and Lightning Code

Posted: Fri Aug 01, 2014 2:48 pm
by cosmith71
89delta wrote:Collin,

I've been using your update on the lighting effect for a couple of days now.....only issue i've seen so far though is after the lightning gets done any port that I shut off manually turns back on after the lightning.
Do they switch back to auto, or turn on? That's bizarre. I'll try to replicate.

--Colin

Re: Cloud and Lightning Code

Posted: Fri Aug 01, 2014 2:56 pm
by 89delta
They switch back to auto.

Re: Cloud and Lightning Code

Posted: Fri Aug 01, 2014 6:16 pm
by cosmith71
Yep, they sure do. My theory is the delays cause the unit to reset.

It may need a different approach.

--Colin

Re: Cloud and Lightning Code

Posted: Fri Aug 01, 2014 8:41 pm
by 89delta
Am sure if we can do some sort of last state on the relays before the lighting it'd fix it....

Sent from my SAMSUNG-SGH-I717 using Tapatalk

Re: Cloud and Lightning Code

Posted: Sat Aug 02, 2014 5:53 am
by cosmith71
89delta wrote:Am sure if we can do some sort of last state on the relays before the lighting it'd fix it....

Sent from my SAMSUNG-SGH-I717 using Tapatalk
I think it would be better if we could prevent the reset to begin with. I have some ideas. I'll work on them Monday when I have some time. :ugeek:

--Colin

Re: Cloud and Lightning Code

Posted: Sat Aug 02, 2014 6:22 am
by 89delta
Sounds good Colin. Thanks for working on a fix for it. But figured you would want to know about the "bug".

Re: Cloud and Lightning Code

Posted: Sat Aug 02, 2014 6:36 am
by cosmith71
You're welcome!

--Colin

Re: Cloud and Lightning Code

Posted: Sun Aug 03, 2014 3:03 am
by cosmith71
I have a fix, in theory at least. I haven't had a lot of time to test but it appears to work.

Find this section in cloudcheck()

Code: Select all

static byte cloudchance=255;
  static byte cloudduration=0;
  static int cloudstart=0;
  static byte numclouds=0;
  static byte lightningchance=0;
  static byte cloudindex=0;
  static byte lightningstatus=0;
  static int LastNumMins=0;
And add these two lines:

Code: Select all

static time_t DelayCounter=millis();
static int DelayTime=random(1000);
Remove this section:

Code: Select all

if (lightningchance && (NumMins(hour(),minute())==(cloudstart+(cloudduration/2))) && second()<5) 
      {
        int a=random(5);
        for (int i=0; i<a; i++)
        {
          analogWrite(daylightPWMPin, 255);
          delay(20+random(50));
          analogWrite(daylightPWMPin, 0);
          delay(30+random(20));
        }
        delay(random(1000));
      }
And replace with this:

Code: Select all

if (lightningchance && (NumMins(hour(),minute())==(cloudstart+(cloudduration/2))) && second()<5 && (millis()-DelayCounter)>DelayTime) 
      {
        int a=random(5);
        for (int i=0; i<a; i++)
        {
          analogWrite(daylightPWMPin, 255);
          delay(20+random(50));
          analogWrite(daylightPWMPin, 0);
          delay(30+random(20));
        }
        DelayCounter=millis();
        DelayTime=random(1000);
      }
This appears to work without setting off the watchdog timer and resetting the unit.

--Colin

Re: Cloud and Lightning Code

Posted: Sun Aug 03, 2014 7:57 am
by Sacohen
I bit OT, but do the LDD drivers generate enough heat to be concerned about.
I'm putting my 4 up board in a Radio Shack 5x2.5x2 Project Enclosure with openings cut in the sides to gain access to the screw down terminals for wiring.

Image

Do I need another source of ventilation?

Re: Cloud and Lightning Code

Posted: Sun Aug 03, 2014 8:04 am
by cosmith71
I was surprised at how hot mine get. The more LED's on the string, the hotter they get. Some of mine get up to 60C, and they are open air.

--Colin

Re: Cloud and Lightning Code

Posted: Sun Aug 03, 2014 8:11 am
by Sacohen
Thanks and thanks for the code.

Here is what my enclosure looks like.
I may have to leave it open air or have a fan blowing on it.

Image

Re: Cloud and Lightning Code

Posted: Sun Aug 03, 2014 8:47 am
by rimai
I think the reboot issue is the watchdog kicking in.
We need to reset it inside the lightning sequence.
I'm pretty sure if you use the original code and just add the code below inside the for loop, it will stop:

Code: Select all

wdt_reset();

Re: Cloud and Lightning Code

Posted: Sun Aug 03, 2014 9:35 am
by cosmith71
How often does the watchdog timer need to be reset? I thought it was every second. The big delay is the delay(random(1000)) just outside the loop which might be pushing it over the top.

I'm thinking we may need more lightning. Like a chance during most of the cloud. Might be my day-off project. :mrgreen:

--Colin