Page 1 of 4

Cloud and Lightning Code for Dimming Expansion

Posted: Sun Jun 21, 2015 12:16 pm
by cosmith71
Here it is. See this thread for general instructions.

Up in the globals section (somewhere before void setup()) add this line:

Code: Select all

int DaylightPWMValue=0;        // For cloud code
In your loop, you need to find whatever function is controlling your white lights and set it to the DaylightPWMValue variable. For example, I use something like this:

Code: Select all

DaylightPWMValue=PWMSlopeHighRes(10,30,22,0,0,85,60,0);
 CheckCloud();
 ReefAngel.PWM.SetChannelRaw(1,DaylightPWMValue);
Which is a high res (12 bit) slope that starts at 1030, runs until 2200, starts at 0%, ends at 85%, and takes 60 minutes to ramp up and down. If this part confuses you, post your lighting control code and I can help you with it.

Essentially what this section does is set the baseline lighting for when there is no cloud going on. This is your everyday lighting routine.

At the very end of your code, after the final }, paste in all this stuff.

Code: Select all

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 7

  // Minimum number of clouds that can happen per day
#define Min_Clouds_per_Day 1

  // Maximum number of clouds that can happen per day
#define Max_Clouds_per_Day 2

  // 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 result 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:  { Calm, 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[] = {Mega2,Mega,Mega};

  // 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/40.95,0,180)*40.95;
      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)
        {
          // Send the trigger 
          Strike();
          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)
        {
          Strike();
        }
        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)
        {
          Strike();

          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=4095; 
          }
          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;
    }
  }   
}

void Strike()
{
  int a=random(1,5);    // Pick a number of consecutive flashes from 1 to 4.  
  for (int i=0; i<a; i++)
  {
    // Flash on
    int newdata=4095;
    Wire.beginTransmission(0x40);      // Address of the dimming expansion module
    Wire.write(0x8+(4*1));             // 0x8 is channel 0, 0x12 is channel 1, etc.  I'm using channel 1.
    Wire.write(newdata&0xff);          // Send the data 8 bits at a time.  This sends the LSB
    Wire.write(newdata>>8);            // This sends the MSB
    Wire.endTransmission();
    
    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
    
    // Flash off.  Return to baseline.
    newdata=ReefAngel.PWM.GetChannelValueRaw(1);   // Use the channel number you're flashing here
    Wire.beginTransmission(0x40);    // Same as above
    Wire.write(0x8+(4*1));
    Wire.write(newdata&0xff);
    Wire.write(newdata>>8);
    Wire.endTransmission();
    
    delay(random(30,50));                // Wait from 30 to 49 ms 
    wdt_reset();    // Reset watchdog timer to avoid re-boots
  }
}

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 (int) PWMStart;
}

As written, this flashes channel 1 on the standard 6 channel Dimming Expansion Module.

This version does not write times to the screen. That option does not work well with the new screen functions. It will write the times into the custom variables so you can see them on the portal.

What's new:

Lightning generator broken out into its own function strike() since it's somewhat longer and more complicated now for the dimming module.

Everything is in 12 bit hi-res now. This pretty much breaks "Slow" mode. I should probably just depreciate it.

As always, ask away with any questions or comments.

--Colin

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Sun Jun 21, 2015 12:17 pm
by cosmith71
Reserved for future use.

--Colin

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Sun Jun 21, 2015 12:31 pm
by Sacohen
Awesome Colin.
I just need to get some time to mod my lights for the control.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Mon Jun 22, 2015 8:49 am
by lnevo
I still want slow mode :)

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Mon Jun 22, 2015 9:37 pm
by MDB1029
Are you able to use this along with the sunlocation code?

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jun 23, 2015 2:44 am
by cosmith71
Probably not without modification.

--Colin

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jun 23, 2015 2:49 am
by cosmith71
lnevo wrote:I still want slow mode :)
Fixed, just for you. :D

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jun 23, 2015 7:53 am
by lnevo
I think Steve would have needed it too, he just doesn't know it yet.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jun 23, 2015 8:02 am
by Sacohen
OK. Thanks????

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jun 23, 2015 3:22 pm
by lnevo
Your hacking blacboxes yes?

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jun 23, 2015 3:43 pm
by Sacohen
Not yet. Still trying to set up the 90 gallon.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jul 07, 2015 10:50 am
by Sacohen
Colin;

How would you write this if you wanted to control 2 channels.
I have my white (Daylights) set up on Channel 0 and 2.
Would it be like this...

Code: Select all

int DaylightPWMValue=0;        // For cloud code
int DaylightPWMValue=2;        // For cloud code
or this

Code: Select all

int DaylightPWMValue=0,2;        // For cloud code

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jul 07, 2015 11:33 am
by cosmith71
No, it'll take a little more than that. It'll take a modification to the strike() subroutine to add the extra channel. I'll see if I can come up with something tonight after work.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jul 07, 2015 11:34 am
by Sacohen
Thanks.
Also the 2 white channels are offset by 30 min so would the strikes be on sync or not?

My lighting is setup like this.

ReefAngel.StandardLights( Actinic_Lights,12,0,22,0 );
ReefAngel.StandardLights( Day_Lights,12,30,21,0 );

//East to West Sunrise/Sunset Dimming
ReefAngel.PWM.SetChannel( 0, PWMSlope(12,30,20,30,0,100,60,0) );
ReefAngel.PWM.SetChannel( 1, PWMSlope(12,0,21,30,0,100,60,0) );
ReefAngel.PWM.SetChannel( 2, PWMSlope(13,0,21,0,0,100,60,0) );
ReefAngel.PWM.SetChannel( 3, PWMSlope(12,30,22,0,0,100,60,0) );

The first part just turns the relay ports on and off, but the 2nd part is the east to west dimming.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jul 07, 2015 11:42 am
by cosmith71
Are you using fast drivers?

--Colin

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jul 07, 2015 11:51 am
by Sacohen
I think they are slow drivers that is why Lee wanted the slow mode and said
lnevo wrote:I think Steve would have needed it too, he just doesn't know it yet.
I'm using the Evergrow Dimmable Full Spectrum D2120

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Tue Jul 07, 2015 6:08 pm
by lnevo
Following

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Wed Jul 08, 2015 3:07 am
by cosmith71
That complicates things a bit more since Slow is handled differently. Give me a little more time to write it up.

--Colin

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Wed Jul 08, 2015 3:36 am
by Sacohen
No problem.
Thank you.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Wed Jul 08, 2015 3:55 am
by cosmith71
I have it worked out in my head, just have a 12 hour work shift today. :D

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Wed Jul 08, 2015 4:09 am
by Sacohen
That's great.
Hope your shift is not to difficult.
No rush.
Whenever you can get it together.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Thu Jul 09, 2015 7:49 am
by cosmith71
OK. I wasn't able to test, but I think this should do it.

Up in globals:

Code: Select all

int DaylightPWMValue0=0;        // For cloud code, channel 0
int DaylightPWMValue2=0;        // For cloud code, chennel 2
Replace your lighting code in loop() with this:

Code: Select all

ReefAngel.PWM.SetChannel( 1, PWMSlopeHighRes(12,0,21,30,0,100,60,0) );  // Schedule for blues
ReefAngel.PWM.SetChannel( 3, PWMSlopeHighRes(12,30,22,0,0,100,60,0) );

DaylightPWMValue0=PWMSlopeHighRes(12,30,20,30,0,100,60,0);    //  Default for whites
DaylightPWMValue2=PWMSlopeHighRes(13,0,21,0,0,100,60,0);
CheckCloud();    //  Check for cloud and slow lightning.
ReefAngel.PWM.SetChannelRaw(0,DaylightPWMValue0);  //  Write values for either default or cloud/slow
ReefAngel.PWM.SetChannelRaw(2,DaylightPWMValue2);  //  lightning if it's time.
And here's the stuff at the end.

Code: Select all

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 7

  // Minimum number of clouds that can happen per day
#define Min_Clouds_per_Day 1

  // Maximum number of clouds that can happen per day
#define Max_Clouds_per_Day 2

  // 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 result 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:  { Calm, 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[] = {Mega2,Mega,Mega};

  // 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))
    {
      DaylightPWMValue0=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue0/40.95,0,180)*40.95;
      DaylightPWMValue2=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue2/40.95,0,180)*40.95;

      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)
        {
          // Send the trigger 
          Strike();
          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)
        {
          Strike();
        }
        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)
        {
          Strike();

          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)
          {
            DaylightPWMValue0=4095; 
            DaylightPWMValue2=4095;
          }
          else 
          {
            DaylightPWMValue0=0;
            DaylightPWMValue2=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;
    }
  }   
}

void Strike()
{
  int a=random(1,5);    // Pick a number of consecutive flashes from 1 to 4.  
  for (int i=0; i<a; i++)
  {
    // Flash on
    int newdata=4095;
    Wire.beginTransmission(0x40);      // Address of the dimming expansion module
    Wire.write(0x8+(4*0));             // 0x8 is channel 0, 0x12 is channel 1, etc.  This is channel 0.
    Wire.write(newdata&0xff);          // Send the data 8 bits at a time.  This sends the LSB
    Wire.write(newdata>>8);            // This sends the MSB
    Wire.endTransmission();
    
    Wire.beginTransmission(0x40);      // Address of the dimming expansion module
    Wire.write(0x8+(4*2));             // 0x8 is channel 0, 0x12 is channel 1, etc.  This is channel 2.
    Wire.write(newdata&0xff);          // Send the data 8 bits at a time.  This sends the LSB
    Wire.write(newdata>>8);            // This sends the MSB
    Wire.endTransmission();
    
    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
    
    // Flash off.  Return to baseline.
    newdata=ReefAngel.PWM.GetChannelValueRaw(0);   // Use the channel number you're flashing here
    Wire.beginTransmission(0x40);    // Same as above
    Wire.write(0x8+(4*0));
    Wire.write(newdata&0xff);
    Wire.write(newdata>>8);
    Wire.endTransmission();
    
    newdata=ReefAngel.PWM.GetChannelValueRaw(2);   // Use the channel number you're flashing here
    Wire.beginTransmission(0x40);    // Same as above
    Wire.write(0x8+(4*2));
    Wire.write(newdata&0xff);
    Wire.write(newdata>>8);
    Wire.endTransmission();
    
    delay(random(30,50));                // Wait from 30 to 49 ms 
    wdt_reset();    // Reset watchdog timer to avoid re-boots
  }
}

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 (int) PWMStart;
}
Let me know how it works. This code should also work for fast drivers on channels 0 and 2 for the other modes.

--Colin

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Thu Jul 09, 2015 8:05 am
by Sacohen
Thanks Colin.

I'll try to test it tonight.
If not definitely over the weekend.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Fri Jul 10, 2015 10:00 pm
by lnevo
There's some errors in the code.

DaylightPWMValue=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue/40.95,0,180)*40.95;

I guess this is the line that does the cloud but you want to do it for both and this one is never declared so I'm guessing
DaylightPWMValue0=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue0/40.95,0,180)*40.95;
DaylightPWMValue2=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue2/40.95,0,180)*40.95;

Colin, I need a way to call the cloud/lightning routine on demand. What you got for me? I haven't read through the code enough to comprehend that yet.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Sat Jul 11, 2015 5:05 am
by cosmith71
Ooops, missed that part. It's fixed now.

Give me a bit on the on-demand. I have an idea.

--Colin

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Sat Jul 11, 2015 3:02 pm
by lnevo
I actually added two more variables for my actinics and using another function to do an override (for presets 60/40 80/20, etc.)

I want one of those relays to trigger a cloud/lightning and then I think my life will be complete :)

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Sat Jul 11, 2015 11:56 pm
by Sacohen
I got the a 'DaylightPWMValue' error was not declared in this scope on DaylightPWMValue0=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue/40.95,0,180)*40.95;

Also when you say the last stuff goes "At the very end, outside of loop() and past everything else add this.", is that after the...

void DrawCustomGraph()
{
}

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Sun Jul 12, 2015 4:47 am
by cosmith71
Ooops, fixed.

Put it at the very end of everything. You technically could put it before void DrawCustomGraph() but it's easier if you just put it at the very end of the sketch.

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Sun Jul 12, 2015 2:38 pm
by cosmith71
On demand cloud. It's a little dirty, but it works.

Code: Select all

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 7

  // Minimum number of clouds that can happen per day
#define Min_Clouds_per_Day 1

  // Maximum number of clouds that can happen per day
#define Max_Clouds_per_Day 2

  // 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 result 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:  { Calm, 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[] = {Mega2,Mega,Mega};

  // 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)
  {
     if (ReefAngel.Relay.Status(Port6))      // Change this to whatever port you want to use as a trigger.
    {
      cloudstart = NumMins(hour(), minute());
      ReefAngel.Relay.Override(Port6,2);    // Here, too.
    }
    
    //is it time for cloud yet?
    if (NumMins(hour(),minute())>=cloudstart && NumMins(hour(),minute())<(cloudstart+cloudduration))
    {
      DaylightPWMValue0=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue0/40.95,0,180)*40.95;
      DaylightPWMValue2=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue2/40.95,0,180)*40.95;

      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)
        {
          // Send the trigger 
          Strike();
          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)
        {
          Strike();
        }
        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)
        {
          Strike();

          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)
          {
            DaylightPWMValue0=4095; 
            DaylightPWMValue2=4095;
          }
          else 
          {
            DaylightPWMValue0=0;
            DaylightPWMValue2=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;
    }
  }   
}

void Strike()
{
  int a=random(1,5);    // Pick a number of consecutive flashes from 1 to 4.  
  for (int i=0; i<a; i++)
  {
    // Flash on
    int newdata=4095;
    Wire.beginTransmission(0x40);      // Address of the dimming expansion module
    Wire.write(0x8+(4*0));             // 0x8 is channel 0, 0x12 is channel 1, etc.  This is channel 0.
    Wire.write(newdata&0xff);          // Send the data 8 bits at a time.  This sends the LSB
    Wire.write(newdata>>8);            // This sends the MSB
    Wire.endTransmission();
    
    Wire.beginTransmission(0x40);      // Address of the dimming expansion module
    Wire.write(0x8+(4*2));             // 0x8 is channel 0, 0x12 is channel 1, etc.  This is channel 2.
    Wire.write(newdata&0xff);          // Send the data 8 bits at a time.  This sends the LSB
    Wire.write(newdata>>8);            // This sends the MSB
    Wire.endTransmission();
    
    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
    
    // Flash off.  Return to baseline.
    newdata=ReefAngel.PWM.GetChannelValueRaw(0);   // Use the channel number you're flashing here
    Wire.beginTransmission(0x40);    // Same as above
    Wire.write(0x8+(4*0));
    Wire.write(newdata&0xff);
    Wire.write(newdata>>8);
    Wire.endTransmission();
    
    newdata=ReefAngel.PWM.GetChannelValueRaw(2);   // Use the channel number you're flashing here
    Wire.beginTransmission(0x40);    // Same as above
    Wire.write(0x8+(4*2));
    Wire.write(newdata&0xff);
    Wire.write(newdata>>8);
    Wire.endTransmission();
    
    delay(random(30,50));                // Wait from 30 to 49 ms 
    wdt_reset();    // Reset watchdog timer to avoid re-boots
  }
}

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 (int) PWMStart;
}
The difference is this section here.

Code: Select all

 if (ReefAngel.Relay.Status(Port6))      // Change this to whatever port you want to use as a trigger.
    {
      cloudstart = NumMins(hour(), minute());
      ReefAngel.Relay.Override(Port6,2);    // Here, too.
    }
Change to whichever port you want to use as a trigger. You can use a port on a non-existent relay box. If that port is turned on, the cloud will start. There has to be a chance of clouds for that day and it will use whatever lightning type is next up (if you're using multiple types).

--Colin

Re: Cloud and Lightning Code for Dimming Expansion

Posted: Sun Jul 12, 2015 3:30 pm
by Sacohen
Very cool Colin.
I haven't had a chance to try the cloud and lightning code yet because I had some issue with my tank that I've been trying to work out this weekend, but I can't wait to.

The on demand feature is very awesome.