Cloud and Lightning Code for Dimming Expansion

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FrozenReef
Posts: 8
Joined: Wed Oct 25, 2017 8:19 pm

Re: Cloud and Lightning Code for Dimming Expansion

Post by FrozenReef »

cosmith71 wrote:Here it is. See this thread for general instructions.

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

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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:

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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.

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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
Is this going to work with the included dimming ports on the star controller? Or only with the dimming expansion. How would i go about changing this to work wit the included ports?
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cosmith71
Posts: 1437
Joined: Fri Mar 29, 2013 3:51 pm
Location: Oklahoma City

Re: Cloud and Lightning Code for Dimming Expansion

Post by cosmith71 »

It should mean only changing this line.

Code: Select all

 ReefAngel.PWM.SetChannelRaw(1,DaylightPWMValue);
I haven't done much with the Star, but it should be possible. Give me a couple of days to look it up, unless someone else knows the function off the top of their head. :D
FrozenReef
Posts: 8
Joined: Wed Oct 25, 2017 8:19 pm

Re: Cloud and Lightning Code for Dimming Expansion

Post by FrozenReef »

This is the function that is controlling my lights if that is any help

ReefAngel.PWM.SetDaylight( PWMSlope( 15,0,22,0,5,30,90,0 ) );

And it appears as though the channels are labeled as such 1-4

DaylightChannel
ActinicChannel
Daylight2Channel
Actinic2Channel

lol not sure if this helps im completely new to this and still learning how all the code works.
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cosmith71
Posts: 1437
Joined: Fri Mar 29, 2013 3:51 pm
Location: Oklahoma City

Re: Cloud and Lightning Code for Dimming Expansion

Post by cosmith71 »

cosmith71 wrote:It should mean only changing this line.

Code: Select all

 ReefAngel.PWM.SetChannelRaw(1,DaylightPWMValue);
I haven't done much with the Star, but it should be possible. Give me a couple of days to look it up, unless someone else knows the function off the top of their head. :D
This is wrong. :(
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cosmith71
Posts: 1437
Joined: Fri Mar 29, 2013 3:51 pm
Location: Oklahoma City

Re: Cloud and Lightning Code for Dimming Expansion

Post by cosmith71 »

FrozenReef
Posts: 8
Joined: Wed Oct 25, 2017 8:19 pm

Re: Cloud and Lightning Code for Dimming Expansion

Post by FrozenReef »

Will try it out tonight. and let you know how it goes.
FrozenReef
Posts: 8
Joined: Wed Oct 25, 2017 8:19 pm

Re: Cloud and Lightning Code for Dimming Expansion

Post by FrozenReef »


so unfortunately this version will not work with the star controller as well.

first set of errors I encountered had to do with the draw for the countdown on the screen and removing that section of code fixed that issue but still had plenty of errors when trying to compile.

Here is what it gave me:


firmware.ino: In function 'void loop()':
firmware.ino:113:65: error: too many arguments to function 'byte PWMSlope(byte, byte, byte, byte, byte, byte, byte, byte)'
ActinicPWMValue=PWMSlope(14,0,23,0,5,60,90,0,ActinicPWMValue);
^
In file included from D:\Arduino\libraries\Salinity/Salinity.h:25:0,
from firmware.ino:1:
D:\Arduino\libraries\Globals/Globals.h:1620:6: note: declared here
byte PWMSlope(byte startHour, byte startMinute, byte endHour, byte endMinute, byte startPWM, byte endPWM, byte Duration, byte oldValue);
^
firmware.ino:114:67: error: too many arguments to function 'byte PWMSlope(byte, byte, byte, byte, byte, byte, byte, byte)'
DaylightPWMValue=PWMSlope(15,0,22,0,5,30,90,0,DaylightPWMValue);
^
In file included from D:\Arduino\libraries\Salinity/Salinity.h:25:0,
from firmware.ino:1:
D:\Arduino\libraries\Globals/Globals.h:1620:6: note: declared here
byte PWMSlope(byte startHour, byte startMinute, byte endHour, byte endMinute, byte startPWM, byte endPWM, byte Duration, byte oldValue);
^
firmware.ino: In function 'void CheckCloud()':
firmware.ino:255:98: error: 'ReversePWMSlope' was not declared in this scope
DaylightPWMValue=ReversePWMSlope(cloudstart,cloudstart+cloudduration,DaylightPWMValue,0,180);
^
firmware.ino:362:3: error: expected '}' at end of input
}
^
exit status 1
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