Tide function (proper use quesiton)
Re: Tide function (proper use quesiton)
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Re: Tide function (proper use quesiton)
I am having trouble with the tide speed call. My speed stays fixed on 50 no matter what time of day. Is this how the code is supposed to operate? I thought this would vary.
Code: Select all
#include <SunLocation.h>
#include <ReefAngel_Features.h>
#include <Globals.h>
#include <RA_Wifi.h>
#include <Wire.h>
#include <OneWire.h>
#include <Time.h>
#include <DS1307RTC.h>
#include <InternalEEPROM.h>
#include <RA_NokiaLCD.h>
#include <RA_ATO.h>
#include <RA_Joystick.h>
#include <LED.h>
#include <RA_TempSensor.h>
#include <Relay.h>
#include <RA_PWM.h>
#include <Timer.h>
#include <Memory.h>
#include <InternalEEPROM.h>
#include <RA_Colors.h>
#include <RA_CustomColors.h>
#include <Salinity.h>
#include <RF.h>
#include <IO.h>
#include <ORP.h>
#include <AI.h>
#include <PH.h>
#include <WaterLevel.h>
#include <Humidity.h>
#include <DCPump.h>
#include <PAR.h>
#include <ReefAngel.h>
#include <Tide.h>
void DrawCustomMain()
{
// the graph is drawn/updated when we exit the main menu &
// when the parameters are saved
ReefAngel.LCD.DrawDate(6, 122);
pingSerial();
#if defined DisplayLEDPWM && ! defined RemoveAllLights
ReefAngel.LCD.DrawMonitor(15, 60, ReefAngel.Params,
ReefAngel.PWM.GetDaylightValue(), ReefAngel.PWM.GetActinicValue());
#else // defined DisplayLEDPWM && ! defined RemoveAllLights
ReefAngel.LCD.DrawMonitor(15, 60, ReefAngel.Params);
#endif // defined DisplayLEDPWM && ! defined RemoveAllLights
pingSerial();
char text[10];
ConvertNumToString(text, ReefAngel.Params.Salinity, 10);
strcat(text, " ");
ReefAngel.LCD.DrawText(DefaultFGColor, DefaultBGColor, 15, 93, "Salinity:");
ReefAngel.LCD.DrawText(DefaultFGColor, DefaultBGColor, 75, 93, text);
pingSerial();
byte TempRelay = ReefAngel.Relay.RelayData;
TempRelay &= ReefAngel.Relay.RelayMaskOff;
TempRelay |= ReefAngel.Relay.RelayMaskOn;
ReefAngel.LCD.DrawOutletBox(12, 103, TempRelay);
}
void DrawCustomGraph()
{
ReefAngel.LCD.DrawGraph(5, 5);
}
////// Place global variable code below here
Tide tide;
byte tideSpeed = tide.CalcTide();
SunLocation sun;
int DaylightPWMValue = 0; // For cloud code
////// Place global variable code above here
// Define Relay Ports by Name
#define MoonLights 1
#define ATOPump 2
#define Unused 3
#define ATOCirculation 4
#define Skimmer 5
#define MainPump 6
#define WhiteLED 7
#define BlueLED 8
void setup()
{
// This must be the first line
ReefAngel.Init(); //Initialize controller
ReefAngel.Use2014Screen(); // Let's use 2014 Screen
ReefAngel.AddSalinityExpansion(); // Salinity Expansion Module
ReefAngel.FeedingModePorts = Port5Bit | Port4Bit | Port6Bit; // Ports toggled in Feeding Mode
ReefAngel.WaterChangePorts = Port5Bit | Port4Bit | Port6Bit; // Ports toggled in Water Change Mode
// Feeeding and Water Change mode speed
ReefAngel.DCPump.FeedingSpeed = 0;
ReefAngel.DCPump.WaterChangeSpeed = 0;
// Ports toggled when Lights On / Off menu entry selected
ReefAngel.LightsOnPorts = Port1Bit | Port7Bit | Port8Bit;
// Ports turned off when Overheat temperature exceeded
ReefAngel.OverheatShutoffPorts = Port7Bit | Port8Bit;
// Use T1 probe as temperature and overheat functions
ReefAngel.TempProbe = T1_PROBE;
ReefAngel.OverheatProbe = T1_PROBE;
// Set the Overheat temperature setting
InternalMemory.OverheatTemp_write(869);
// Feeeding and Water Change mode speed
ReefAngel.DCPump.FeedingSpeed = 0;
ReefAngel.DCPump.WaterChangeSpeed = 0;
// Ports that are always on
ReefAngel.Relay.On(Port2);
ReefAngel.Relay.On(Port4);
ReefAngel.Relay.On(Port5);
ReefAngel.Relay.On(Port6);
////// Place additional initialization code below here
tide.Init(45, 10, 30);
tide.SetWaveLength(12 + SECS_PER_HOUR);
sun.Init(25.6839518, -80.4713138); // Miami, FL
sun.SetOffset(-4, 0, -4, 0); //Offset to get Eastern Time Zone
////// Place additional initialization code above here
}
void loop()
{
CheckCloud();
ReefAngel.PWM.SetChannelRaw(0, DaylightPWMValue);
sun.CheckAndUpdate();
byte w_risehour = sun.GetRiseHour();
byte b_risehour = sun.GetRiseHour(); //Starting Blues an hour before
byte riseminute = sun.GetRiseMinute();
byte w_sethour = sun.GetSetHour();
byte b_sethour = (sun.GetSetHour()) + 1;
byte setminute = sun.GetSetMinute();
char label_rise_hr = sun.GetRiseHour();
char label_rise_min = sun.GetRiseMinute();
char label_set_hr = sun.GetSetHour();
char label_set_min = sun.GetSetMinute();
byte vtDuration = InternalMemory.RFDuration_read();
ReefAngel.StandardLights(Port7, w_risehour, riseminute, w_sethour, setminute);
ReefAngel.StandardLights(Port8, b_risehour, riseminute, b_sethour, setminute);
DaylightPWMValue = PWMSlopeHighRes(w_risehour, riseminute, w_sethour, setminute, 0, 50, 60, 0); //White SunLocation
ReefAngel.PWM.SetChannelRaw(1, PWMSlopeHighRes(b_risehour, riseminute, b_sethour, setminute, 0, 85, 30, 0)); // Blues SunLocation
ReefAngel.StandardLights(Port1, w_sethour, setminute, w_risehour, riseminute); //Moon Lights
ReefAngel.CustomVar[0] = label_rise_hr; //Sunrise time label
ReefAngel.CustomVar[1] = label_rise_min; //Sunrise time label
ReefAngel.CustomVar[2] = label_set_hr; //Sunset time label
ReefAngel.CustomVar[3] = label_set_min; //Sunset time label
ReefAngel.CustomVar[4] = tideSpeed; //Tide speed
ReefAngel.CustomVar[5] = vtDuration; //Tide duration
ReefAngel.DCPump.UseMemory = false;
ReefAngel.DCPump.DaylightChannel = Sync;
ReefAngel.DCPump.ActinicChannel = AntiSync;
ReefAngel.DCPump.Threshold = 20;
////// Place your custom code below here
if (hour() >= 0 && hour() < w_risehour) {
ReefAngel.DCPump.SetMode(Lagoon, tideSpeed, vtDuration);
}
else if (hour() >= w_sethour && hour() <= 24) {
ReefAngel.DCPump.SetMode(Lagoon, tideSpeed, vtDuration);
}
else if (hour() >= w_risehour && hour() <= w_sethour)
{
ReefAngel.DCPump.SetMode(LongPulse, tideSpeed, vtDuration);
}
////// Place your custom code above here
// This should always be the last line
ReefAngel.Portal("CaliFSU");
ReefAngel.ShowInterface();
}
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(9,00)
// 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;
}
>>--Cali-->
Re: Tide function (proper use quesiton)
Ok first off you copied the same mistake someone else made. If you set wavelength to 12 + SECS_PER_HOUR then it will be 72 minutes per high tide to low tide. Should be 12 * ... Unless you're troubleshooting maybe.
Also you only set tideSpeed once when you declare it so it isn't updating. Try setting it inside loop instead. Also you have w_sethour and label_rise_hr which are the same value. You could just consolidate them and reduce the number of variables you need.
Also you only set tideSpeed once when you declare it so it isn't updating. Try setting it inside loop instead. Also you have w_sethour and label_rise_hr which are the same value. You could just consolidate them and reduce the number of variables you need.
Re: Tide function (proper use quesiton)
Lee - thanks for your input. I got it working.
What are you doing to generate the vtDuration number? I wanted to see what I could tie this to in order for it to vary throughout the Tide cycle.
What are you doing to generate the vtDuration number? I wanted to see what I could tie this to in order for it to vary throughout the Tide cycle.
>>--Cali-->
Re: Tide function (proper use quesiton)
I really only change that depending on the mode. If you look at my function RFCustom you'll see where I set it.