Sun.Init & Lighting duration on & off

Related to the development libraries, released by Curt Binder

Posts: 111
Joined: Thu Jun 28, 2012 1:46 pm
PostPosted: Sat May 13, 2017 8:16 am
Hi everyone. Doing a little bit of house cleaning on my code and wanted to get more dynamic flow and lighting set up correctly and had a quick question if possible. I believe I am not using the sun routines properly. I've included my code but I believe while I am calling the routines I'm overwriting them in the end.

I am calling Tide and SunLocation and setting some basic vars.

I don't recall why I have byte PWMChannel 6 set, but probably to tell something I am using the expansion. I am with pumps being run on the daylight/actinic channels.

I set ports - hopefully correctly. Then move to tide init and sun init (long/lat for my area).

Question 1: In the void loop I am setting the LED power to start and stop at a set time using StandarLights (set by wizard). This is the first area I was wondering about. If I use Sun/Moon is this necessary?

Question 2: After that I am using PWMChannel 0 - 4 (only using 4 of the 6 expansion) to set when it turns on, ends, and percentages. Again, I think this is overwriting sun routines or guessing anyway.

I now do a bunch of tide stuff (which I also think is wrong) and set sun parameters. Check clouds, check sun, set daylight/actinic channels sync (which I think is in the wrong area), then Set Chanel PWM stuff and go into if else for random waves (which I need to fix).

Comment: While I see I'm setting sun and checking updates I don't think it is being used. Am I missing a function or calling/setting it wrong? I believe I am. Thanks for any guidance.

Code: Select all
#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 <ReefAngel.h>
#include <Moon.h>
#include <Tide.h>  // testing for tide control
#include <SunLocation.h>

////// Place global variable code below here
Tide tide;  // testing for tide control
SunLocation sun;

byte  PWMChannel[6];

////// Place global variable code above here

void setup()
    // This must be the first line
    ReefAngel.Init();  //Initialize controller
    ReefAngel.AddStandardMenu();  // Add Standard Menu
    ReefAngel.AddPHExpansion(); // pH Expansion Module

 // Ports toggled in Feeding Mode
 ReefAngel.FeedingModePorts = Port1Bit | Port5Bit | Port6Bit | Port7Bit | Port8Bit;
 // Ports toggled in Water Change Mode
 ReefAngel.WaterChangePorts = Port1Bit | Port5Bit | Port6Bit | Port7Bit | Port8Bit;
 // Ports toggled when Lights On / Off menu entry selected
 ReefAngel.LightsOnPorts = 0;
 // 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( 819 );

 // Feeeding and Water Change mode speed
 // Ports that are always on
 ReefAngel.Relay.On( Port1 );  // skimmer
 // ReefAngel.Relay.On( Port4 );  // LED Fans
 ReefAngel.Relay.On( Port5 );  // RW 4 left side facing tank
 ReefAngel.Relay.On( Port6 );  // RW 4 right side facing tank
    ////// Place additional initialization code below here
    tide.Init(40, 5, 10);
    sun.Init(38.5791, 121.1939); // Rancho Cordova, Ca   

    ////// Place additional initialization code above here

void loop()
   ReefAngel.DCPump.UseMemory = false;
    ReefAngel.StandardLights( Port2,9,0,21,0 ); // power to LED power supply
    ReefAngel.StandardLights( Port3,8,0,22,0 ); // LED bar
    ReefAngel.StandardLights( Port4,9,0,21,0 ); // LED fans
    ReefAngel.StandardHeater( Port7,750,800 );
    ReefAngel.StandardHeater( Port8,750,800 );
    // Channel 0 (1000mA max) - 5 Neutral White
    // Channel 1 (1000mA max) - 6 Royal Blue + 5 Blue
    // Channel 2 (700mA max) - 12 Lime
    // Channel 3 (700mA max) - 5 Violet UV + 4 Deep Red (660nm)

    ////// Place your custom code below here
   byte tideSpeed = tide.CalcTide();
   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.DCPump.DaylightChannel = Sync;
    ReefAngel.DCPump.ActinicChannel = AntiSync;

    ReefAngel.DCPump.Threshold = 40; 

 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(Lagoon, tideSpeed, vtDuration);
    ////// Place your custom code above here

    // This should always be the last line
 ReefAngel.Portal( "saf1" );
 ReefAngel.DDNS( "" ); // Your DDNS is

// 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 45

 // 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 1

 // Maximum number of clouds that can happen per day
#define Max_Clouds_per_Day 4

 // 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(21,30)

 // 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 65

 // Channels used by the actinic LEDs on the PWM Expansion module
 // These channels will not be dimmed when the cloud effect is triggered
 // Number is a binary form. B001100 means channel 2 and 3 are used for actinics
//#define Actinic_Channels B000001  // Original sample code values
#define Actinic_Channels B000001

 // Channels used by the daylight LEDs on the PWM Expansion module
 // These channels will be used for the spike when lightning effect is triggered
 // Number is a binary form. B000011 means channel 0 and 1 are used for daylights
//#define Daylight_Channels B000010  // Original sample code values
#define Daylight_Channels B000010

 // 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)
 if (hour()==0 && minute()==0 && second()==1 && cloudchance==255)
 //Pick a random number between 0 and 99
 // 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
 // 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.
 // pick a random number for the cloud duration of first cloud.
 //Pick a random number between 0 and 99
 // 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))
 // let's go through all channels to pick which ones will be dimmed
 for (int a=0;a<6;a++)
 if (bitRead(Actinic_Channels,a)==0)
 // this will slope down the channel from the current PWM to 0 within 3minutes.
 // then it will stay at 0 for the duration of the cycle
 // and finally slope up from 0 to PWM value within 3 minutes
 // it is basically an inversed slope
 if (lightningchance && (NumMins(hour(),minute())==(cloudstart+(cloudduration/2))) && second()<5)
 for (int b=0;b<6;b++)
 if (bitRead(Daylight_Channels,b)==1)
 if (random(100)<20) lightningstatus=1;
 else lightningstatus=0;
 if (lightningstatus) PWMChannel[b]=100;
 else PWMChannel[b]=0;
 if (NumMins(hour(),minute())>(cloudstart+cloudduration))
 if (cloudindex < numclouds)
 // pick a random number for the cloud duration of first cloud.
 //Pick a random number between 0 and 99
 // 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()))
 if (cloudchance && (NumMins(hour(),minute())<cloudstart))
 int x=0;
 if ((cloudstart/60)>=10) x=11; else x=17;
 if ((cloudstart%60)>=10) x=29; else x=35;
 if (lightningchance)
 int x=0;
 if (((cloudstart+(cloudduration/2))/60)>=10) x=51; else x=57;
 if (((cloudstart+(cloudduration/2))%60)>=10) x=69; else x=75;

byte ReversePWMSlope(long cstart,long cend,byte PWMStart,byte PWMEnd, byte clength)
 long n=elapsedSecsToday(now());
 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;

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