moved ref_entity
This commit is contained in:
14
motion.py
14
motion.py
@@ -15,6 +15,14 @@ class Motion(Hass):
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def sensor_state(self) -> bool:
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return self.sensor.state == 'on'
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@property
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def ref_entity(self) -> Entity:
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return self.get_entity(self.args['ref_entity'])
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@property
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def ref_entity_state(self) -> bool:
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return self.ref_entity.get_state() == 'on'
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@property
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def off_duration(self) -> timedelta:
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return self.app.off_duration
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@@ -23,8 +31,8 @@ class Motion(Hass):
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self.app: RoomController = self.get_app(self.args['app'])
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self.log(f'Connected to app {self.app.name}')
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self.listen_state(self.callback_light_on, self.args['entity'], new='on')
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self.listen_state(self.callback_light_off, self.args['entity'], new='off')
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self.listen_state(self.callback_light_on, self.ref_entity.entity_id, new='on')
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self.listen_state(self.callback_light_off, self.ref_entity.entity_id, new='off')
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self.sync_state()
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@@ -33,7 +41,7 @@ class Motion(Hass):
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Essentially mimics the `state_change` callback based on the current state of the light.
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"""
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if self.app.entity_state:
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if self.ref_entity_state:
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self.callback_light_on()
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else:
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self.callback_light_off()
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@@ -27,47 +27,47 @@ class RoomController(Hass, Mqtt):
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self.log(f'Setting up input button: {self.friendly_name(ha_button)}')
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self.listen_state(callback=self.activate_any_on, entity_id=ha_button)
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@property
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def entity(self) -> str:
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return self.args['entity']
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# @property
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# def entity(self) -> str:
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# return self.args['entity']
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@property
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def entity_state(self) -> bool:
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return self.get_state(self.entity) == 'on'
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# @property
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# def entity_state(self) -> bool:
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# return self.get_state(self.entity) == 'on'
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@entity_state.setter
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def entity_state(self, new):
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if isinstance(new, str):
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if new == 'on':
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self.turn_on(self.entity)
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elif new == 'off':
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self.turn_on(self.entity)
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else:
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raise ValueError(f'Invalid value for entity state: {new}')
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elif isinstance(new, bool):
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if new:
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self.turn_on(self.entity)
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self.log(f'Turned on {self.friendly_name(self.entity)}')
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else:
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self.turn_off(self.entity)
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self.log(f'Turned off {self.friendly_name(self.entity)}')
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elif isinstance(new, dict):
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if any(isinstance(val, dict) for val in new.values()):
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# self.log(f'Setting scene with nested dict: {new}')
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for entity, state in new.items():
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if state.pop('state', 'on') == 'on':
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# self.log(f'Setting {entity} state with: {state}')
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self.turn_on(entity_id=entity, **state)
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else:
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self.turn_off(entity)
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else:
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if new.pop('state', 'on') == 'on':
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self.turn_on(self.entity, **new)
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else:
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self.turn_off(self.entity)
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# @entity_state.setter
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# def entity_state(self, new):
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# if isinstance(new, str):
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# if new == 'on':
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# self.turn_on(self.entity)
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# elif new == 'off':
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# self.turn_on(self.entity)
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# else:
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# raise ValueError(f'Invalid value for entity state: {new}')
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# elif isinstance(new, bool):
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# if new:
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# self.turn_on(self.entity)
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# self.log(f'Turned on {self.friendly_name(self.entity)}')
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# else:
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# self.turn_off(self.entity)
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# self.log(f'Turned off {self.friendly_name(self.entity)}')
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# elif isinstance(new, dict):
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# if any(isinstance(val, dict) for val in new.values()):
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# # self.log(f'Setting scene with nested dict: {new}')
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# for entity, state in new.items():
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# if state.pop('state', 'on') == 'on':
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# # self.log(f'Setting {entity} state with: {state}')
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# self.turn_on(entity_id=entity, **state)
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# else:
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# self.turn_off(entity)
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# else:
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# if new.pop('state', 'on') == 'on':
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# self.turn_on(self.entity, **new)
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# else:
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# self.turn_off(self.entity)
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else:
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raise TypeError(f'Invalid type: {type(new)}: {new}')
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# else:
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# raise TypeError(f'Invalid type: {type(new)}: {new}')
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def parse_states(self):
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def gen():
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