transferred original controller
This commit is contained in:
382
room_control.py
Executable file
382
room_control.py
Executable file
@@ -0,0 +1,382 @@
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from copy import deepcopy
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from datetime import time, timedelta
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from typing import Dict, List, Tuple, Union
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import astral
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from appdaemon.plugins.hass.hassapi import Hass
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from continuous import Continuous
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class RoomController(Hass):
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"""Class for linking an light with a motion sensor.
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- Separate the turning on and turning off functions.
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- Use the state change of the light to set up the event for changing to the other state
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- `handle_on`
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- `handle_off`
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- When the light comes on, check if it's attributes match what they should, given the time.
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"""
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def initialize(self):
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self.state_change_handle = self.listen_state(self.handle_state_change, self.entity)
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self.refresh_state_times()
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self.sync_state()
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self.run_daily(callback=self.refresh_state_times, start='00:00:00')
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self.app_entities = self.gather_app_entities()
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if (button := self.args.get('button')):
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if not isinstance(button, list):
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button = [button]
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for button in button:
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self.log(f'Setting up button: {button}')
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self.listen_event(self.handle_button, event='deconz_event', id=button)
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if (door := self.args.get('door')):
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door_entity = self.get_entity(door)
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self.log(f'Setting up door: {door_entity.friendly_name}')
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self.listen_state(
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callback=self.activate_all_off,
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entity_id=door,
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new='on'
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)
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@property
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def sensor(self) -> str:
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return self.args['sensor']
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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 off_duration(self) -> timedelta:
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"""Determines the time that the motion sensor has to be clear before deactivating
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Priority:
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- Value in scene definition
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- Default value
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- Normal - value in app definition
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- Sleep - 0
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"""
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duration_str = self.current_state().get(
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'off_duration',
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self.args.get('off_duration', '00:00:00')
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)
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try:
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hours, minutes, seconds = map(int, duration_str.split(':'))
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return timedelta(hours=hours, minutes=minutes, seconds=seconds)
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except Exception:
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return timedelta()
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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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else:
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raise TypeError(f'Invalid type: {type(new)}: {new}')
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@property
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def is_stateful(self):
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return 'scene' in self.args and isinstance(self.args['scene'], (list, dict))
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def parse_states(self):
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def gen():
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for state in deepcopy(self.args['scene']):
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if (time := state.get('time')):
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state['time'] = self.parse_time(time)
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elif isinstance((elevation := state.get('elevation')), (int, float)):
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assert 'direction' in state, f'State needs a direction if it has an elevation'
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if state['direction'] == 'rising':
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dir = astral.SunDirection.RISING
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elif state['direction'] == 'setting':
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dir = astral.SunDirection.SETTING
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else:
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raise ValueError(f'Invalid sun direction: {state["direction"]}')
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state['time'] = self.AD.sched.location.time_at_elevation(
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elevation=elevation, direction=dir
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).time()
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else:
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raise ValueError(f'Missing time')
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yield state
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states = sorted(gen(), key=lambda s: s['time'])
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return states
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def current_state(self, time: time = None):
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if self.sleep_bool:
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if (state := self.args.get('sleep_state')):
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return state
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else:
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time = time or self.get_now().time()
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for state in self.states[::-1]:
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if state['time'] <= time:
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return state
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else:
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return self.states[-1]
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def current_scene(self, time: time = None):
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return self.current_state(time=time)['scene']
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def gather_app_entities(self) -> List[str]:
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"""Returns a list of all the entities involved in any of the states
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"""
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def gen():
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for settings in deepcopy(self.args['scene']):
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# dt = self.parse_time(settings.pop('time'))
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if (scene := settings.get('scene')):
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if isinstance(scene, str):
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yield from self.get_entity(scene).get_state('all')['attributes']['entity_id']
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else:
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yield from scene.keys()
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else:
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yield self.args['entity']
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return list(set(gen()))
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@property
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def all_off(self) -> bool:
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""""All off" is the logic opposite of "any on"
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Returns:
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bool: Whether all the lights associated with the app are off
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"""
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return all(self.get_state(entity) != 'on' for entity in self.app_entities)
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@property
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def any_on(self) -> bool:
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""""Any on" is the logic opposite of "all off"
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Returns:
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bool: Whether any of the lights associated with the app are on
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"""
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return any(self.get_state(entity) == 'on' for entity in self.app_entities)
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@property
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def delay(self) -> timedelta:
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try:
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hours, minutes, seconds = map(int, self.args['delay'].split(':'))
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return timedelta(hours=hours, minutes=minutes, seconds=seconds)
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except Exception:
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return timedelta()
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@property
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def sleep_bool(self) -> bool:
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if (sleep_var := self.args.get('sleep')):
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return self.get_state(sleep_var) == 'on'
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else:
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# self.log('WARNING')
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return False
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@sleep_bool.setter
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def sleep_bool(self, val) -> bool:
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if (sleep_var := self.args.get('sleep')):
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if isinstance(val, str):
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self.set_state(sleep_var, state=val)
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elif isinstance(val, bool):
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self.set_state(sleep_var, state='on' if val else 'off')
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else:
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raise ValueError('Sleep variable is undefined')
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def sync_state(self):
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"""Synchronizes the callbacks with the state of the light.
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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.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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def listen_motion_on(self):
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"""Sets up the motion on callback to activate the room
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"""
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self.log(f'Waiting for motion on {self.friendly_name(self.sensor)} to turn on {self.friendly_name(self.entity)}')
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self.motion_on_handle = self.listen_state(
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callback=self.activate,
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entity_id=self.sensor,
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new='on',
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oneshot=True
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)
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def listen_motion_off(self, duration: timedelta):
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"""Sets up the motion off callback to deactivate the room
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"""
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self.log(f'Waiting for motion to stop on {self.friendly_name(self.sensor)} for {duration} to turn off {self.friendly_name(self.entity)}')
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self.motion_off_handle = self.listen_state(
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callback=self.deactivate,
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entity_id=self.sensor,
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new='off',
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duration=duration.total_seconds(),
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oneshot=True
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)
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def handle_state_change(self, entity=None, attribute=None, old=None, new=None, kwargs=None):
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"""Callback attached to the state change of the light.
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"""
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if new == 'on':
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self.callback_light_on(entity, attribute, old, new, kwargs)
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elif new == 'off':
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self.callback_light_off(entity, attribute, old, new, kwargs)
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else:
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self.log(f'Unknown state: {new}')
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def callback_light_on(self, entity=None, attribute=None, old=None, new=None, kwargs=None):
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"""Called when the light turns on
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"""
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self.log('Light on callback')
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self.cancel_motion_callback(new='on')
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self.listen_motion_off(self.off_duration)
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def callback_light_off(self, entity=None, attribute=None, old=None, new=None, kwargs=None):
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"""Called when the light turns off
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"""
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self.log('Light off callback')
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self.cancel_motion_callback(new='off')
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self.listen_motion_on()
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def activate(self, *args, **kwargs):
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self.log('Activating')
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scene = self.current_scene()
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if isinstance(scene, str):
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self.turn_on(scene)
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self.log(f'Turned on scene: {scene}')
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elif isinstance(scene, dict):
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# makes setting the state to 'on' optional in the yaml definition
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for entity, settings in scene.items():
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if 'state' not in settings:
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scene[entity]['state'] = 'on'
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self.call_service('scene/apply', entities=scene, transition=0)
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self.log(f'Applied scene: {scene}')
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elif scene is None:
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self.log(f'No scene, ignoring...')
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# Need to act as if the light had just turned off to reset the motion (and maybe other things?)
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self.callback_light_off()
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else:
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self.log(f'ERROR: unknown scene: {scene}')
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def activate_all_off(self, *args, **kwargs):
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if self.all_off:
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self.activate()
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else:
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self.log(f'Skipped activating - everything is not off')
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def activate_any_on(self, kwargs):
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if self.any_on:
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self.activate()
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else:
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self.log(f'Skipped activating - everything is not off')
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def deactivate(self, *args, **kwargs):
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self.log('Deactivating')
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for entity in self.app_entities:
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self.turn_off(entity)
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self.log(f'Turned off {entity}')
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def refresh_state_times(self, *args, **kwargs):
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"""Resets the `self.states` attribute to a newly parsed version of the states.
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Parsed states have an absolute time for a certain day.
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"""
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# re-parse the state strings into times for the current day
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self.states = self.parse_states()
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# schedule the transitions
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for state in self.states:
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dt = str(state['time'])[:8]
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self.log(f'Scheduling transition at: {dt}')
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try:
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self.run_at(callback=self.activate_any_on, start=dt)
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except ValueError:
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# happens when the callback time is in the past
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pass
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except Exception as e:
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self.log(f'Failed with {type(e)}: {e}')
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def handle_button(self, event_name, data, kwargs):
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# event 1002 is a single button press
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if data['event'] == 1002:
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self.log(f'{data["id"]} single click')
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if self.entity_state:
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self.deactivate()
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else:
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self.activate()
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# event 1001 is a long press start
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elif data['event'] == 1001:
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self.log(f'{data["id"]} long press down')
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if 'delay' in self.args and self.entity_state:
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self.cancel_motion_callback(new='off')
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self.listen_motion_off(self.delay)
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self.turn_on(self.entity, brightness_pct=100)
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# event 1004 is a double click
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elif data['event'] == 1004:
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self.log(f'{data["id"]} double click')
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if 'sleep' in self.args:
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self.sleep_bool = not self.sleep_bool
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# self.cancel_motion_callback(new='off')
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# self.callback_light_on()
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self.activate()
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def get_app_callbacks(self, name: str = None):
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name = name or self.name
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for app_name, callbacks in self.get_callback_entries().items():
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if app_name == name:
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return callbacks
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def get_motion_callback(self):
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return {
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handle: info
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for handle, info in self.get_app_callbacks().items()
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if info['entity'] == self.sensor
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}
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def cancel_motion_callback(self, new: str):
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for handle, info in self.get_motion_callback().items():
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if f'new={new}' in info['kwargs']:
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self.log(f'Cancelling callback for {info}')
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self.cancel_listen_state(handle)
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