Can somebody help me translate this javascript into rules DSL?
A friend did this for me, but I’ve been learning everything else in DSL, and I don’t understand this javascript enough to tweak it and change it for other purposes.
The code is supposed to:
1- Calculate a color temperature based on Sun Elevation (with some offsets for clouds and other weather conditions. Lights change from 2200K to 6000K as the Sun goes between -6Deg to 40 Deg elevation)
2 - Apply the calculated color temperature to any light that is currently on.
triggers:
- id: "3"
configuration:
itemName: AstroSunData_Elevation
type: core.ItemStateUpdateTrigger
conditions: []
actions:
- inputs: {}
id: "1"
configuration:
type: application/javascript
script: >+
var logger =
Java.type('org.slf4j.LoggerFactory').getLogger('org.openhab.rule.' +
ctx.ruleUID);
var SunElevation = (itemRegistry.getItem("AstroSunData_Elevation").getState()) + 6;
var Clouds = itemRegistry
.getItem("Localweatherandforecast_Cloudiness")
.getState();
var weatherCond = itemRegistry.getItem("Localweatherandforecast_WeatherCondition").getState()
var weatherID = itemRegistry.getItem("Localweatherandforecast_Current_Conditionid").getState()
var outputstart = 2200;
var outputend = 6000;
var inputstart = 0;
var inputend = 46;
var output =
Math.floor(
Math.min(Math.max((
outputstart +
((outputend - outputstart) / (inputend - inputstart)) *
(SunElevation - inputstart)
), 2200), 6000)
);
var cloudFactor = "801"
if (weatherID == "801") { // few clouds: 11-25%
cloudFactor = Math.floor(output * 0.05);
} else if (weatherID == "802") { // scattered clouds: 25-50%
cloudFactor = Math.floor(output * 0.1);
} else if (weatherID == "803") { // broken clouds: 51-84%
cloudFactor = Math.floor(output * 0.2);
} else if (weatherID == "804") { // overcast clouds: 85-100%
cloudFactor = Math.floor(output * 0.33);
} else if (weatherID == "800") { // clear sky
cloudFactor = 0
} else if (weatherID == "500") { // light rain
cloudFactor = Math.floor(output * 0.05);
} else if (weatherID == "501") { // moderate rain
cloudFactor = Math.floor(output * 0.25);
} else if (weatherID == "502") { // heavy intensity rain
cloudFactor = Math.floor(output * 0.33);
} else if (weatherID == "503") { // very heavy rain
cloudFactor = Math.floor(output * 0.5);
} else if (weatherID == "504") { // extreme rain
cloudFactor = Math.floor(output * 0.6);
} else if (weatherID == "511") { // freezing rain
cloudFactor = Math.floor(output * 0.6);
} else if (weatherID == "520") { // light intensity shower rain
cloudFactor = Math.floor(output * 0.2);
} else if (weatherID == "521") { // shower rain
cloudFactor = Math.floor(output * 0.3);
} else if (weatherID == "522") { // heavy intensity shower rain
cloudFactor = Math.floor(output * 0.4);
} else if (weatherID == "531") { // ragged shower rain
cloudFactor = Math.floor(output * 0.45);
} else {
cloudFactor = Math.floor(output * Clouds * 0.002);
}
// https://openweathermap.org/weather-conditions adjust for type of cloud/atmosphere/rain
var newColourValue = Math.min(Math.max((output - cloudFactor), 2200), 6000);
events.sendCommand('Calculated_ColorTemperature', newColourValue);
var lightLevelGroup = itemRegistry.getItem("gAll_Lights_Brightness");
lightLevelGroup.members.forEach(function (item) {
if (item.getState() > 0) {
var thingName = item.getName().match(/^(.*)_.*/)[1];
events.sendCommand(
thingName + "_ColorTemperature",
newColourValue
);
}
});
logger.info("Colour Temperature rule is running. Calculated Temp is " + output + "K - Cloud Factor (" + weatherCond + ", " + cloudFactor + "K) = " + (output - cloudFactor) + "K, clamped to " + newColourValue + "K");
type: script.ScriptAction
rule "weather and forecast"
when
Item AstroSunData_Elevation changed
then
val SunElevation = AstroSunData_Elevation.state + 6
val Clouds = Localweatherandforecast_Cloudiness.state
val weatherCond = Localweatherandforecast_WeatherCondition.state
val weatherID = Localweatherandforecast_Current_Conditionid.state
val outputstart = 2200
val outputend = 6000
val inputstart = 0
val inputend = 46
val output = Math::floor(Math::min(Math::max((outputstart + ((outputend - outputstart) / (inputend - inputstart)) * (SunElevation - inputstart)), 2200), 6000))
var nFactor = 0
// https://openweathermap.org/weather-conditions adjust for type of cloud/atmosphere/rain
switch(weatherID.toString) {
case "800" : nFactor = 0 // clear sky
case "801" : nFactor = 0.05 // few clouds: 11-25%
case "802" : nFactor = 0.1 // scattered clouds: 25-50%
case "803" : nFactor = 0.2 // broken clouds: 51-84%
case "804" : nFactor = 0.33 // overcast clouds: 85-100%
case "500" : nFactor = 0.05 // light rain
case "501" : nFactor = 0.25 // moderate rain
case "502" : nFactor = 0.33 // heavy intensity rain
case "503" : nFactor = 0.5 // very heavy rain
case "504" : nFactor = 0.6 // extreme rain
case "511" : nFactor = 0.6 // freezing rain
case "520" : nFactor = 0.2 // light intensity shower rain
case "521" : nFactor = 0.3 // shower rain
case "522" : nFactor = 0.4 // heavy intensity shower rain
case "531" : nFactor = 0.45 // ragged shower rain
default : nFactor = Clouds * 0.002
}
val cloudFactor = Math::floor(output * nFactor)
var newColourValue = Math::min(Math::max((output - cloudFactor), 2200), 6000)
Calculated_ColorTemperature.sendCommand(newColourValue)
gAll_Lights_Brightness.members.filter[i|i.state > 0].forEach[item|
gAll_Lights_ColorTemperature.members.filter[j|j.name.contains(item.name)].head.sendCommand(newColourValue)
]
logInfo("colorTemp", "Calculated Temp is {} K - Cloud Factor ({}, {} K) = {} K, clamped to {} K",output, weatherCond, cloudFactor,(output - cloudFactor), newColourValue)
end
You have to create a second Group Item with name gAll_Lights_ColorTemperature and include all items which are related to brightness Items in gAll_Lights_Brightness.
Please be aware that I changed the code slightly (by using switch - case instead of all the if statements)
I did not test the rule, so maybe there are still some issues.
Any suggestions for how to limit the maximum change?
The problem is that when the weather condition changes, the color temperature makes a big step and is very noticable. It should ideeally only make amaximum step of approx 100K per change.
See this graph of what happens - The green line (Calculatede temp) should smoothly transition instead of these big steps.
Uuh, that’s hard…
I would recommend an additional Item and rule. The one rule does the change of Value, another rule gets the change, does a comparison between current value and suggested value, if difference is too big, it starts a timer which does the steps to smoothen the transition.
Been trying to get this working.
The first rule is ok, but the second rule which is supposed to apply the value to all lights that are on is not working for me.
Any ideas?
rule "Sun elevation test"
when
Item testSwitch changed
then
logInfo("Light Color Temperature", "Sun elevation test log")
val SunElevation = (AstroSunData_Elevation.state as Number + 6).intValue
val Number Clouds = Localweatherandforecast_Cloudiness.state
val weatherCond = Localweatherandforecast_WeatherCondition.state
val weatherID = Localweatherandforecast_Current_Conditionid.state
val outputstart = 2200
val outputend = 6000
val inputstart = 0
val inputend = 46
val Number output1 = outputstart + (outputend - outputstart) / (inputend - inputstart) * (SunElevation - inputstart)
val Number output2 = Math.min(Math.max(output1, 2200), 6000)
logInfo("Calulated temperature by Sun elevation", output2.toString)
val Number cloudFactor = Math.floor( (output2.intValue - 2200) * (Clouds.intValue * 0.002))
logInfo("cloudFactor", cloudFactor.toString)
val Number newColourValue = Math.min(Math.max((output2.intValue - cloudFactor.intValue), 2200), 6000)
logInfo("newColourValue", newColourValue.toString)
Calculated_ColorTemperature.sendCommand(newColourValue)
end
rule "Updated Calculated Color" // Send Calculated Color Temperature to all lights thata are ON
when
Item Calculated_ColorTemperature changed
then
logInfo("Updated Calculated Color", "Running Color Temp Update")
gAll_Lights_Brightness.members.filter[i|i.state > 0].forEach[item|
gAll_Lights_ColorTemperature.members.filter[j|j.name.contains(item.name)].head.sendCommand(newState)
]
end
rule "Updated Calculated Color" // Send Calculated Color Temperature to all lights thata are ON
when
Item Calculated_ColorTemperature changed
then
logInfo("Updated Calculated Color", "Running Color Temp Update")
gAll_Lights_Brightness.members.filter[i|(i.state as Number) > 0].forEach[item|
gAll_Lights_ColorTemperature.members.filter[j|j.name.contains(item.name)].head.sendCommand(newState)
]
end
Are the Item names matching (i.e. having Items like MyLight in Group gAll_Lights_Brightness and the matiching Item MyLightColortemp in Group gAll_Lights_ColorTemperature)?
Yes. They have the same name except for the last piece.
Is this why it isn’t working? Because it’s trying to match the whole name including the ‘_Brightness’ bit?
That’ pretty self-evident. One of your Items does not yet have a valid state.
That’s always a possibility e.g. a device is unplugged etc. You can code around it by testing before trying to handle it as number.
Your last question was about string manipulation, not filters.
Item with name fred_banana.
Item with name fred_apple.
If you have source Item fred_banana, how do you make “fred_apple”?
val targetSubstring = sourceItem.name.split("_")
// that creates an array with parts "fred" and "banana"
// part 0 and part 1 respectively
val targetItemName = targetSubstring.get(0) + "_apple"
// we can pick one part and just stitch strings together
// now we have a string "fred_apple"
// that's just a string
// we can do limited stuff with an Item name string
sendCommand(targetItemName, "ON")
// but often you'll want to get the actual Item
val directItem = ScriptServiceUtil.getItemRegistry.getItem(targetItemName)
// but this will blow up and stop the rule if that Item does not exist
val searchItem = gSomeGroup.members.findFirst[ j | j.name == targetItemName]
// .findFirst[ ] is just a handy shortcut version of .filter[ ].head
// this will return null if it doesn't exist
// allowing your rule to continue and deal with it gracefully
if (searchItem === null) {
logInfo("test", "Oh dear, Item " + targetItemName + " not found")
}
Thanks. I think this is what was asking for. However, after thinking about this, trying to apply this to my problem doesn’t work. For example, Kitchen_Ceiling_Light_Brightness and Hall_Lamp have a different number of splits, so I can’t use a set number of splits to get the right bit.
Where can I find the refences to these things like .name .split .get(0) .head? I can’t find it in the documentation. I’m wondering if I can somehow get the last split and then replace it with _ColorTemperature.
Sorry for any vagueness. I had logged everything out to get to this point and this is the last piece I’m not sure how to break down and test.
The rule is triggering and I have been monitoring the logs, but no further errors are being shown.
I added a log to this filter at the end so it looks like
logInfo("Updated Calculated Color", "Running Color Temp Update")
gAll_Lights_Brightness.members.filter[i|(i.state as Number) > 0].forEach[item|
gAll_Lights_ColorTemperature.members.filter[j|j.name.contains(item.name)].head.sendCommand(newState)
logInfo("loggerName", item.toString)
]
And in the logs, when the rule triggers, I get a log line for each light that is on which looks like
I believe this is the full item object being listed from the first filter. But I can’t see how I get from this to the second part, changing _Brightness for _ColorTemperature to get the right item name.
newState is the new state of the CalculatedColorTemperature item that triggers the rule