Part of Xtend’s way to process Lists. Their docs are all over the place though. It’s a layer on top of Java’s Stream API. I’ve consolidated this at the following DP.
Like I said, save each step to it’s own variable instead of trying to do everything all on one line.
val members = gAll_Lights_Brightness.members
logInfo("test", "All members: " + members)
val filtered = members.filter[i | i.state as Number > 0]
logInfo("test", "Filtered: " + filtered)
filtered.forEach[item |
logInfo("test", "Processing Item " + item.name)
// here is where it's better to do String manipulation to convert item.name to the ColorTemperature
// Item's name, even if it means you have to rename those Items to fit the pattern
// sendCommand(item.name.replace("Lamp", "ColorTemperature"), newState.toString)
// or maybe it's as simple as
// sendCommand(item.name + "_ColorTemperature", newState.toString)
// As explained in the working with groups DP linked above, use findFirst instead of filter and head
val commandItem = gAll_Lights_ColorTemperature.members.findFirst[ j | j.name.contains(item.name) ]
logInfo("test", "Color Item found is " + commandItem) // if this is null the Item was not found
commandItem.sendCommand(newState)
]
Break it up and log each step of the way. If you do half a dozen operations all on the same line and it doesn’t work it’s impossible to figure out why.
These are features of the Xtend language upon which DSL is based.
In turn that’s based on Java, so Java tutorials will give you insight into what you can do to with a Java string object.
If you choose a more consistent Item naming convention, you make it easier for yourself.
(I expect most of us oldtimers have gone through several renaming/restructuring exercises already).
However;
val randomName = "some_old_rubbish_lamp"
val parts = randomName.split("_")
var n = 0
var newName = ""
while (parts.get(n) != "lamp") {
newName = newName + parts.get(n) + "_"
// remember to put the underscores back
n = n + 1
}
newName = newName + "brightness"
logInfo("test", "new name " + newName)
// logs out string "some_old_rubbish_brightness"
I’ve learnt maybe 1% of what you’ve laid out here so far, but I’ll keep going.
My rule now works and I can go about cleaning it up, refining it, and tweaking it further.
Here are the finished rules:
rule "Sun Color Temperature - Set Color Temperature by Sun Elevation"
when
Item AstroSunData_Elevation changed
then
logInfo("Color Temperature", "Sun elevation has changed, updating Calculated Color Temperture if necessary")
if (newState >= -6) {
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)
val Number cloudFactor = Math.floor( (output2.intValue - 2200) * (Clouds.intValue * 0.002))
val Number newColourValue = Math.min(Math.max((output2.intValue - cloudFactor.intValue), 2200), 6000)
Calculated_ColorTemperature.sendCommand(newColourValue)
logInfo("Color Temperature", "Calculated Temp is " + output2 + "K - Cloud Factor (" + Clouds + ". Calculated as " + cloudFactor + "K) = " + (output2 - cloudFactor) + "K")
}
end
rule "Sun Color Temperature - Send Calculated Color to all lights thata are ON"
when
Item Calculated_ColorTemperature received update
then
logInfo("Color Temperature", "Applying Color Temperature to all lights that are ON")
gAll_Lights_Brightness.members.filter[i|(i.state as Number) > 0].forEach[item|
gAll_Lights_ColorTemperature.members.filter[j|j.name.contains(item.name.replace("_Brightness", "_ColorTemperature"))].head.sendCommand(newState)
]
end
end```