set up the bones for the humidity mode

This commit is contained in:
csawatzky 2026-07-10 15:27:47 -06:00
parent 208a657528
commit aa346a6a5a
3 changed files with 415 additions and 11 deletions

View file

@ -194,6 +194,7 @@ export default function BinModeController(props: Props) {
//setNumSteps(DryingStepCount)
return <DryingMode
grain={bin.settings.inventory?.grainType}
customGrain={bin.settings.inventory?.customGrain ?? undefined}
devices={devices}
binPrefs={binPrefs}
deviceComponents={deviceComponents}
@ -204,7 +205,18 @@ export default function BinModeController(props: Props) {
}}
/>
case pond.BinMode.BIN_MODE_HYDRATING:
return <HydratingMode />
return <HydratingMode
grain={bin.settings.inventory?.grainType}
customGrain={bin.settings.inventory?.customGrain ?? undefined}
devices={devices}
binPrefs={binPrefs}
deviceComponents={deviceComponents}
cancel={closeDialog}
confirm={(deviceData) => {
buildStages(deviceData)
setShowProgress(true)
}}
/>
case pond.BinMode.BIN_MODE_COOLDOWN:
return <CooldownMode />
default:

View file

@ -1,5 +1,4 @@
import { ArrowBack, ArrowForward } from "@mui/icons-material";
import { Box, Theme, Stepper, Step, StepLabel, Typography, RadioGroup, Radio, FormControlLabel, Grid2, Button, Autocomplete, TextField, DialogTitle, DialogContent, DialogActions, CircularProgress } from "@mui/material";
import { Box, Theme, Stepper, Step, StepLabel, Typography, RadioGroup, Radio, FormControlLabel, Button, Autocomplete, TextField, DialogTitle, DialogContent, DialogActions, CircularProgress } from "@mui/material";
import { makeStyles } from "@mui/styles";
import ConditioningSelector from "bin/conditioning/conditioningSelector";
import { Component, Device, Interaction } from "models";
@ -7,7 +6,7 @@ import { Ambient } from "models/Ambient";
import { Controller } from "models/Controller";
import { Plenum } from "models/Plenum";
import { pond, quack } from "protobuf-ts/pond";
import { useEffect, useMemo, useState } from "react";
import { useEffect, useState } from "react";
import { ComponentSet } from "bin/conditioning/pickComponentSet"
import { componentIDToString, sameComponentID } from "pbHelpers/Component";
import moment from "moment";
@ -15,7 +14,6 @@ import { lowerCase } from "lodash";
import { GetGrainExtensionMap } from "grain";
import { describeMeasurement } from "pbHelpers/MeasurementDescriber";
import { useGlobalState, useInteractionsAPI } from "providers";
import BinConditioningInteraction from "bin/BinConditioningInteraction";
import ConditionDisplay from "./conditionDisplay";
import React from "react";
import { DeviceChangeData } from "./BinModeController";
@ -46,6 +44,7 @@ interface Props {
deviceComponents: Map<number, Component[]>
binPrefs?: Map<string, pond.BinComponentPreferences>
grain?: pond.Grain
customGrain?: pond.GrainSettings
cancel: () => void
confirm: (deviceData: DeviceChangeData[]) => void
}
@ -54,7 +53,7 @@ const steps = [{label: "Style"}, {label: "Device"}, {label: "Interaction"}]
//this is our simple drying mode the way it currently works, just building the dialog to be a little more trnasparent and customizable as to what the interaction is doing
export default function DryingMode(props: Props){
const {devices, deviceComponents, binPrefs, grain, cancel, confirm} = props
const {devices, deviceComponents, binPrefs, grain, customGrain, cancel, confirm} = props
const grainExtensionMap = GetGrainExtensionMap();
const classes = useStyles()
const [{user}] = useGlobalState()
@ -478,6 +477,8 @@ export default function DryingMode(props: Props){
if(sink && source){
return (
<ConditionDisplay
grain={grain}
customGrain={customGrain}
key={index}
interaction={temp}
sink={sink}

View file

@ -1,9 +1,400 @@
import { Box } from "@mui/material";
import { Box, Theme, Stepper, Step, StepLabel, Typography, RadioGroup, Radio, FormControlLabel, Button, Autocomplete, TextField, DialogTitle, DialogContent, DialogActions, CircularProgress } from "@mui/material";
import { makeStyles } from "@mui/styles";
import ConditioningSelector from "bin/conditioning/conditioningSelector";
import { Component, Device, Interaction } from "models";
import { Ambient } from "models/Ambient";
import { Controller } from "models/Controller";
import { Plenum } from "models/Plenum";
import { pond, quack } from "protobuf-ts/pond";
import { useEffect, useState } from "react";
import { ComponentSet } from "bin/conditioning/pickComponentSet"
import { componentIDToString, sameComponentID } from "pbHelpers/Component";
import moment from "moment";
import { lowerCase } from "lodash";
import { GetGrainExtensionMap } from "grain";
import { describeMeasurement } from "pbHelpers/MeasurementDescriber";
import { useGlobalState, useInteractionsAPI } from "providers";
import ConditionDisplay from "./conditionDisplay";
import React from "react";
import { DeviceChangeData } from "./BinModeController";
import { GrainCable } from "models/GrainCable";
const useStyles = makeStyles((theme: Theme) => {
return ({
stepper: {
padding: theme.spacing(0.5)
},
})
});
interface Step {
label: string;
completed?: boolean;
}
interface Option {
label: string;
device: Device;
icon?: string;
}
interface Props {
devices: Device[]
deviceComponents: Map<number, Component[]>
binPrefs?: Map<string, pond.BinComponentPreferences>
grain?: pond.Grain
customGrain?: pond.GrainSettings
cancel: () => void
confirm: (deviceData: DeviceChangeData[]) => void
}
const steps = [{label: "Style"}, {label: "Device"}, {label: "Interaction"}]
//this is our simple drying mode the way it currently works, just building the dialog to be a little more trnasparent and customizable as to what the interaction is doing
export default function DryingMode(props: Props){
const {devices, deviceComponents, binPrefs, grain, customGrain, cancel, confirm} = props
const grainExtensionMap = GetGrainExtensionMap();
const classes = useStyles()
const [{user}] = useGlobalState()
const interactionAPI = useInteractionsAPI()
const [options, setOptions] = useState<Option[]>([])
const [deviceOption, setDeviceOption] = useState<Option>()
const [selectedDevice, setSelectedDevice] = useState<Device | undefined>()
const [plenums, setPlenums] = useState<Plenum[]>([])
const [ambients, setAmbients] = useState<Ambient[]>([])
const [fans, setFans] = useState<Controller[]>([])
const [cables, setCables] = useState<GrainCable[]>([])
const [currentStep, setCurrentStep] = useState(0)
const [interactionLoading,setInteractionsLoading] = useState(false)
// possibly all 4 of these will need to be passed up, at least the conflicting, toAdd, and sets will
const [componentSets, setComponentSets] = useState<ComponentSet[]>([])
const [existingInteractions, setExistingInteractions] = useState<Interaction[]>([])
const [conflictingInteractions, setConflictingInteractions] = useState<Interaction[]>([])
const [interactionsToAdd, setInteractionsToAdd] = useState<pond.MultiInteractionSettings>()
const [sourceMap, setSourceMap] = useState<Map<string, Component>>(new Map());
const [sinkMap, setSinkMap] = useState<Map<string, Component>>(new Map());
//sort the components according to the bin preferences
useEffect(()=>{
if (!selectedDevice) return;
if (!deviceComponents.get(selectedDevice.id())) return;
var plenums: Plenum[] = [];
var ambients: Ambient[] = [];
var grainCables: GrainCable[] = [];
var fans: Controller[] = [];
var sinkMap: Map<string, Component> = new Map()
var sourceMap: Map<string, Component> = new Map()
deviceComponents.get(selectedDevice.id())!.forEach(comp => {
let pref = binPrefs?.get(comp.key());
if (pref) {
if (pref.type) {
if (pref.type === pond.BinComponent.BIN_COMPONENT_PLENUM){
plenums.push(Plenum.create(comp));
sourceMap.set(comp.locationString(), comp)
}
if (pref.type === pond.BinComponent.BIN_COMPONENT_AMBIENT){
ambients.push(Ambient.create(comp));
sourceMap.set(comp.locationString(), comp)
}
if (pref.type === pond.BinComponent.BIN_COMPONENT_GRAIN_CABLE){
grainCables.push(GrainCable.create(comp));
sourceMap.set(comp.locationString(), comp)
}
if (pref.type === pond.BinComponent.BIN_COMPONENT_FAN) {
let fan = Controller.create(comp)
fan.settings.defaultOutputState = quack.OutputMode.OUTPUT_MODE_OFF;
fans.push(fan);
sinkMap.set(comp.locationString(), comp)
}
}
}
});
setPlenums(plenums);
setAmbients(ambients);
setFans(fans);
setSourceMap(sourceMap)
setSinkMap(sinkMap)
setCables(grainCables)
//also load the interactions for the selected device so that we can find any conflicting ones
setInteractionsLoading(true)
interactionAPI.listInteractionsByDevice(selectedDevice.id()).then(resp => {
setExistingInteractions(resp)
}).finally(() => {
setInteractionsLoading(false)
})
}, [deviceComponents, selectedDevice, binPrefs]);
useEffect(() => {
let o: Option[] = [];
devices.forEach(device => {
let newOption: Option = {device: device, label: device.name()}
if(deviceOption === undefined) {
setDeviceOption(newOption)
setSelectedDevice(device)
}
o.push(newOption);
});
setOptions(o);
}, [devices, setOptions]);
const buildFanInteraction = (
sensor: Plenum | Ambient,
fan: Controller,
tempComparison: "greater" | "less",
humidityComparison: "greater" | "less",
) => {
let interaction = pond.InteractionSettings.create({
source: sensor.location(),
sink: fan.location(),
schedule: pond.InteractionSchedule.create({
timeOfDayStart: "00:00",
timeOfDayEnd: "24:00",
timezone: moment.tz.guess(),
weekdays: moment.weekdays().map(d => lowerCase(d))
}),
notifications: pond.InteractionNotifications.create({
reports: true
}),
result: pond.InteractionResult.create({
type: quack.InteractionResultType.INTERACTION_RESULT_TYPE_TOGGLE,
value: 1
})
});
let tempDefault = 25;
let humidityDefault = 60;
let conditions = [];
let fanConditionOne = pond.InteractionCondition.create({
measurementType: quack.MeasurementType.MEASUREMENT_TYPE_PERCENT,
comparison:
humidityComparison === "greater"
? quack.RelationalOperator.RELATIONAL_OPERATOR_GREATER_THAN
: quack.RelationalOperator.RELATIONAL_OPERATOR_LESS_THAN,
value: describeMeasurement(
quack.MeasurementType.MEASUREMENT_TYPE_PERCENT,
sensor.settings.type,
sensor.settings.subtype,
undefined,
user
).toStored(humidityDefault)
});
conditions.push(fanConditionOne);
//since the measurement describers function toStored does a conversion into celsius for temperature if the users pref is fahrenheit we need to convert the preset value into fahrenheit
if (user.tempUnit() === pond.TemperatureUnit.TEMPERATURE_UNIT_FAHRENHEIT) {
tempDefault = Math.round((tempDefault * (9 / 5) + 32) * 100) / 100;
}
let tempVal = describeMeasurement(
quack.MeasurementType.MEASUREMENT_TYPE_TEMPERATURE,
sensor.settings.type,
sensor.settings.subtype,
undefined,
user
).toStored(tempDefault);
let fanConditionTwo = pond.InteractionCondition.create({
measurementType: quack.MeasurementType.MEASUREMENT_TYPE_TEMPERATURE,
comparison:
tempComparison === "greater"
? quack.RelationalOperator.RELATIONAL_OPERATOR_GREATER_THAN
: quack.RelationalOperator.RELATIONAL_OPERATOR_LESS_THAN,
value: Math.round(tempVal) //and then round the converted value since the interaction does not take decimals
});
conditions.push(fanConditionTwo);
interaction.conditions = conditions;
//set the output mode to auto in the fan so that when the components are updated it uses the new mode
fan.settings.defaultOutputState = quack.OutputMode.OUTPUT_MODE_AUTO
return interaction;
};
//this function just takes in the sets as they change and creates the list of conflicting interactions and the settings to create the new ones and returns them
const createInteractions = (sets: ComponentSet[]) => {
if(!selectedDevice) return undefined //if there is no device that was selected, do nothing
let multiInteractionSettings: pond.MultiInteractionSettings = pond.MultiInteractionSettings.create()
let conflictingInteractions: Interaction[] = []
let linkedComponents = deviceComponents.get(selectedDevice.id());
//loop through the sets to find interactions to remove as well as set the new ones
sets.forEach((set) => {
//loop through the controllers
set.controllers.forEach(controller => {
//filter the conflicting interactions for that controller
let c = existingInteractions.filter(i => {
let conflicting = false;
if (linkedComponents) {
linkedComponents.forEach(comp => {
if (sameComponentID(comp.location(), i.settings.sink)) {
conflicting = true;
}
});
}
return conflicting;
});
conflictingInteractions = conflictingInteractions.concat(c)
multiInteractionSettings.interactions.push(buildFanInteraction(set.sensor, controller, "greater", "less"))
})
})
cables.forEach(cable => {
console.log(cable.name())
let c = existingInteractions.filter(i => {
if (sameComponentID(cable.location(), i.settings.source) && !i.settings.sink && i.settings.notifications?.notify) {
return true
}
});
conflictingInteractions = conflictingInteractions.concat(c)
})
setComponentSets([...sets])
return {
conflicting: conflictingInteractions,
toAdd: multiInteractionSettings
}
}
const stepper = () => {
return (
<Stepper
activeStep={currentStep}
alternativeLabel
classes={{
root: classes.stepper
}}>
{steps.map((s, i) => (
<Step key={i}>
<StepLabel>{s.label}</StepLabel>
</Step>
))}
</Stepper>
);
}
const deviceSelector = () => {
return (
<Autocomplete
disablePortal
options={options}
value={deviceOption}
fullWidth
getOptionLabel={option => option.label || ""}
onChange={(_, newValue) => {
if(newValue){
setSelectedDevice(newValue.device);
}
}}
renderInput={params => <TextField {...params} variant="outlined" label="Device" />}
/>
)
}
const deviceStep = () => {
return (
<Box>
<Typography>Devices</Typography>
{deviceSelector()}
{interactionLoading ? <CircularProgress /> :
<ConditioningSelector
plenums={plenums}
ambients={ambients}
fans={fans}
heaters={[]}
//presets={presets}
binMode={pond.BinMode.BIN_MODE_HYDRATING}
updateSets={(sets) => {
//update the component sets that will be used for the interactions
//when the sets change it will create the interactions and any conflicting ones that need to be removed will be put into a list
//then when the submit button gets clicked it will use the conflicting list and toAdd to remove conflicting interactions and add the new ones
let i = createInteractions(sets)
if(i !== undefined){
setConflictingInteractions(i.conflicting)
setInteractionsToAdd(i.toAdd)
}
}}
/>
}
</Box>
)
}
//this step will use the conflicting interactions and interactions to add to display them and allow users to make changes
const interactionStep = () => {
console.log(interactionsToAdd)
return (
<Box>
<Typography>Interactions</Typography>
{interactionsToAdd?.interactions.map((interaction, index) => {
let temp = Interaction.create()
temp.settings = interaction
let sink = sinkMap.get(componentIDToString(interaction.sink))
let source = sourceMap.get(componentIDToString(interaction.source))
if(sink && source){
return (
<ConditionDisplay
key={index}
grain={grain}
customGrain={customGrain}
interaction={temp}
sink={sink}
source={source}
changeConditions={(newSettings) => {
console.log(newSettings)
}}
/>
)
}
})}
</Box>
)
}
const stepperContent = () => {
switch(currentStep){
case 1:
return interactionStep()
default:
return deviceStep()
}
}
const actions = () => {
return (
<React.Fragment>
{/* close - tells the parent to close the dialog without doing anything, always visible */}
<Button onClick={cancel}>Close</Button>
{/* back - goes back to the previous step, hidden on the forst step */}
{currentStep !== 0 && <Button onClick={() => {setCurrentStep(currentStep-1)}}>Back</Button>}
{/* next - goes to the next step, hidden on the last step */}
{currentStep !== steps.length - 1 && <Button onClick={() => {setCurrentStep(currentStep+1)}}>Next</Button>}
{/* confirm - tells the parent to build the stages using the data, only visible on the last step */}
{currentStep === steps.length - 1 && interactionsToAdd && selectedDevice && <Button onClick={() => {confirm([{ toRemove: conflictingInteractions, deviceId: selectedDevice.id(), toAdd: interactionsToAdd, controllers: componentSets.flatMap(set => set.controllers)}])}}>Confirm</Button>}
</React.Fragment>
)
}
export default function HydratingMode(){
return (
<Box>
</Box>
<React.Fragment>
<DialogTitle>Bin Hydration</DialogTitle>
<DialogContent>
{stepper()}
{stepperContent()}
</DialogContent>
<DialogActions>
{actions()}
</DialogActions>
</React.Fragment>
)
}