set up the bones for the humidity mode
This commit is contained in:
parent
208a657528
commit
aa346a6a5a
3 changed files with 415 additions and 11 deletions
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@ -194,6 +194,7 @@ export default function BinModeController(props: Props) {
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//setNumSteps(DryingStepCount)
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return <DryingMode
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grain={bin.settings.inventory?.grainType}
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customGrain={bin.settings.inventory?.customGrain ?? undefined}
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devices={devices}
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binPrefs={binPrefs}
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deviceComponents={deviceComponents}
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@ -204,7 +205,18 @@ export default function BinModeController(props: Props) {
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}}
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/>
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case pond.BinMode.BIN_MODE_HYDRATING:
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return <HydratingMode />
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return <HydratingMode
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grain={bin.settings.inventory?.grainType}
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customGrain={bin.settings.inventory?.customGrain ?? undefined}
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devices={devices}
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binPrefs={binPrefs}
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deviceComponents={deviceComponents}
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cancel={closeDialog}
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confirm={(deviceData) => {
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buildStages(deviceData)
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setShowProgress(true)
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}}
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/>
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case pond.BinMode.BIN_MODE_COOLDOWN:
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return <CooldownMode />
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default:
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@ -1,5 +1,4 @@
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import { ArrowBack, ArrowForward } from "@mui/icons-material";
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import { Box, Theme, Stepper, Step, StepLabel, Typography, RadioGroup, Radio, FormControlLabel, Grid2, Button, Autocomplete, TextField, DialogTitle, DialogContent, DialogActions, CircularProgress } from "@mui/material";
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import { Box, Theme, Stepper, Step, StepLabel, Typography, RadioGroup, Radio, FormControlLabel, Button, Autocomplete, TextField, DialogTitle, DialogContent, DialogActions, CircularProgress } from "@mui/material";
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import { makeStyles } from "@mui/styles";
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import ConditioningSelector from "bin/conditioning/conditioningSelector";
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import { Component, Device, Interaction } from "models";
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@ -7,7 +6,7 @@ import { Ambient } from "models/Ambient";
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import { Controller } from "models/Controller";
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import { Plenum } from "models/Plenum";
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import { pond, quack } from "protobuf-ts/pond";
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import { useEffect, useMemo, useState } from "react";
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import { useEffect, useState } from "react";
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import { ComponentSet } from "bin/conditioning/pickComponentSet"
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import { componentIDToString, sameComponentID } from "pbHelpers/Component";
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import moment from "moment";
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@ -15,7 +14,6 @@ import { lowerCase } from "lodash";
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import { GetGrainExtensionMap } from "grain";
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import { describeMeasurement } from "pbHelpers/MeasurementDescriber";
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import { useGlobalState, useInteractionsAPI } from "providers";
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import BinConditioningInteraction from "bin/BinConditioningInteraction";
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import ConditionDisplay from "./conditionDisplay";
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import React from "react";
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import { DeviceChangeData } from "./BinModeController";
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@ -46,6 +44,7 @@ interface Props {
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deviceComponents: Map<number, Component[]>
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binPrefs?: Map<string, pond.BinComponentPreferences>
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grain?: pond.Grain
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customGrain?: pond.GrainSettings
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cancel: () => void
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confirm: (deviceData: DeviceChangeData[]) => void
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}
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@ -54,7 +53,7 @@ const steps = [{label: "Style"}, {label: "Device"}, {label: "Interaction"}]
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//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
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export default function DryingMode(props: Props){
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const {devices, deviceComponents, binPrefs, grain, cancel, confirm} = props
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const {devices, deviceComponents, binPrefs, grain, customGrain, cancel, confirm} = props
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const grainExtensionMap = GetGrainExtensionMap();
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const classes = useStyles()
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const [{user}] = useGlobalState()
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@ -478,6 +477,8 @@ export default function DryingMode(props: Props){
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if(sink && source){
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return (
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<ConditionDisplay
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grain={grain}
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customGrain={customGrain}
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key={index}
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interaction={temp}
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sink={sink}
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@ -1,9 +1,400 @@
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import { Box } from "@mui/material";
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import { Box, Theme, Stepper, Step, StepLabel, Typography, RadioGroup, Radio, FormControlLabel, Button, Autocomplete, TextField, DialogTitle, DialogContent, DialogActions, CircularProgress } from "@mui/material";
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import { makeStyles } from "@mui/styles";
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import ConditioningSelector from "bin/conditioning/conditioningSelector";
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import { Component, Device, Interaction } from "models";
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import { Ambient } from "models/Ambient";
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import { Controller } from "models/Controller";
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import { Plenum } from "models/Plenum";
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import { pond, quack } from "protobuf-ts/pond";
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import { useEffect, useState } from "react";
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import { ComponentSet } from "bin/conditioning/pickComponentSet"
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import { componentIDToString, sameComponentID } from "pbHelpers/Component";
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import moment from "moment";
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import { lowerCase } from "lodash";
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import { GetGrainExtensionMap } from "grain";
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import { describeMeasurement } from "pbHelpers/MeasurementDescriber";
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import { useGlobalState, useInteractionsAPI } from "providers";
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import ConditionDisplay from "./conditionDisplay";
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import React from "react";
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import { DeviceChangeData } from "./BinModeController";
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import { GrainCable } from "models/GrainCable";
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const useStyles = makeStyles((theme: Theme) => {
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return ({
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stepper: {
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padding: theme.spacing(0.5)
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},
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})
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});
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interface Step {
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label: string;
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completed?: boolean;
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}
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interface Option {
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label: string;
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device: Device;
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icon?: string;
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}
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interface Props {
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devices: Device[]
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deviceComponents: Map<number, Component[]>
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binPrefs?: Map<string, pond.BinComponentPreferences>
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grain?: pond.Grain
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customGrain?: pond.GrainSettings
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cancel: () => void
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confirm: (deviceData: DeviceChangeData[]) => void
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}
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const steps = [{label: "Style"}, {label: "Device"}, {label: "Interaction"}]
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//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
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export default function DryingMode(props: Props){
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const {devices, deviceComponents, binPrefs, grain, customGrain, cancel, confirm} = props
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const grainExtensionMap = GetGrainExtensionMap();
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const classes = useStyles()
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const [{user}] = useGlobalState()
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const interactionAPI = useInteractionsAPI()
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const [options, setOptions] = useState<Option[]>([])
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const [deviceOption, setDeviceOption] = useState<Option>()
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const [selectedDevice, setSelectedDevice] = useState<Device | undefined>()
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const [plenums, setPlenums] = useState<Plenum[]>([])
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const [ambients, setAmbients] = useState<Ambient[]>([])
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const [fans, setFans] = useState<Controller[]>([])
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const [cables, setCables] = useState<GrainCable[]>([])
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const [currentStep, setCurrentStep] = useState(0)
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const [interactionLoading,setInteractionsLoading] = useState(false)
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// possibly all 4 of these will need to be passed up, at least the conflicting, toAdd, and sets will
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const [componentSets, setComponentSets] = useState<ComponentSet[]>([])
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const [existingInteractions, setExistingInteractions] = useState<Interaction[]>([])
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const [conflictingInteractions, setConflictingInteractions] = useState<Interaction[]>([])
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const [interactionsToAdd, setInteractionsToAdd] = useState<pond.MultiInteractionSettings>()
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const [sourceMap, setSourceMap] = useState<Map<string, Component>>(new Map());
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const [sinkMap, setSinkMap] = useState<Map<string, Component>>(new Map());
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//sort the components according to the bin preferences
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useEffect(()=>{
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if (!selectedDevice) return;
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if (!deviceComponents.get(selectedDevice.id())) return;
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var plenums: Plenum[] = [];
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var ambients: Ambient[] = [];
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var grainCables: GrainCable[] = [];
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var fans: Controller[] = [];
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var sinkMap: Map<string, Component> = new Map()
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var sourceMap: Map<string, Component> = new Map()
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deviceComponents.get(selectedDevice.id())!.forEach(comp => {
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let pref = binPrefs?.get(comp.key());
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if (pref) {
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if (pref.type) {
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if (pref.type === pond.BinComponent.BIN_COMPONENT_PLENUM){
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plenums.push(Plenum.create(comp));
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sourceMap.set(comp.locationString(), comp)
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}
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if (pref.type === pond.BinComponent.BIN_COMPONENT_AMBIENT){
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ambients.push(Ambient.create(comp));
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sourceMap.set(comp.locationString(), comp)
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}
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if (pref.type === pond.BinComponent.BIN_COMPONENT_GRAIN_CABLE){
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grainCables.push(GrainCable.create(comp));
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sourceMap.set(comp.locationString(), comp)
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}
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if (pref.type === pond.BinComponent.BIN_COMPONENT_FAN) {
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let fan = Controller.create(comp)
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fan.settings.defaultOutputState = quack.OutputMode.OUTPUT_MODE_OFF;
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fans.push(fan);
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sinkMap.set(comp.locationString(), comp)
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}
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}
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}
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});
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setPlenums(plenums);
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setAmbients(ambients);
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setFans(fans);
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setSourceMap(sourceMap)
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setSinkMap(sinkMap)
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setCables(grainCables)
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//also load the interactions for the selected device so that we can find any conflicting ones
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setInteractionsLoading(true)
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interactionAPI.listInteractionsByDevice(selectedDevice.id()).then(resp => {
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setExistingInteractions(resp)
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}).finally(() => {
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setInteractionsLoading(false)
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})
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}, [deviceComponents, selectedDevice, binPrefs]);
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useEffect(() => {
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let o: Option[] = [];
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devices.forEach(device => {
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let newOption: Option = {device: device, label: device.name()}
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if(deviceOption === undefined) {
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setDeviceOption(newOption)
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setSelectedDevice(device)
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}
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o.push(newOption);
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});
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setOptions(o);
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}, [devices, setOptions]);
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const buildFanInteraction = (
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sensor: Plenum | Ambient,
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fan: Controller,
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tempComparison: "greater" | "less",
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humidityComparison: "greater" | "less",
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) => {
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let interaction = pond.InteractionSettings.create({
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source: sensor.location(),
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sink: fan.location(),
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schedule: pond.InteractionSchedule.create({
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timeOfDayStart: "00:00",
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timeOfDayEnd: "24:00",
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timezone: moment.tz.guess(),
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weekdays: moment.weekdays().map(d => lowerCase(d))
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}),
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notifications: pond.InteractionNotifications.create({
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reports: true
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}),
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result: pond.InteractionResult.create({
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type: quack.InteractionResultType.INTERACTION_RESULT_TYPE_TOGGLE,
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value: 1
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})
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});
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let tempDefault = 25;
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let humidityDefault = 60;
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let conditions = [];
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let fanConditionOne = pond.InteractionCondition.create({
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measurementType: quack.MeasurementType.MEASUREMENT_TYPE_PERCENT,
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comparison:
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humidityComparison === "greater"
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? quack.RelationalOperator.RELATIONAL_OPERATOR_GREATER_THAN
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: quack.RelationalOperator.RELATIONAL_OPERATOR_LESS_THAN,
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value: describeMeasurement(
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quack.MeasurementType.MEASUREMENT_TYPE_PERCENT,
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sensor.settings.type,
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sensor.settings.subtype,
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undefined,
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user
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).toStored(humidityDefault)
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});
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conditions.push(fanConditionOne);
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//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
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if (user.tempUnit() === pond.TemperatureUnit.TEMPERATURE_UNIT_FAHRENHEIT) {
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tempDefault = Math.round((tempDefault * (9 / 5) + 32) * 100) / 100;
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}
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let tempVal = describeMeasurement(
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quack.MeasurementType.MEASUREMENT_TYPE_TEMPERATURE,
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sensor.settings.type,
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sensor.settings.subtype,
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undefined,
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user
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).toStored(tempDefault);
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let fanConditionTwo = pond.InteractionCondition.create({
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measurementType: quack.MeasurementType.MEASUREMENT_TYPE_TEMPERATURE,
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comparison:
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tempComparison === "greater"
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? quack.RelationalOperator.RELATIONAL_OPERATOR_GREATER_THAN
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: quack.RelationalOperator.RELATIONAL_OPERATOR_LESS_THAN,
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value: Math.round(tempVal) //and then round the converted value since the interaction does not take decimals
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});
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conditions.push(fanConditionTwo);
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interaction.conditions = conditions;
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//set the output mode to auto in the fan so that when the components are updated it uses the new mode
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fan.settings.defaultOutputState = quack.OutputMode.OUTPUT_MODE_AUTO
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return interaction;
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};
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//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
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const createInteractions = (sets: ComponentSet[]) => {
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if(!selectedDevice) return undefined //if there is no device that was selected, do nothing
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let multiInteractionSettings: pond.MultiInteractionSettings = pond.MultiInteractionSettings.create()
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let conflictingInteractions: Interaction[] = []
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let linkedComponents = deviceComponents.get(selectedDevice.id());
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//loop through the sets to find interactions to remove as well as set the new ones
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sets.forEach((set) => {
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//loop through the controllers
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set.controllers.forEach(controller => {
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//filter the conflicting interactions for that controller
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let c = existingInteractions.filter(i => {
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let conflicting = false;
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if (linkedComponents) {
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linkedComponents.forEach(comp => {
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if (sameComponentID(comp.location(), i.settings.sink)) {
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conflicting = true;
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}
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});
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}
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return conflicting;
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});
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conflictingInteractions = conflictingInteractions.concat(c)
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multiInteractionSettings.interactions.push(buildFanInteraction(set.sensor, controller, "greater", "less"))
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})
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})
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cables.forEach(cable => {
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console.log(cable.name())
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let c = existingInteractions.filter(i => {
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if (sameComponentID(cable.location(), i.settings.source) && !i.settings.sink && i.settings.notifications?.notify) {
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return true
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}
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});
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conflictingInteractions = conflictingInteractions.concat(c)
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})
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setComponentSets([...sets])
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return {
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conflicting: conflictingInteractions,
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toAdd: multiInteractionSettings
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}
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}
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const stepper = () => {
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return (
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<Stepper
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activeStep={currentStep}
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alternativeLabel
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classes={{
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root: classes.stepper
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}}>
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{steps.map((s, i) => (
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<Step key={i}>
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<StepLabel>{s.label}</StepLabel>
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</Step>
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))}
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</Stepper>
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);
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}
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const deviceSelector = () => {
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return (
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<Autocomplete
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disablePortal
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options={options}
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value={deviceOption}
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fullWidth
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getOptionLabel={option => option.label || ""}
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onChange={(_, newValue) => {
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if(newValue){
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setSelectedDevice(newValue.device);
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}
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}}
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renderInput={params => <TextField {...params} variant="outlined" label="Device" />}
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/>
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)
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}
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const deviceStep = () => {
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return (
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<Box>
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<Typography>Devices</Typography>
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{deviceSelector()}
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{interactionLoading ? <CircularProgress /> :
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<ConditioningSelector
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plenums={plenums}
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ambients={ambients}
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fans={fans}
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heaters={[]}
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//presets={presets}
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binMode={pond.BinMode.BIN_MODE_HYDRATING}
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updateSets={(sets) => {
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//update the component sets that will be used for the interactions
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//when the sets change it will create the interactions and any conflicting ones that need to be removed will be put into a list
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//then when the submit button gets clicked it will use the conflicting list and toAdd to remove conflicting interactions and add the new ones
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let i = createInteractions(sets)
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if(i !== undefined){
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setConflictingInteractions(i.conflicting)
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setInteractionsToAdd(i.toAdd)
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}
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}}
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/>
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}
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</Box>
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)
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}
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//this step will use the conflicting interactions and interactions to add to display them and allow users to make changes
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const interactionStep = () => {
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console.log(interactionsToAdd)
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return (
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<Box>
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<Typography>Interactions</Typography>
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{interactionsToAdd?.interactions.map((interaction, index) => {
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let temp = Interaction.create()
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temp.settings = interaction
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let sink = sinkMap.get(componentIDToString(interaction.sink))
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let source = sourceMap.get(componentIDToString(interaction.source))
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if(sink && source){
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return (
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<ConditionDisplay
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key={index}
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grain={grain}
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customGrain={customGrain}
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interaction={temp}
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sink={sink}
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source={source}
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changeConditions={(newSettings) => {
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console.log(newSettings)
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}}
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/>
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)
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}
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})}
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</Box>
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)
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}
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const stepperContent = () => {
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switch(currentStep){
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case 1:
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return interactionStep()
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default:
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return deviceStep()
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}
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}
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const actions = () => {
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return (
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<React.Fragment>
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{/* close - tells the parent to close the dialog without doing anything, always visible */}
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<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>
|
||||
)
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue