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actor.go
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actor.go
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// This file is part of the Smart Home
// Program complex distribution https://github.com/e154/smart-home
// Copyright (C) 2016-2023, Filippov Alex
//
// This library is free software: you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library. If not, see
// <https://www.gnu.org/licenses/>.
package weather_owm
import (
"fmt"
"github.com/e154/smart-home/common"
"time"
"github.com/e154/smart-home/common/astronomics/suncalc"
m "github.com/e154/smart-home/models"
"github.com/e154/smart-home/plugins/weather"
"github.com/e154/smart-home/system/supervisor"
)
// Actor ...
type Actor struct {
*supervisor.BaseActor
Zone
weather *WeatherOwm
winter bool
theme string
}
// NewActor ...
func NewActor(entity *m.Entity,
service supervisor.Service) *Actor {
actor := &Actor{
BaseActor: supervisor.NewBaseActor(entity, service),
weather: NewWeatherOwm(service.Adaptors(), service.Crawler()),
}
if actor.Attrs == nil {
actor.Attrs = weather.BaseForecast()
}
if actor.Setts == nil {
actor.Setts = NewSettings()
}
// zone
if lon, ok := actor.Setts[weather.AttrLon]; ok {
actor.Zone.Lon = lon.Float64()
}
actor.Zone.Name = actor.Id.Name()
if lat, ok := actor.Setts[weather.AttrLat]; ok {
actor.Zone.Lat = lat.Float64()
}
actor.Zone.Name = entity.Id.Name()
// etc
if theme, ok := actor.Setts[weather.AttrTheme]; ok {
actor.theme = theme.String()
}
if winter, ok := actor.Setts[weather.AttrWinter]; ok {
actor.winter = winter.Bool()
}
return actor
}
func (e *Actor) Destroy() {
}
// Spawn ...
func (e *Actor) Spawn() {
go e.updateForecast()
}
// SetState ...
func (e *Actor) SetState(params supervisor.EntityStateParams) error {
return nil
}
func (e *Actor) update() {
if !e.updateForecast() {
return
}
e.SaveState(false, true)
}
func (e *Actor) updateForecast() (changed bool) {
forecast, err := e.weather.UpdateForecast(e.Zone, e.Setts)
if err != nil {
log.Error(err.Error())
return
}
log.Infof("update forecast for '%s'", e.Id)
e.AttrMu.Lock()
defer e.AttrMu.Unlock()
if changed, err = e.Attrs.Deserialize(forecast); err != nil {
return
}
// update sun position
sunrisePos := suncalc.GetSunPosition(time.Now(), e.Setts[weather.AttrLat].Float64(), e.Setts[weather.AttrLon].Float64())
var night = suncalc.IsNight(sunrisePos)
if val, ok := e.Attrs[weather.AttrWeatherMain]; ok {
e.SetActorState(common.String(val.String()))
e.SetActorStateImage(weather.GetImagePath(val.String(), e.theme, night, e.winter), nil)
}
for i := 1; i < 6; i++ {
if main, ok := e.Attrs[fmt.Sprintf("day%d_main", i)]; ok {
e.Attrs[fmt.Sprintf("day%d_icon", i)].Value = weather.GetImagePath(main.String(), e.theme, night, e.winter)
}
}
return
}