Extracted simple hue switch
This commit is contained in:
parent
8dcf095c60
commit
630b52074b
2 changed files with 289 additions and 168 deletions
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@ -1,23 +1,10 @@
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from datetime import datetime, time, timedelta
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from datetime import datetime
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from typing import Dict
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from typing import Dict
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from interface.philips_hue import PhilipsHue
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from interface.philips_hue import PhilipsHue
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from sensor.people_counter import PeopleCounter
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from sensor.people_counter import PeopleCounter
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from sensor.tof_sensor import Directions
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from sensor.vl53l1x_sensor import VL53L1XSensor
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from sensor.vl53l1x_sensor import VL53L1XSensor
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import logging
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import logging
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import json
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import json
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from timeloop import Timeloop
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# Should lights already turn on where there is any kind of motion in the sensor
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ENABLE_MOTION_TRIGGERED_LIGHT = True
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# Should lights change when a certain time in the schedule is reached
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ENABLE_SCHEDULE_TRIGGERS = False # Not working correctly at the moment, so turned off by default
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# Schedule (Key is time after scene should be used. Value is scene name to be used.)
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# Needs to be sorted chronologically
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SCHEDULE = {}
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LOG_FILE_PATH = "log.txt" # Path for logs
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LOG_FILE_PATH = "log.txt" # Path for logs
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@ -33,61 +20,10 @@ hue_conf = {
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hue: PhilipsHue = PhilipsHue(hue_conf) # Light interface
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hue: PhilipsHue = PhilipsHue(hue_conf) # Light interface
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counter: PeopleCounter = PeopleCounter(VL53L1XSensor()) # Sensor object
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counter: PeopleCounter = PeopleCounter(VL53L1XSensor()) # Sensor object
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peopleCount: int = 0 # Global count of people on the inside
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peopleCount: int = 0 # Global count of people on the inside
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motion_triggered_lights = False # Is light on because of any detected motion
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timeloop: Timeloop = Timeloop() # Used for time triggered schedule
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logging.getLogger().setLevel(logging.INFO)
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logging.getLogger().setLevel(logging.INFO)
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def time_minus_time(time_a: time, time_b: time) -> timedelta:
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"""Implementes a basic timedelta function for time objects.
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Args:
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time_a (time): Time to subtract from.
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time_b (time): Time to be subtracted.
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Returns:
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timedelta: Delta between the two time objects.
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"""
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today = datetime.today()
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dt_a = datetime.combine(today, time_a)
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dt_b = datetime.combine(today, time_b)
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return dt_a - dt_b
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def get_scene_for_time(time: time) -> str:
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"""Determines the correct scene to activate for a given time.
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Args:
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time (time): Time to find scene for.
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Returns:
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string: Scene name that should be active. None, if schedule is empty.
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"""
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global SCHEDULE
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if SCHEDULE is None or len(SCHEDULE) <= 0:
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return None
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previous_scene = None
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for start_time, scene in SCHEDULE.items():
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# If current time is still after schedule time, just keep going
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if start_time <= time:
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previous_scene = scene
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continue
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# Schedule timef is now after current time, which is too late
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# So if exists, take previous scene, since it was the last before the current time
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if previous_scene:
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return previous_scene
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else:
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break
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# Only breaks if it could not find a valid scene, so use lates scene as fallback
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return list(SCHEDULE.values())[-1]
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def change_cb(countChange: int, directionState: Dict):
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def change_cb(countChange: int, directionState: Dict):
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"""Handles basic logging of event data for later analysis.
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"""Handles basic logging of event data for later analysis.
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@ -101,7 +37,7 @@ def change_cb(countChange: int, directionState: Dict):
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'countChange': countChange,
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'countChange': countChange,
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'directionState': directionState,
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'directionState': directionState,
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'dateTime': datetime.now(),
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'dateTime': datetime.now(),
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'motionTriggeredLights': motion_triggered_lights
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'motionTriggeredLights': False
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}
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}
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try:
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try:
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@ -119,14 +55,13 @@ def count_change(change: int) -> None:
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"""
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"""
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global hue
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global hue
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global peopleCount
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global peopleCount
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global motion_triggered_lights
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# Are lights on at the moment?
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# Are lights on at the moment?
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previous_lights_state = get_light_state()
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previous_lights_state = get_light_state()
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# Apply correction
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# Apply correction
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if peopleCount <= 0 and previous_lights_state and not motion_triggered_lights:
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if peopleCount <= 0 and previous_lights_state:
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# Count was 0, but lights were on (not because of motion triggers) => people count was not actually 0
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# Count was 0, but lights were on => people count was not actually 0
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peopleCount = 1
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peopleCount = 1
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logging.debug(f'People count corrected to {peopleCount}')
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logging.debug(f'People count corrected to {peopleCount}')
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elif peopleCount > 0 and not previous_lights_state:
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elif peopleCount > 0 and not previous_lights_state:
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@ -144,66 +79,11 @@ def count_change(change: int) -> None:
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# Return, if there is no change
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# Return, if there is no change
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if previous_lights_state == target_light_state:
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if previous_lights_state == target_light_state:
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if previous_lights_state:
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# Signaling that the people count is taking control over the light now
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motion_triggered_lights = False
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return
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return
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set_light_state(target_light_state)
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set_light_state(target_light_state)
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def trigger_change(triggerState: Dict):
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"""Handles motion triggered light state.
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Args:
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triggerState (Dict): Describing in what directions the sensor is triggerd.
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"""
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global hue
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global motion_triggered_lights
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target_light_state = None
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# Is someone walking close to the door?
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motion_detected = triggerState[Directions.INSIDE] or triggerState[Directions.OUTSIDE]
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target_light_state = motion_detected
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# Does motion triggered light need to do anything?
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if peopleCount > 0:
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# State is successfully handled by the count
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motion_triggered_lights = False
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return
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# Only look at changing situations
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if target_light_state == motion_triggered_lights:
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return
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set_light_state(target_light_state)
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# Save state
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motion_triggered_lights = target_light_state
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def set_light_scene(target_scene: str) -> bool:
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"""Sets the lights to the given scene, but only, if lights are already on. Does not correct count if lights are in an unexpected state.
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Args:
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target_scene (string): Name of the scene to activate.
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"""
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# Is valid scene?
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if target_scene is None:
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return
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# Are lights on at the moment? Only based on people count for simplicity
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if peopleCount <= 0:
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# Lights are probably off, not doing anything
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return
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# Set lights to scene
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hue.set_group_scene(hue_conf['light_group'], target_scene)
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logging.debug(
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f'Light scene set to {target_scene}')
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def set_light_state(target_light_state: bool) -> bool:
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def set_light_state(target_light_state: bool) -> bool:
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"""Sets the lights to the given state.
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"""Sets the lights to the given state.
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@ -219,15 +99,8 @@ def set_light_state(target_light_state: bool) -> bool:
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return previous_lights_state
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return previous_lights_state
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# Adjust light as necessary
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# Adjust light as necessary
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target_scene = get_scene_for_time(datetime.now().time())
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hue.set_group(hue_conf['light_group'], {'on': target_light_state})
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if target_light_state and target_scene:
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logging.debug(f'Light state changed to {target_light_state}')
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# Set to specific scene if exists
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hue.set_group_scene(hue_conf['light_group'], target_scene)
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logging.debug(
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f'Light state changed to {target_light_state} with scene {target_scene}')
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else:
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hue.set_group(hue_conf['light_group'], {'on': target_light_state})
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logging.debug(f'Light state changed to {target_light_state}')
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return previous_lights_state
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return previous_lights_state
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return hue.get_group(hue_conf['light_group'])['state']['any_on']
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return hue.get_group(hue_conf['light_group'])['state']['any_on']
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def update_scene():
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"""Called by time trigger to update light scene if lights are on.
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"""
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scene = get_scene_for_time(datetime.now().time())
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if scene is None:
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return
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set_light_scene(scene)
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logging.debug(f'Updated scene at {datetime.now().time()} to {scene}.')
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def register_time_triggers():
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"""Registeres time triggered callbacks based on the schedule, to adjust the current scene, if lights are on.
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"""
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global SCHEDULE
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if SCHEDULE is None or len(SCHEDULE) <= 0:
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return
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for time in SCHEDULE.keys():
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delta = time_minus_time(time, datetime.now().time())
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if delta < timedelta(0):
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delta += timedelta(1)
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timeloop._add_job(update_scene, interval=timedelta(1), offset=delta)
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timeloop.start(block=False)
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logging.info("Registered time triggers.")
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if __name__ == "__main__":
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if __name__ == "__main__":
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if ENABLE_SCHEDULE_TRIGGERS:
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register_time_triggers()
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# Represents callback trigger order
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# Represents callback trigger order
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counter.hookChange(change_cb)
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counter.hookChange(change_cb)
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counter.hookCounting(count_change)
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counter.hookCounting(count_change)
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counter.hookTrigger(trigger_change)
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counter.run()
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counter.run()
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283
src/smart_hue_counter.py
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283
src/smart_hue_counter.py
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@ -0,0 +1,283 @@
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from datetime import datetime, time, timedelta
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from typing import Dict
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from interface.philips_hue import PhilipsHue
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from sensor.people_counter import PeopleCounter
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from sensor.tof_sensor import Directions
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from sensor.vl53l1x_sensor import VL53L1XSensor
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import logging
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import json
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from timeloop import Timeloop
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# Should lights already turn on where there is any kind of motion in the sensor
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ENABLE_MOTION_TRIGGERED_LIGHT = True
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# Should lights change when a certain time in the schedule is reached
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ENABLE_SCHEDULE_TRIGGERS = False # Not working correctly at the moment, so turned off by default
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# Schedule (Key is time after scene should be used. Value is scene name to be used.)
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# Needs to be sorted chronologically
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SCHEDULE = {}
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LOG_FILE_PATH = "log.txt" # Path for logs
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hue_conf = {
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'bridge_ip': '',
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'transition_time': 10, # seconds
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'light_group': '',
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# If file exists, application is considered 'registered' at the bridge
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'registered_file': 'smart_light_registered.bridge'
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} # Custom configuration for philips hue
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hue: PhilipsHue = PhilipsHue(hue_conf) # Light interface
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counter: PeopleCounter = PeopleCounter(VL53L1XSensor()) # Sensor object
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peopleCount: int = 0 # Global count of people on the inside
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motion_triggered_lights = False # Is light on because of any detected motion
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timeloop: Timeloop = Timeloop() # Used for time triggered schedule
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logging.getLogger().setLevel(logging.INFO)
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def time_minus_time(time_a: time, time_b: time) -> timedelta:
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"""Implementes a basic timedelta function for time objects.
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Args:
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time_a (time): Time to subtract from.
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time_b (time): Time to be subtracted.
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Returns:
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timedelta: Delta between the two time objects.
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"""
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today = datetime.today()
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dt_a = datetime.combine(today, time_a)
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dt_b = datetime.combine(today, time_b)
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return dt_a - dt_b
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def get_scene_for_time(time: time) -> str:
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"""Determines the correct scene to activate for a given time.
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Args:
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time (time): Time to find scene for.
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Returns:
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string: Scene name that should be active. None, if schedule is empty.
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"""
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global SCHEDULE
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if SCHEDULE is None or len(SCHEDULE) <= 0:
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return None
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previous_scene = None
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for start_time, scene in SCHEDULE.items():
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# If current time is still after schedule time, just keep going
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if start_time <= time:
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previous_scene = scene
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continue
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# Schedule timef is now after current time, which is too late
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# So if exists, take previous scene, since it was the last before the current time
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if previous_scene:
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return previous_scene
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else:
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break
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# Only breaks if it could not find a valid scene, so use lates scene as fallback
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return list(SCHEDULE.values())[-1]
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def change_cb(countChange: int, directionState: Dict):
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"""Handles basic logging of event data for later analysis.
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Args:
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countChange (int): The change in the number of people. Usually on of [-1, 0, 1].
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directionState (Dict): Object describing the internal state of the sensor.
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"""
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data = {
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'version': 'v0.0',
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'previousPeopleCount': peopleCount,
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'countChange': countChange,
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'directionState': directionState,
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'dateTime': datetime.now(),
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'motionTriggeredLights': motion_triggered_lights
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}
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try:
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with open(LOG_FILE_PATH, 'a') as f:
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f.write(json.dumps(data, default=str) + "\n")
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except Exception as ex:
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logging.exception(f'Unable to write log file. {ex}')
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def count_change(change: int) -> None:
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"""Handles light state when people count changes
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Args:
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change (int): The change in the number of people. Usually on of [-1, 0, 1].
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"""
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global hue
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global peopleCount
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global motion_triggered_lights
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# Are lights on at the moment?
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previous_lights_state = get_light_state()
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# Apply correction
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if peopleCount <= 0 and previous_lights_state and not motion_triggered_lights:
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# Count was 0, but lights were on (not because of motion triggers) => people count was not actually 0
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peopleCount = 1
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logging.debug(f'People count corrected to {peopleCount}')
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elif peopleCount > 0 and not previous_lights_state:
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# Count was >0, but lights were off => people count was actually 0
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peopleCount = 0
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logging.debug(f'People count corrected to {peopleCount}')
|
||||||
|
|
||||||
|
peopleCount += change
|
||||||
|
if peopleCount < 0:
|
||||||
|
peopleCount = 0
|
||||||
|
logging.debug(f'People count changed by {change}')
|
||||||
|
|
||||||
|
# Handle light
|
||||||
|
target_light_state = peopleCount > 0
|
||||||
|
|
||||||
|
# Return, if there is no change
|
||||||
|
if previous_lights_state == target_light_state:
|
||||||
|
if previous_lights_state:
|
||||||
|
# Signaling that the people count is taking control over the light now
|
||||||
|
motion_triggered_lights = False
|
||||||
|
return
|
||||||
|
|
||||||
|
set_light_state(target_light_state)
|
||||||
|
|
||||||
|
|
||||||
|
def trigger_change(triggerState: Dict):
|
||||||
|
"""Handles motion triggered light state.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
triggerState (Dict): Describing in what directions the sensor is triggerd.
|
||||||
|
"""
|
||||||
|
global hue
|
||||||
|
global motion_triggered_lights
|
||||||
|
|
||||||
|
target_light_state = None
|
||||||
|
|
||||||
|
# Is someone walking close to the door?
|
||||||
|
motion_detected = triggerState[Directions.INSIDE] or triggerState[Directions.OUTSIDE]
|
||||||
|
target_light_state = motion_detected
|
||||||
|
|
||||||
|
# Does motion triggered light need to do anything?
|
||||||
|
if peopleCount > 0:
|
||||||
|
# State is successfully handled by the count
|
||||||
|
motion_triggered_lights = False
|
||||||
|
return
|
||||||
|
|
||||||
|
# Only look at changing situations
|
||||||
|
if target_light_state == motion_triggered_lights:
|
||||||
|
return
|
||||||
|
|
||||||
|
set_light_state(target_light_state)
|
||||||
|
|
||||||
|
# Save state
|
||||||
|
motion_triggered_lights = target_light_state
|
||||||
|
|
||||||
|
|
||||||
|
def set_light_scene(target_scene: str) -> bool:
|
||||||
|
"""Sets the lights to the given scene, but only, if lights are already on. Does not correct count if lights are in an unexpected state.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
target_scene (string): Name of the scene to activate.
|
||||||
|
"""
|
||||||
|
# Is valid scene?
|
||||||
|
if target_scene is None:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Are lights on at the moment? Only based on people count for simplicity
|
||||||
|
if peopleCount <= 0:
|
||||||
|
# Lights are probably off, not doing anything
|
||||||
|
return
|
||||||
|
|
||||||
|
# Set lights to scene
|
||||||
|
hue.set_group_scene(hue_conf['light_group'], target_scene)
|
||||||
|
logging.debug(
|
||||||
|
f'Light scene set to {target_scene}')
|
||||||
|
|
||||||
|
|
||||||
|
def set_light_state(target_light_state: bool) -> bool:
|
||||||
|
"""Sets the lights to the given state.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
target_light_state (bool): Should lights on the inside be on or off.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
bool: Previous light state.
|
||||||
|
"""
|
||||||
|
# Are lights on at the moment?
|
||||||
|
previous_lights_state = get_light_state()
|
||||||
|
if target_light_state == previous_lights_state:
|
||||||
|
return previous_lights_state
|
||||||
|
|
||||||
|
# Adjust light as necessary
|
||||||
|
target_scene = get_scene_for_time(datetime.now().time())
|
||||||
|
if target_light_state and target_scene:
|
||||||
|
# Set to specific scene if exists
|
||||||
|
hue.set_group_scene(hue_conf['light_group'], target_scene)
|
||||||
|
logging.debug(
|
||||||
|
f'Light state changed to {target_light_state} with scene {target_scene}')
|
||||||
|
else:
|
||||||
|
hue.set_group(hue_conf['light_group'], {'on': target_light_state})
|
||||||
|
logging.debug(f'Light state changed to {target_light_state}')
|
||||||
|
|
||||||
|
return previous_lights_state
|
||||||
|
|
||||||
|
|
||||||
|
def get_light_state() -> bool:
|
||||||
|
"""
|
||||||
|
Returns:
|
||||||
|
bool: Current light state.
|
||||||
|
"""
|
||||||
|
return hue.get_group(hue_conf['light_group'])['state']['any_on']
|
||||||
|
|
||||||
|
|
||||||
|
def update_scene():
|
||||||
|
"""Called by time trigger to update light scene if lights are on.
|
||||||
|
"""
|
||||||
|
scene = get_scene_for_time(datetime.now().time())
|
||||||
|
|
||||||
|
if scene is None:
|
||||||
|
return
|
||||||
|
|
||||||
|
set_light_scene(scene)
|
||||||
|
logging.debug(f'Updated scene at {datetime.now().time()} to {scene}.')
|
||||||
|
|
||||||
|
|
||||||
|
def register_time_triggers():
|
||||||
|
"""Registeres time triggered callbacks based on the schedule, to adjust the current scene, if lights are on.
|
||||||
|
"""
|
||||||
|
global SCHEDULE
|
||||||
|
if SCHEDULE is None or len(SCHEDULE) <= 0:
|
||||||
|
return
|
||||||
|
|
||||||
|
for time in SCHEDULE.keys():
|
||||||
|
delta = time_minus_time(time, datetime.now().time())
|
||||||
|
if delta < timedelta(0):
|
||||||
|
delta += timedelta(1)
|
||||||
|
|
||||||
|
timeloop._add_job(update_scene, interval=timedelta(1), offset=delta)
|
||||||
|
|
||||||
|
timeloop.start(block=False)
|
||||||
|
|
||||||
|
logging.info("Registered time triggers.")
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
if ENABLE_SCHEDULE_TRIGGERS:
|
||||||
|
register_time_triggers()
|
||||||
|
|
||||||
|
# Represents callback trigger order
|
||||||
|
counter.hookChange(change_cb)
|
||||||
|
counter.hookCounting(count_change)
|
||||||
|
counter.hookTrigger(trigger_change)
|
||||||
|
|
||||||
|
counter.run()
|
Loading…
Reference in a new issue