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zoneManager.cpp
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204 lines (170 loc) · 3.34 KB
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#include "zoneManager.h"
zoneManager::zoneManager()
{
zones.setStorage(data, (size_t)0);
payloadQueue.setStorage(loads, (size_t)0);
}
zoneManager::~zoneManager()
{
zones.~Vector();
payloadQueue.~Vector();
}
void zoneManager::addZone()
{
Zone zone;
zones.push_back(zone);
}
void zoneManager::addZone(deviceType type, int deviceAddr)
{
Zone zone;
switch (type)
{
case vent:
zone.vent = deviceAddr;
break;
case sensor:
zone.sensor = deviceAddr;
break;
}
zones.push_back(zone);
}
void zoneManager::addZone(int sensorAddr, int ventAddr)
{
Zone zone;
zone.vent = ventAddr;
zone.sensor = sensorAddr;
zones.push_back(zone);
}
// Returns false for invalid args
bool zoneManager::addToZone(int zoneID, deviceType type, int deviceAddr)
{
if (zoneID >= zones.size())
return false;
switch (type)
{
case vent:
zones[zoneID].vent = deviceAddr;
break;
case sensor:
zones[zoneID].sensor = deviceAddr;
break;
default:
return false;
break;
}
return true;
}
// returns false for invalid args
bool zoneManager::updateZone(int zoneID, command type, int data)
{
DEBUG("Zone ID: ");
DEBUGln(zoneID);
if (zoneID >= zones.size())
return false;
switch (type)
{
case curr_temp:
zones[zoneID].currTemp = data;
break;
case target_temp:
zones[zoneID].currTarget = data;
break;
case vent_state:
zones[zoneID].ventState = (Vent_State)data;
default:
return false;
break;
}
processData();
return true;
}
Payload zoneManager::getPayload()
{
Payload ret = payloadQueue.back();
payloadQueue.pop_back();
return ret;
}
bool zoneManager::havePayloads()
{
return !payloadQueue.empty();
}
void zoneManager::processData()
{
int needCool = 0;
int needHeat = 0;
// Find if we need heat or cool
for (int i = 0; i < zones.size(); i++)
{
// Too hot turn on ac
if (zones[i].currTemp > zones[i].currTarget)
{
needCool++;
}
// Too cold turn on heat
else if (zones[i].currTemp < zones[i].currTarget)
{
needHeat++;
}
}
// if all zones are good turn off
if (needHeat == 0 && needCool == 0)
{
ACstate = off;
Payload load;
load.type = HVAC;
load.data = off;
payloadQueue.push_back(load);
}
// Only update AC state
// Always when AC state is off
// Only if either cooling/heating is no longer needed
else if (ACstate == off || (needCool == 0 || needHeat == 0))
{
ACstate = needCool >= needHeat ? cool : heat;
Payload load;
load.zoneID = 0;
load.type = HVAC;
load.data = ACstate;
payloadQueue.push_back(load);
}
// Update vent states
for (int i = 0; i < zones.size(); i++)
{
Payload load;
load.zoneID = zones[i].vent;
load.type = vent_state;
// load.data = ACstate == off ? close : open;
// payloadQueue.push_back(load);
// Too hot turn on ac
if (zones[i].currTemp > zones[i].currTarget)
{
// open vent if we're cooling
if (ACstate == cool)
load.data = open;
// close otherwise
else
load.data = close;
}
// Too cold turn on heat
else if (zones[i].currTemp < zones[i].currTarget)
{
// open vent if we're heat
if (ACstate == heat)
load.data = open;
// close otherwise
else
load.data = close;
}
// equal means close
else
{
load.data = close;
}
// Update only if it doesn't match current state
if (load.data != zones[i].ventState)
{
payloadQueue.push_back(load);
zones[i].ventState = (Vent_State)load.data;
}
}
}