Remove turn off from scene
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1 changed files with 11 additions and 114 deletions
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@ -6,34 +6,24 @@ Allows users to set and activate scenes within Home Assistant.
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A scene is a set of states that describe how you want certain entities to be.
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For example, light A should be red with 100 brightness. Light B should be on.
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A scene is active if all states of the scene match the real states.
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If a scene is manually activated it will store the previous state of the
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entities. These will be restored when the state is deactivated manually.
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If one of the enties that are being tracked change state on its own, the
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old state will not be restored when it is being deactivated.
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"""
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import logging
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from collections import namedtuple
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from homeassistant.core import State
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from homeassistant.helpers.event import track_state_change
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from homeassistant.helpers.entity import ToggleEntity
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from homeassistant.helpers.entity import Entity
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from homeassistant.helpers.entity_component import EntityComponent
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from homeassistant.helpers.state import reproduce_state
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from homeassistant.const import (
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ATTR_ENTITY_ID, STATE_OFF, STATE_ON, SERVICE_TURN_ON, SERVICE_TURN_OFF)
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ATTR_ENTITY_ID, STATE_OFF, STATE_ON, SERVICE_TURN_ON)
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DOMAIN = 'scene'
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DEPENDENCIES = ['group']
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ATTR_ACTIVE_REQUESTED = "active_requested"
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STATE = 'scening'
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CONF_ENTITIES = "entities"
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SceneConfig = namedtuple('SceneConfig', ['name', 'states', 'fuzzy_match'])
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SceneConfig = namedtuple('SceneConfig', ['name', 'states'])
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def activate(hass, entity_id=None):
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@ -68,12 +58,8 @@ def setup(hass, config):
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target_scenes = component.extract_from_service(service)
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for scene in target_scenes:
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if service.service == SERVICE_TURN_ON:
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scene.turn_on()
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else:
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scene.turn_off()
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scene.activate()
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hass.services.register(DOMAIN, SERVICE_TURN_OFF, handle_scene_service)
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hass.services.register(DOMAIN, SERVICE_TURN_ON, handle_scene_service)
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return True
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@ -83,14 +69,6 @@ def _process_config(scene_config):
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""" Process passed in config into a format to work with. """
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name = scene_config.get('name')
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fuzzy_match = scene_config.get('fuzzy_match')
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if fuzzy_match:
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# default to 1%
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if isinstance(fuzzy_match, int):
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fuzzy_match /= 100.0
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else:
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fuzzy_match = 0.01
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states = {}
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c_entities = dict(scene_config.get(CONF_ENTITIES, {}))
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@ -111,23 +89,16 @@ def _process_config(scene_config):
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states[entity_id.lower()] = State(entity_id, state, attributes)
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return SceneConfig(name, states, fuzzy_match)
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return SceneConfig(name, states)
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class Scene(ToggleEntity):
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class Scene(Entity):
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""" A scene is a group of entities and the states we want them to be. """
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def __init__(self, hass, scene_config):
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self.hass = hass
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self.scene_config = scene_config
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self.is_active = False
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self.prev_states = None
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self.ignore_updates = False
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track_state_change(
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self.hass, self.entity_ids, self.entity_state_changed)
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self.update()
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@property
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@ -139,8 +110,8 @@ class Scene(ToggleEntity):
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return self.scene_config.name
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@property
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def is_on(self):
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return self.is_active
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def state(self):
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return STATE
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@property
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def entity_ids(self):
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@ -152,82 +123,8 @@ class Scene(ToggleEntity):
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""" Scene state attributes. """
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return {
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ATTR_ENTITY_ID: list(self.entity_ids),
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ATTR_ACTIVE_REQUESTED: self.prev_states is not None,
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}
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def turn_on(self):
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def activate(self):
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""" Activates scene. Tries to get entities into requested state. """
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self.prev_states = tuple(self.hass.states.get(entity_id)
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for entity_id in self.entity_ids)
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self._reproduce_state(self.scene_config.states.values())
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def turn_off(self):
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""" Deactivates scene and restores old states. """
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if self.prev_states:
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self._reproduce_state(self.prev_states)
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self.prev_states = None
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def entity_state_changed(self, entity_id, old_state, new_state):
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""" Called when an entity part of this scene changes state. """
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if self.ignore_updates:
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return
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# If new state is not what we expect, it can never be active
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if self._state_as_requested(new_state):
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self.update()
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else:
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self.is_active = False
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self.prev_states = None
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self.update_ha_state()
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def update(self):
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"""
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Update if the scene is active.
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Will look at each requested state and see if the current entity
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has the same state and has at least the same attributes with the
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same values. The real state can have more attributes.
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"""
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self.is_active = all(
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self._state_as_requested(self.hass.states.get(entity_id))
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for entity_id in self.entity_ids)
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def _state_as_requested(self, cur_state):
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""" Returns if given state is as requested. """
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state = self.scene_config.states.get(cur_state and cur_state.entity_id)
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return (cur_state is not None and state.state == cur_state.state and
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all(self._compare_state_attribites(
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value, cur_state.attributes.get(key))
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for key, value in state.attributes.items()))
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def _fuzzy_attribute_compare(self, attr_a, attr_b):
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"""
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Compare the attributes passed, use fuzzy logic if they are floats.
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"""
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if not (isinstance(attr_a, float) and isinstance(attr_b, float)):
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return False
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diff = abs(attr_a - attr_b) / (abs(attr_a) + abs(attr_b))
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return diff <= self.scene_config.fuzzy_match
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def _compare_state_attribites(self, attr1, attr2):
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""" Compare the attributes passed, using fuzzy logic if specified. """
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if attr1 == attr2:
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return True
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if not self.scene_config.fuzzy_match:
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return False
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if isinstance(attr1, list):
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return all(self._fuzzy_attribute_compare(a, b)
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for a, b in zip(attr1, attr2))
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return self._fuzzy_attribute_compare(attr1, attr2)
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def _reproduce_state(self, states):
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""" Wraps reproduce state with Scence specific logic. """
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self.ignore_updates = True
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reproduce_state(self.hass, states, True)
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self.ignore_updates = False
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self.update_ha_state(True)
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reproduce_state(self.hass, self.scene_config.states.values(), True)
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