weather

package
v0.5.0 Latest Latest
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Published: Nov 28, 2021 License: GPL-3.0 Imports: 11 Imported by: 0

Documentation

Index

Constants

View Source
const (
	Name = "weather"
	// EntityWeather ...
	EntityWeather = common.EntityType("weather")
)
View Source
const (
	AttrForecast              = "forecast"
	AttrForecastDay1          = "forecast_day1"
	AttrForecastDay2          = "forecast_day2"
	AttrForecastDay3          = "forecast_day3"
	AttrForecastDay4          = "forecast_day4"
	AttrForecastDay5          = "forecast_day5"
	AttrWeatherCondition      = "condition"
	AttrWeatherDatetime       = "datetime"
	AttrWeatherAttribution    = "attribution"
	AttrWeatherHumidity       = "humidity"
	AttrWeatherOzone          = "ozone"
	AttrWeatherPressure       = "pressure"
	AttrWeatherTemperature    = "temperature"
	AttrWeatherMinTemperature = "min_temperature"
	AttrWeatherMaxTemperature = "max_temperature"
	AttrWeatherVisibility     = "visibility"
	AttrWeatherWindBearing    = "wind_bearing"
	AttrWeatherWindSpeed      = "wind_speed"
	AttrWeatherMain           = "main"
	AttrWeatherDescription    = "description"
	AttrWeatherIcon           = "icon"

	Attribution = ""

	AttrLat    = "lat"
	AttrLon    = "lon"
	AttrPlugin = "plugin"
)
View Source
const (
	StateClearSky                    = "clearSky"
	StateFair                        = "fair"
	StatePartlyCloudy                = "partlyCloudy"
	StateCloudy                      = "cloudy"
	StateLightRainShowers            = "lightRainShowers"
	StateRainShowers                 = "rainShowers"
	StateHeavyRainShowers            = "heavyRainShowers"
	StateLightRainShowersAndThunder  = "lightRainShowersAndThunder"
	StateRainShowersAndThunder       = "rainShowersAndThunder"
	StateHeavyRainShowersAndThunder  = "heavyRainShowersAndThunder"
	StateLightSleetShowers           = "lightSleetShowers"
	StateSleetShowers                = "sleetShowers"
	StateHeavySleetShowers           = "heavySleetShowers"
	StateLightSleetShowersAndThunder = "lightSleetShowersAndThunder"
	StateSleetShowersAndThunder      = "sleetShowersAndThunder"
	StateHeavySleetShowersAndThunder = "heavySleetShowersAndThunder"
	StateLightSnowShowers            = "lightSnowShowers"
	StateSnowShowers                 = "snowShowers"
	StateHeavySnowShowers            = "heavySnowShowers"
	StateLightSnowShowersAndThunder  = "lightSnowShowersAndThunder"
	StateSnowShowersAndThunder       = "snowShowersAndThunder"
	StateHeavySnowShowersAndThunder  = "heavySnowShowersAndThunder"
	StateLightRain                   = "lightRain"
	StateRain                        = "rain"
	StateHeavyRain                   = "heavyRain"
	StateLightRainAndThunder         = "lightRainAndThunder"
	StateRainAndThunder              = "rainAndThunder"
	StateHeavyRainAndThunder         = "heavyRainAndThunder"
	StateLightSleet                  = "lightSleet"
	StateSleet                       = "sleet"
	StateHeavySleet                  = "heavySleet"
	StateLightSleetAndThunder        = "lightSleetAndThunder"
	StateSleetAndThunder             = "sleetAndThunder"
	StateHeavySleetAndThunder        = "heavySleetAndThunder"
	StateLightSnow                   = "lightSnow"
	StateSnow                        = "snow"
	StateHeavySnow                   = "heavySnow"
	StateLightSnowAndThunder         = "lightSnowAndThunder"
	StateSnowAndThunder              = "snowAndThunder"
	StateHeavySnowAndThunder         = "heavySnowAndThunder"
	StateFog                         = "fog"
)
View Source
const (
	StatePositionUpdate = "positionUpdate"
)
View Source
const (
	TopicPluginWeather = string("plugin.weather")
)

Variables

This section is empty.

Functions

func BaseForecast

func BaseForecast() m.Attributes

func GetActorState

func GetActorState(state string, n, w bool) (actorState entity_manager.ActorState)

func GetImagePath

func GetImagePath(state string, night, winter bool) (imagePath *string)

func GetIndexByState

func GetIndexByState(state string) (idx int)

func GetStateByIndex

func GetStateByIndex(idx int) (state string)

func New

func New() plugins.Plugable

func NewActorStates

func NewActorStates(n, w bool) (states map[string]entity_manager.ActorState)

func NewAttr

func NewAttr() m.Attributes

func NewForecast

func NewForecast(days int) m.Attributes

func NewSettings

func NewSettings() m.Attributes

Types

type Actor

type Actor struct {
	entity_manager.BaseActor
	// contains filtered or unexported fields
}

func NewActor

func NewActor(entity *m.Entity,
	entityManager entity_manager.EntityManager,
	eventBus event_bus.EventBus) *Actor

func (*Actor) SetState

func (e *Actor) SetState(params entity_manager.EntityStateParams) error

func (*Actor) Spawn

func (e *Actor) Spawn() entity_manager.PluginActor

func (*Actor) UpdatePosition

func (e *Actor) UpdatePosition(settings m.Attributes)

type EventStateChanged

type EventStateChanged struct {
	Type       common.EntityType `json:"type"`
	EntityId   common.EntityId   `json:"entity_id"`
	State      string            `json:"state"`
	Attributes m.Attributes      `json:"attributes"`
	Settings   m.Attributes      `json:"settings"`
}

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