# Light Naming Configuration - Hybrid Structure ## Overview This document defines the naming convention and structure for all lights in the home automation system using the Hybrid Structure (Option 4). This will serve as the basis for the redesign. **Structure**: Room-organized in CODESYS, flattened for Home Assistant **Naming Convention**: `{room}_{function}` (e.g., `kitchen_main`, `master_bedroom_bedside_left`) --- ## Room-by-Room Light Configuration ### 1. Master Bedroom **Room ID**: `master_bedroom` **Display Name**: "Master Bedroom" **Lights**: - `main` - Main ceiling light - `bedside_left` - Left bedside lamp - `bedside_right` - Right bedside lamp - `closet` - Closet light - `reading` - Reading light (optional) - `ambient` - Ambient/atmospheric lighting (optional) **CODESYS Structure**: ```iec rooms.master_bedroom: main: struct_light_control; bedside_left: struct_light_control; bedside_right: struct_light_control; closet: struct_light_control; reading: struct_light_control; // Optional ambient: struct_light_control; // Optional ``` **Home Assistant Entities**: - `light.master_bedroom_main` - `light.master_bedroom_bedside_left` - `light.master_bedroom_bedside_right` - `light.master_bedroom_closet` - `light.master_bedroom_reading` (if used) - `light.master_bedroom_ambient` (if used) --- ### 2. Master Bathroom **Room ID**: `master_bathroom` **Display Name**: "Master Bathroom" **Lights**: - `main` - Main ceiling light - `mirror` - Mirror/vanity light - `shower` - Shower light - `night_light` - Night light (low brightness) **CODESYS Structure**: ```iec rooms.master_bathroom: main: struct_light_control; mirror: struct_light_control; shower: struct_light_control; night_light: struct_light_control; ``` **Home Assistant Entities**: - `light.master_bathroom_main` - `light.master_bathroom_mirror` - `light.master_bathroom_shower` - `light.master_bathroom_night_light` --- ### 3. Bedroom 1 **Room ID**: `bedroom_1` **Display Name**: "Bedroom 1" **Lights**: - `main` - Main ceiling light - `bedside` - Bedside lamp - `desk` - Desk lamp (if applicable) - `closet` - Closet light (if applicable) **CODESYS Structure**: ```iec rooms.bedroom_1: main: struct_light_control; bedside: struct_light_control; desk: struct_light_control; // Optional closet: struct_light_control; // Optional ``` **Home Assistant Entities**: - `light.bedroom_1_main` - `light.bedroom_1_bedside` - `light.bedroom_1_desk` (if used) - `light.bedroom_1_closet` (if used) --- ### 4. Bedroom 2 **Room ID**: `bedroom_2` **Display Name**: "Bedroom 2" **Lights**: - `main` - Main ceiling light - `bedside` - Bedside lamp - `desk` - Desk lamp (if applicable) - `closet` - Closet light (if applicable) **CODESYS Structure**: ```iec rooms.bedroom_2: main: struct_light_control; bedside: struct_light_control; desk: struct_light_control; // Optional closet: struct_light_control; // Optional ``` **Home Assistant Entities**: - `light.bedroom_2_main` - `light.bedroom_2_bedside` - `light.bedroom_2_desk` (if used) - `light.bedroom_2_closet` (if used) --- ### 5. Bathroom **Room ID**: `bathroom` **Display Name**: "Bathroom" **Lights**: - `main` - Main ceiling light - `mirror` - Mirror/vanity light - `night_light` - Night light **CODESYS Structure**: ```iec rooms.bathroom: main: struct_light_control; mirror: struct_light_control; night_light: struct_light_control; ``` **Home Assistant Entities**: - `light.bathroom_main` - `light.bathroom_mirror` - `light.bathroom_night_light` --- ### 6. Kitchen **Room ID**: `kitchen` **Display Name**: "Kitchen" **Lights**: - `main` - Main ceiling light - `under_cabinet` - Under cabinet task lighting - `island` - Island pendant light - `pantry` - Pantry light (if separate from pantry room) - `sink` - Sink area light **CODESYS Structure**: ```iec rooms.kitchen: main: struct_light_control; under_cabinet: struct_light_control; island: struct_light_control; pantry: struct_light_control; // If in kitchen sink: struct_light_control; ``` **Home Assistant Entities**: - `light.kitchen_main` - `light.kitchen_under_cabinet` - `light.kitchen_island` - `light.kitchen_pantry` (if used) - `light.kitchen_sink` --- ### 7. Living Room **Room ID**: `living_room` **Display Name**: "Living Room" **Lights**: - `main` - Main ceiling light - `reading` - Reading lamp - `tv` - TV area lighting - `accent` - Accent lighting - `fireplace` - Fireplace area lighting (if applicable) **CODESYS Structure**: ```iec rooms.living_room: main: struct_light_control; reading: struct_light_control; tv: struct_light_control; accent: struct_light_control; fireplace: struct_light_control; // Optional ``` **Home Assistant Entities**: - `light.living_room_main` - `light.living_room_reading` - `light.living_room_tv` - `light.living_room_accent` - `light.living_room_fireplace` (if used) --- ### 8. Dining Room **Room ID**: `dining_room` **Display Name**: "Dining Room" **Lights**: - `main` - Main chandelier/ceiling light - `ambient` - Ambient lighting - `buffet` - Buffet/sideboard lighting (if applicable) **CODESYS Structure**: ```iec rooms.dining_room: main: struct_light_control; ambient: struct_light_control; buffet: struct_light_control; // Optional ``` **Home Assistant Entities**: - `light.dining_room_main` - `light.dining_room_ambient` - `light.dining_room_buffet` (if used) --- ### 9. Hallway **Room ID**: `hallway` **Display Name**: "Hallway" **Lights**: - `main` - Main hallway light - `secondary` - Secondary hallway light (if long hallway) - `night_light` - Night light **CODESYS Structure**: ```iec rooms.hallway: main: struct_light_control; secondary: struct_light_control; // Optional night_light: struct_light_control; ``` **Home Assistant Entities**: - `light.hallway_main` - `light.hallway_secondary` (if used) - `light.hallway_night_light` --- ### 10. Pantry **Room ID**: `pantry` **Display Name**: "Pantry" **Lights**: - `main` - Main pantry light **CODESYS Structure**: ```iec rooms.pantry: main: struct_light_control; ``` **Home Assistant Entities**: - `light.pantry_main` --- ### 11. Entrance **Room ID**: `entrance` **Display Name**: "Entrance" **Lights**: - `main` - Main entrance light - `security` - Security/porch light **CODESYS Structure**: ```iec rooms.entrance: main: struct_light_control; security: struct_light_control; ``` **Home Assistant Entities**: - `light.entrance_main` - `light.entrance_security` --- ### 12. Guest WC **Room ID**: `guest_wc` **Display Name**: "Guest WC" **Lights**: - `main` - Main light - `night_light` - Night light **CODESYS Structure**: ```iec rooms.guest_wc: main: struct_light_control; night_light: struct_light_control; ``` **Home Assistant Entities**: - `light.guest_wc_main` - `light.guest_wc_night_light` --- ### 13. Outdoor Veranda **Room ID**: `outdoor_veranda` **Display Name**: "Outdoor Veranda" **Lights**: - `main` - Main veranda light - `ambient` - Ambient/atmospheric lighting - `security` - Security lighting **CODESYS Structure**: ```iec rooms.outdoor_veranda: main: struct_light_control; ambient: struct_light_control; security: struct_light_control; ``` **Home Assistant Entities**: - `light.outdoor_veranda_main` - `light.outdoor_veranda_ambient` - `light.outdoor_veranda_security` --- ### 14. Outdoor Front **Room ID**: `outdoor_front` **Display Name**: "Outdoor Front" **Lights**: - `porch` - Front porch light - `security` - Security light - `pathway` - Pathway lighting **CODESYS Structure**: ```iec rooms.outdoor_front: porch: struct_light_control; security: struct_light_control; pathway: struct_light_control; ``` **Home Assistant Entities**: - `light.outdoor_front_porch` - `light.outdoor_front_security` - `light.outdoor_front_pathway` --- ### 15. Outdoor Side **Room ID**: `outdoor_side` **Display Name**: "Outdoor Side" **Lights**: - `security` - Side security light - `pathway` - Side pathway lighting **CODESYS Structure**: ```iec rooms.outdoor_side: security: struct_light_control; pathway: struct_light_control; ``` **Home Assistant Entities**: - `light.outdoor_side_security` - `light.outdoor_side_pathway` --- ### 16. Outdoor Back **Room ID**: `outdoor_back` **Display Name**: "Outdoor Back" **Lights**: - `patio` - Patio/backyard light - `security` - Back security light - `garden` - Garden lighting (if applicable) **CODESYS Structure**: ```iec rooms.outdoor_back: patio: struct_light_control; security: struct_light_control; garden: struct_light_control; // Optional ``` **Home Assistant Entities**: - `light.outdoor_back_patio` - `light.outdoor_back_security` - `light.outdoor_back_garden` (if used) --- ## Complete CODESYS Structure Definition ```iec TYPE struct_light_control : STRUCT // Control Commands ha_on: BOOL; // Home Assistant: Turn ON ha_off: BOOL; // Home Assistant: Turn OFF zigbee_toggle: BOOL; // Zigbee Switch: Toggle (edge detected) // Status state: BOOL; // Current light state relay_status: BOOL; // Actual relay status (read from EtherCAT) END_STRUCT END_TYPE TYPE struct_room_lights : STRUCT main: struct_light_control; secondary: struct_light_control; task: struct_light_control; ambient: struct_light_control; accent: struct_light_control; security: struct_light_control; // Room-specific lights defined per room END_STRUCT END_TYPE VAR_GLOBAL rooms: STRUCT master_bedroom: STRUCT main: struct_light_control; bedside_left: struct_light_control; bedside_right: struct_light_control; closet: struct_light_control; reading: struct_light_control; ambient: struct_light_control; END_STRUCT; master_bathroom: STRUCT main: struct_light_control; mirror: struct_light_control; shower: struct_light_control; night_light: struct_light_control; END_STRUCT; bedroom_1: STRUCT main: struct_light_control; bedside: struct_light_control; desk: struct_light_control; closet: struct_light_control; END_STRUCT; bedroom_2: STRUCT main: struct_light_control; bedside: struct_light_control; desk: struct_light_control; closet: struct_light_control; END_STRUCT; bathroom: STRUCT main: struct_light_control; mirror: struct_light_control; night_light: struct_light_control; END_STRUCT; kitchen: STRUCT main: struct_light_control; under_cabinet: struct_light_control; island: struct_light_control; pantry: struct_light_control; sink: struct_light_control; END_STRUCT; living_room: STRUCT main: struct_light_control; reading: struct_light_control; tv: struct_light_control; accent: struct_light_control; fireplace: struct_light_control; END_STRUCT; dining_room: STRUCT main: struct_light_control; ambient: struct_light_control; buffet: struct_light_control; END_STRUCT; hallway: STRUCT main: struct_light_control; secondary: struct_light_control; night_light: struct_light_control; END_STRUCT; pantry: STRUCT main: struct_light_control; END_STRUCT; entrance: STRUCT main: struct_light_control; security: struct_light_control; END_STRUCT; guest_wc: STRUCT main: struct_light_control; night_light: struct_light_control; END_STRUCT; outdoor_veranda: STRUCT main: struct_light_control; ambient: struct_light_control; security: struct_light_control; END_STRUCT; outdoor_front: STRUCT porch: struct_light_control; security: struct_light_control; pathway: struct_light_control; END_STRUCT; outdoor_side: STRUCT security: struct_light_control; pathway: struct_light_control; END_STRUCT; outdoor_back: STRUCT patio: struct_light_control; security: struct_light_control; garden: struct_light_control; END_STRUCT; END_STRUCT; END_VAR ``` --- ## Light Function Types Reference Use these standard function names for consistency: | Function | Description | Typical Use | |----------|-------------|-------------| | `main` | Primary/ceiling light | Main illumination in room | | `secondary` | Secondary light | Additional main light | | `bedside_left` | Left bedside lamp | Bedroom bedside | | `bedside_right` | Right bedside lamp | Bedroom bedside | | `bedside` | Single bedside lamp | Single bed rooms | | `closet` | Closet light | Storage areas | | `desk` | Desk lamp | Study/work areas | | `reading` | Reading light | Reading areas | | `mirror` | Mirror/vanity light | Bathrooms | | `shower` | Shower light | Bathroom shower | | `night_light` | Night light | Low brightness | | `under_cabinet` | Under cabinet | Kitchen task lighting | | `island` | Island pendant | Kitchen island | | `sink` | Sink area light | Kitchen/bathroom | | `tv` | TV area lighting | Living room | | `accent` | Accent lighting | Decorative | | `ambient` | Ambient lighting | Atmospheric | | `fireplace` | Fireplace area | Living room | | `buffet` | Buffet/sideboard | Dining room | | `porch` | Porch light | Entrance | | `patio` | Patio light | Backyard | | `security` | Security light | Outdoor security | | `pathway` | Pathway lighting | Outdoor paths | | `garden` | Garden lighting | Outdoor garden | --- ## Water Boiler Control ### Water Boiler Structure ```iec TYPE struct_water_boiler : STRUCT // Control Commands ha_on: BOOL; // Home Assistant: Turn ON ha_off: BOOL; // Home Assistant: Turn OFF schedule_on: BOOL; // Scheduled ON (from automation) schedule_off: BOOL; // Scheduled OFF (from automation) // Status state: BOOL; // Current boiler state (ON/OFF) relay_status: BOOL; // Actual relay status temperature: REAL; // Water temperature (if sensor available) // Safety safety_override: BOOL; // Safety system override (read-only) error_state: BOOL; // Error state flag last_error: STRING; // Last error message END_STRUCT END_TYPE VAR_GLOBAL water_boiler: struct_water_boiler; END_VAR ``` ### Water Boiler Function Block ```iec FUNCTION_BLOCK fb_waterBoiler VAR_INPUT // Control ha_on: BOOL; ha_off: BOOL; schedule_on: BOOL; schedule_off: BOOL; // Sensors temperature: REAL; // Water temperature sensor pressure: REAL; // Water pressure (if available) // Safety Inputs emergency_stop: BOOL; // Emergency stop button flow_sensor: BOOL; // Water flow sensor overtemp_sensor: BOOL; // Over-temperature sensor pressure_sensor: BOOL; // Pressure sensor (if available) // Relay Output relay_output: BOOL; // Read actual relay state END_VAR VAR_OUTPUT relay_control: BOOL; // Control output to relay state: BOOL; // Current state relay_status: BOOL; // Actual relay status safety_override: BOOL; // Safety override active error_state: BOOL; // Error detected error_code: INT; // Error code error_message: STRING; // Error description END_VAR VAR // Internal State internal_state: BOOL; last_state: BOOL; // Safety Timers max_on_time: TIME := T#8H; // Maximum ON time (8 hours) min_off_time: TIME := T#30M; // Minimum OFF time (30 minutes) on_timer: TON; off_timer: TON; // Temperature Limits max_temp: REAL := 80.0; // Maximum temperature (°C) min_temp: REAL := 10.0; // Minimum temperature (°C) // Safety Flags temp_ok: BOOL; pressure_ok: BOOL; flow_ok: BOOL; time_ok: BOOL; // Edge Detection r_trig_ha_on: R_TRIG; r_trig_ha_off: R_TRIG; r_trig_schedule_on: R_TRIG; r_trig_schedule_off: R_TRIG; r_trig_emergency: R_TRIG; END_VAR ``` ### Safety Logic Implementation ```iec // Edge detection r_trig_ha_on(CLK := ha_on); r_trig_ha_off(CLK := ha_off); r_trig_schedule_on(CLK := schedule_on); r_trig_schedule_off(CLK := schedule_off); r_trig_emergency(CLK := emergency_stop); // Safety Checks temp_ok := (temperature >= min_temp) AND (temperature <= max_temp); pressure_ok := pressure_sensor; // Assuming normally closed safety switch flow_ok := flow_sensor; // Water flow detected time_ok := NOT on_timer.Q; // Not exceeded max ON time // Safety Override (highest priority) IF r_trig_emergency.Q OR NOT temp_ok OR NOT pressure_ok THEN safety_override := TRUE; internal_state := FALSE; error_state := TRUE; error_code := 1; // Safety override error_message := 'Safety override active'; ELSIF NOT flow_ok AND internal_state THEN // No water flow but boiler is on - turn off after delay off_timer(IN := TRUE, PT := T#5M); // 5 minute delay IF off_timer.Q THEN internal_state := FALSE; error_state := TRUE; error_code := 2; // No flow error_message := 'No water flow detected'; END_IF; ELSIF NOT time_ok THEN // Maximum ON time exceeded internal_state := FALSE; error_state := TRUE; error_code := 3; // Time exceeded error_message := 'Maximum ON time exceeded'; ELSE safety_override := FALSE; error_state := FALSE; error_code := 0; error_message := ''; END_IF; // Control Logic (only if safety OK) IF NOT safety_override THEN // Priority: Emergency OFF > Manual OFF > Scheduled OFF > Manual ON > Scheduled ON IF r_trig_ha_off.Q OR r_trig_schedule_off.Q THEN internal_state := FALSE; ELSIF r_trig_ha_on.Q OR r_trig_schedule_on.Q THEN IF temp_ok AND flow_ok AND time_ok THEN internal_state := TRUE; on_timer(IN := internal_state, PT := max_on_time); END_IF; END_IF; END_IF; // Update timers on_timer(IN := internal_state AND NOT safety_override, PT := max_on_time); off_timer(IN := NOT internal_state, PT := min_off_time); // Output Assignment relay_control := internal_state AND NOT safety_override; state := internal_state; relay_status := relay_output; // Read from actual relay ``` ### Safety Measures #### 1. Temperature Protection - **Max Temperature**: 80°C (configurable) - **Min Temperature**: 10°C (freeze protection) - **Action**: Auto-shutoff if temperature exceeds limits #### 2. Time-Based Protection - **Max ON Time**: 8 hours (prevents continuous operation) - **Min OFF Time**: 30 minutes (prevents rapid cycling) - **Action**: Force OFF after max time, prevent ON during min OFF time #### 3. Flow Detection - **Flow Sensor**: Monitors water flow - **Action**: Shut off if no flow detected for 5 minutes (dry-run protection) #### 4. Emergency Stop - **Emergency Button**: Physical emergency stop - **Action**: Immediate shutdown, requires manual reset #### 5. Pressure Protection - **Pressure Sensor**: Monitors system pressure - **Action**: Shut off if pressure abnormal #### 6. State Monitoring - **Relay Status**: Read actual relay state - **Action**: Detect relay failures, report status #### 7. Error Reporting - **Error Codes**: - 0: No error - 1: Safety override - 2: No flow - 3: Time exceeded - 4: Temperature fault - 5: Pressure fault - **Error Messages**: Human-readable descriptions ### Water Boiler Network Variable ```iec // Sent to Node-RED (Status) VAR_GLOBAL boiler_status: struct_water_boiler; END_VAR // Received from Node-RED (Commands) VAR_GLOBAL boiler_commands: STRUCT ha_on: BOOL; ha_off: BOOL; schedule_on: BOOL; schedule_off: BOOL; END_STRUCT; END_VAR ``` ### Home Assistant Integration **Entity Type**: `switch` or `water_heater` ```yaml switch: - platform: mqtt name: "Water Boiler" unique_id: "water_boiler" state_topic: "homeassistant/water_boiler/state" command_topic: "homeassistant/water_boiler/set" state_value_template: "{{ value_json.state }}" command_on_template: '{"ha_on":true}' command_off_template: '{"ha_off":true}' qos: 1 retain: true sensor: - platform: mqtt name: "Water Boiler Temperature" state_topic: "homeassistant/water_boiler/state" value_template: "{{ value_json.temperature }}" unit_of_measurement: "°C" - platform: mqtt name: "Water Boiler Error" state_topic: "homeassistant/water_boiler/state" value_template: "{{ value_json.error_message }}" ``` --- ## Summary ### Light Configuration - **Total Rooms**: 16 (15 indoor + outdoor areas) - **Total Lights**: ~60-70 lights (varies by room) - **Structure**: Hybrid (room-organized in CODESYS, flat in HA) - **Naming**: `{room}_{function}` format ### Water Boiler - **Control**: ON/OFF with scheduling - **Safety**: 7 safety measures implemented - **Monitoring**: Temperature, flow, pressure, time - **Error Reporting**: Comprehensive error codes and messages ### Next Steps 1. Review and modify light names per room based on actual installation 2. Map lights to relay outputs 3. Implement new structure in CODESYS 4. Update Node-RED flows 5. Configure Home Assistant entities 6. Test all safety measures for water boiler --- **Document Status**: Template - Modify with actual light configuration **Last Updated**: January 27, 2026