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UnloadableFieldworkAIDriver.lua
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UnloadableFieldworkAIDriver.lua
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--[[
This file is part of Courseplay (https://github.com/Courseplay/courseplay)
Copyright (C) 2018 Peter Vajko
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
]]
--[[
Fieldwork AI Driver for harvesting vehicles which need to unload material to continue
Also known as mode 6.
]]
---@class UnloadableFieldworkAIDriver : FieldworkAIDriver
UnloadableFieldworkAIDriver = CpObject(FieldworkAIDriver)
-- at which fill level we need to unload. We want to have a little buffer there
-- as we won't raise our implements until we stopped and during that time we keep
-- harvesting
UnloadableFieldworkAIDriver.normalFillLevelFullPercentage = 99.5
UnloadableFieldworkAIDriver.fillLevelFullPercentage = UnloadableFieldworkAIDriver.normalFillLevelFullPercentage
-- at which fill level we consider ourselves unloaded
UnloadableFieldworkAIDriver.fillLevelEmptyPercentage = 0.1
function UnloadableFieldworkAIDriver:init(vehicle)
courseplay.debugVehicle(courseplay.DBG_AI_DRIVER,vehicle,'UnloadableFieldworkAIDriver:init()')
FieldworkAIDriver.init(self, vehicle)
self:initStates(UnloadableFieldworkAIDriver.myStates)
self.mode = courseplay.MODE_FIELDWORK
self.debugChannel = courseplay.DBG_MODE_6
self.stopImplementsWhileUnloadOrRefillOnField = false
self.refillUntilPct = vehicle.cp.settings.refillUntilPct
end
function UnloadableFieldworkAIDriver:setHudContent()
FieldworkAIDriver.setHudContent(self)
courseplay.hud:setUnloadableFieldworkAIDriverContent(self.vehicle)
end
function UnloadableFieldworkAIDriver.create(vehicle)
if AIDriverUtil.hasImplementWithSpecialization(vehicle, BaleLoader) then
return BaleLoaderAIDriver(vehicle)
elseif AIDriverUtil.hasAIImplementWithSpecialization(vehicle, BaleWrapper) then
-- Bale wrapper is derived from baler so must check it first to make sure that we instantiate a
-- BaleWrapperAIDriver if we have both the baler and the balewrapper specialization
return BaleWrapperAIDriver(vehicle)
elseif SpecializationUtil.hasSpecialization(Baler, vehicle.specializations) or
AIDriverUtil.hasAIImplementWithSpecialization(vehicle, Baler) then
return BalerAIDriver(vehicle)
elseif SpecializationUtil.hasSpecialization(Combine, vehicle.specializations) or
AIDriverUtil.hasAIImplementWithSpecialization(vehicle, Combine) then
return CombineAIDriver(vehicle)
elseif SpecializationUtil.hasSpecialization(Plow, vehicle.specializations) or
AIDriverUtil.hasAIImplementWithSpecialization(vehicle, Plow) then
return PlowAIDriver(vehicle)
elseif FS19_addon_strawHarvest and AIDriverUtil.hasAIImplementWithSpecialization(vehicle, FS19_addon_strawHarvest.StrawHarvestPelletizer) then
return CombineAIDriver(vehicle)
else
return UnloadableFieldworkAIDriver(vehicle)
end
end
-- Bale loaders / wrappers have no AI markers
function UnloadableFieldworkAIDriver.getAIMarkersFromGrabberNode(object, spec)
-- use the grabber node for all markers if exists
if spec.baleGrabber and spec.baleGrabber.grabNode then
return spec.baleGrabber.grabNode, spec.baleGrabber.grabNode, spec.baleGrabber.grabNode
else
return object.rootNode, object.rootNode, object.rootNode
end
end
function UnloadableFieldworkAIDriver:drive(dt)
-- only reason we need this is to update the totalFillLevel for reverse.lua so it will
-- do a raycast for tip triggers (side effects, side effects all over the place, killing me...)
courseplay:updateFillLevelsAndCapacities(self.vehicle)
self.triggerHandler:disableFillTypeUnloading()
-- the rest is the same as the parent class
FieldworkAIDriver.drive(self, dt)
end
--- Full during fieldwork
function UnloadableFieldworkAIDriver:changeToFieldworkUnloadOrRefill()
self:debug('change to fieldwork unload')
if not self.heldForUnloadRefill and not self:shouldStopForUnloading() then
self:setInfoText(self:getFillLevelInfoText())
end
FieldworkAIDriver.changeToFieldworkUnloadOrRefill(self)
end
---@return boolean true if unload took over the driving
function UnloadableFieldworkAIDriver:driveUnloadOrRefill(dt)
self:updateOffset()
self.triggerHandler:enableFillTypeUnloading()
self.triggerHandler:enableFillTypeUnloadingBunkerSilo()
-- TODO: refactor that whole unload process, it was just copied from the legacy CP code
self:searchForTipTriggers()
local allowedToDrive, giveUpControl = self:onUnLoadCourse(true, dt)
if not allowedToDrive then
self:hold()
end
if giveUpControl then
return true
end
FieldworkAIDriver.driveUnloadOrRefill(self,dt)
return false
end
--- Interface for AutoDrive
---@return boolean true when the tool is waiting to be unloaded
function UnloadableFieldworkAIDriver:isWaitingForUnload()
return self.state == self.states.ON_FIELDWORK_COURSE and
self.fieldworkState == self.states.UNLOAD_OR_REFILL_ON_FIELD and
self.fieldworkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_OR_REFILL
end
function UnloadableFieldworkAIDriver:areFillLevelsOk(fillLevelInfo)
for fillType, info in pairs(fillLevelInfo) do
if self:isValidFillType(fillType) then
local percentage = info.fillLevel/info.capacity*100
if info.fillLevel >= info.capacity or percentage > self.refillUntilPct:get() or percentage> self.fillLevelFullPercentage then
self:debugSparse('Full or refillUntilPct reached: %.2f', percentage)
return false
end
if self:shouldStopForUnloading(percentage) then
self:debugSparse('Stop for unloading: %.2f', percentage)
return false
end
end
end
return true
end
function UnloadableFieldworkAIDriver:shouldStopForUnloading(pc)
return false
end
function UnloadableFieldworkAIDriver:atUnloadWaypoint()
return self.course:isUnloadAt(self.ppc:getCurrentWaypointIx())
end
--- Update the unload offset from the current settings and apply it when needed
function UnloadableFieldworkAIDriver:updateOffset()
local currentWaypointIx = self.ppc:getCurrentWaypointIx()
if self.course:hasUnloadPointAround(currentWaypointIx, 6, 3) then
-- around unload points
self.ppc:setOffset(self.settings.loadUnloadOffsetX:get(), self.settings.loadUnloadOffsetZ:get())
else
self.ppc:setOffset(0, 0)
end
end
function UnloadableFieldworkAIDriver:getFillLevelInfoText()
return 'NEEDS_UNLOADING'
end
function UnloadableFieldworkAIDriver:setLightsMask(vehicle)
local x,y,z = getWorldTranslation(vehicle.rootNode);
if not courseplay:isField(x, z) and self.state == self.states.ON_UNLOAD_OR_REFILL_COURSE then
vehicle:setLightsTypesMask(courseplay.lights.HEADLIGHT_STREET)
else
vehicle:setLightsTypesMask(courseplay.lights.HEADLIGHT_FULL)
end
end
function UnloadableFieldworkAIDriver:setDriveNow()
if self.state == self.states.ON_FIELDWORK_COURSE then
self:stopAndChangeToUnload()
else
AIDriver.setDriveNow(self)
end
end