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toolManager.lua
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toolManager.lua
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local abs, cos, sin, min, max, deg = math.abs, math.cos, math.sin, math.min, math.max, math.deg;
local _;
-- ##### MANAGING TOOLS ##### --
function courseplay:attachImplement(implement)
local rootVehicle = implement:getRootVehicle()
if rootVehicle and SpecializationUtil.hasSpecialization(courseplay, rootVehicle.specializations) and
rootVehicle.hasCourseplaySpec then
courseplay.debugVehicle(courseplay.DBG_IMPLEMENTS, rootVehicle, '%s attached', nameNum(implement))
courseplay:updateOnAttachOrDetach(rootVehicle)
end
end
-- We need to add a hook here as onPostAttachImplement is not called for the vehicle when an implement is attached
-- to another implement (and not directly to the vehicle)
AttacherJoints.attachImplement = Utils.appendedFunction(AttacherJoints.attachImplement, courseplay.attachImplement);
function courseplay:detachImplement(implementIndex)
local spec = self.spec_attacherJoints
local implement = spec.attachedImplements[implementIndex]
if implement then
local rootVehicle = implement.object:getRootVehicle()
if rootVehicle and SpecializationUtil.hasSpecialization(courseplay, rootVehicle.specializations) and
rootVehicle.hasCourseplaySpec then
courseplay.debugVehicle(courseplay.DBG_IMPLEMENTS, rootVehicle, '%s detached', nameNum(implement.object))
-- do not update yet as the implement is still attached to the vehicle.
-- defer the update until the next updateTick(), by that time things settle down
rootVehicle.cp.toolsDirty = true
end
end
end
-- Same here, we want to also know when an implement is detached from another implement. Prepend means we'll be
-- called before the implement is detached so we'll be able to find the root vehicle.
AttacherJoints.detachImplement = Utils.prependedFunction(AttacherJoints.detachImplement, courseplay.detachImplement);
function courseplay:updateOnAttachOrDetach(vehicle)
-- TODO: refactor this (if it is even still needed), this ignore list is all over the place...
vehicle.cpTrafficCollisionIgnoreList = {}
courseplay:resetTools(vehicle)
vehicle.cp.settings:validateCurrentValues()
--- Only call these function, as they depend on the vehicle configurations.
if g_server then
-- reset tool offset to the preconfigured value if exists
vehicle.cp.settings.toolOffsetX:setToConfiguredValue()
vehicle.cp.courseGeneratorSettings.workWidth:updateAutoWorkWidth()
end
if vehicle.cp.driver then
vehicle.cp.driver:refreshHUD()
end
end
--- Set up tool configuration after something is attached or detached
function courseplay:resetTools(vehicle)
vehicle.cp.workTools = {}
-- are there any tippers?
vehicle.cp.hasAugerWagon = false;
vehicle.cp.workToolAttached = courseplay:updateWorkTools(vehicle, vehicle);
courseplay.hud:setReloadPageOrder(vehicle, -1, true);
end;
function courseplay:isAttachedMixer(workTool)
return workTool.typeName == "mixerWagon" or (not workTool.cp.hasSpecializationDrivable and workTool.cp.hasSpecializationMixerWagon)
end;
function courseplay:isAttacherModule(workTool)
if workTool.spec_attacherJoints.attacherJoint then
local workToolsWheels = workTool:getWheels();
return (workTool.spec_attacherJoints.attacherJoint.jointType == AttacherJoints.JOINTTYPE_SEMITRAILER and (not workToolsWheels or (workToolsWheels and #workToolsWheels == 0))) or workTool.cp.isAttacherModule == true;
end;
return false;
end;
function courseplay:isBaleLoader(workTool) -- is the tool a bale loader?
return SpecializationUtil.hasSpecialization(BaleLoader, workTool.specializations) or
(workTool.balesToLoad ~= nil and workTool.baleGrabber ~=nil and workTool.grabberIsMoving~= nil);
end;
function courseplay:isBaler(workTool) -- is the tool a baler?
return SpecializationUtil.hasSpecialization(Baler, workTool.specializations) or
workTool.balerUnloadingState ~= nil or courseplay:isSpecialBaler(workTool);
end;
function courseplay:isCombine(workTool)
return workTool.cp.hasSpecializationCombine and workTool.startThreshing ~= nil and workTool.cp.capacity ~= nil and workTool.cp.capacity > 0;
end;
function courseplay:isChopper(workTool)
if workTool.cp.hasSpecializationCombine then
local fillUnitCapacity = workTool:getFillUnitCapacity(workTool.spec_combine.fillUnitIndex)
if not fillUnitCapacity then
courseplay.infoVehicle(workTool, 'has no fill capacity, so it is not a chopper')
return false
end
return workTool.startThreshing ~= nil and fillUnitCapacity > 10000000
else
return false
end
end;
function courseplay:isFoldable(workTool) --is the tool foldable?
return SpecializationUtil.hasSpecialization(Foldable, workTool.specializations) and
workTool.spec_foldable.foldingParts ~= nil and #workTool.spec_foldable.foldingParts > 0;
end;
function courseplay:isFrontloader(workTool)
return Utils.getNoNil(workTool.typeName == "attachableFrontloader", false);
end;
function courseplay:isHookLift(workTool)
if workTool.spec_attacherJoints.attacherJoint then
return workTool.spec_attacherJoints.attacherJoint.jointType == AttacherJoints.JOINTTYPE_HOOKLIFT;
end;
return false;
end
function courseplay:isMixer(workTool)
return workTool.typeName == "selfPropelledMixerWagon" or (workTool.cp.hasSpecializationDrivable and workTool.cp.hasSpecializationMixerWagon)
end;
function courseplay:isRoundbaler(workTool) -- is the tool a roundbaler?
return courseplay:isBaler(workTool) and workTool.spec_baler ~= nil and (workTool.spec_baler.baleCloseAnimationName ~= nil and workTool.spec_baler.baleUnloadAnimationName ~= nil or courseplay:isSpecialRoundBaler(workTool));
end;
function courseplay:isSowingMachine(workTool) -- is the tool a sowing machine?
return SpecializationUtil.hasSpecialization(SowingMachine, workTool.specializations)
end;
function courseplay:isSprayer(workTool) -- is the tool a sprayer/spreader?
return SpecializationUtil.hasSpecialization(Sprayer, workTool.specializations)
end;
function courseplay:isWheelloader(workTool)
return workTool.typeName:match("wheelLoader");
end;
function courseplay:hasShovel(workTool)
if workTool.cp.hasSpecializationShovel then
return true
end
end
function courseplay:hasLeveler(workTool)
if workTool.cp.hasSpecializationLeveler then
return true
end
end
function courseplay:isTrailer(workTool)
return workTool.typeName:match("trailer");
end;
-- UPDATE WORKTOOL DATA
function courseplay:updateWorkTools(vehicle, workTool, isImplement)
local mode = vehicle.cp.settings.driverMode:get()
if not isImplement then
courseplay.debugLine(courseplay.DBG_IMPLEMENTS, 3);
courseplay:debug(('%s: updateWorkTools(%s, %q, isImplement=false) (mode=%d)'):format(nameNum(vehicle),tostring(vehicle.name), nameNum(workTool), mode), courseplay.DBG_IMPLEMENTS);
else
courseplay.debugLine(courseplay.DBG_IMPLEMENTS);
courseplay:debug(('%s: updateWorkTools(%s, %q, isImplement=true)'):format(nameNum(vehicle),tostring(vehicle.name), nameNum(workTool)), courseplay.DBG_IMPLEMENTS);
end;
-- Reset distances if in debug mode 6.
if courseplay.debugChannels[courseplay.DBG_IMPLEMENTS] ~= nil and courseplay.debugChannels[courseplay.DBG_IMPLEMENTS] == true then
workTool.cp.distances = nil;
end;
courseplay:setNameVariable(workTool);
courseplay:setOwnFillLevelsAndCapacities(workTool)
local hasWorkTool = false;
local hasWaterTrailer = false
local isAllowedOkay,isDisallowedOkay = CpManager.validModeSetupHandler:isModeValid(mode,workTool)
if isAllowedOkay and isDisallowedOkay then
if mode == courseplay.MODE_TRANSPORT then
-- For reversing purpose ?? still needed ?
if isImplement then
hasWorkTool = true;
vehicle.cp.workTools[#vehicle.cp.workTools + 1] = workTool;
end
else
hasWorkTool = true;
vehicle.cp.workTools[#vehicle.cp.workTools + 1] = workTool;
end
end
-- MODE 4: FERTILIZER AND SEEDING
if mode == courseplay.MODE_SEED_FERTILIZE then
if isAllowedOkay and isDisallowedOkay then
vehicle.cp.hasMachinetoFill = true;
end;
end
--belongs to mode3 but should be considered even if the mode is not set correctely
if workTool.cp.isAugerWagon then
vehicle.cp.hasAugerWagon = true;
end;
vehicle.cp.hasWaterTrailer = hasWaterTrailer
if hasWorkTool then
courseplay:debug(('%s: workTool %q added to workTools (index %d)'):format(nameNum(vehicle), nameNum(workTool), #vehicle.cp.workTools), courseplay.DBG_IMPLEMENTS);
end;
--------------------------------------------------
if not isImplement or hasWorkTool or workTool.cp.isNonTippersHandledWorkTool then
--FOLDING PARTS: isFolded/isUnfolded states
courseplay:setFoldedStates(workTool);
end;
-- REVERSE PROPERTIES
courseplay:getReverseProperties(vehicle, workTool);
-- TRAFFIC COLLISION IGNORE LIST
courseplay:debug(('%s: adding %q (%q) to cpTrafficCollisionIgnoreList'):format(nameNum(vehicle), nameNum(workTool), tostring(workTool.cp.xmlFileName)), courseplay.DBG_TRAFFIC);
vehicle.cpTrafficCollisionIgnoreList[workTool.rootNode] = true;
-- TRAFFIC COLLISION IGNORE LIST (components)
if workTool.components ~= nil then
courseplay:debug(('%s: adding %q (%q) components to cpTrafficCollisionIgnoreList'):format(nameNum(vehicle), nameNum(workTool), tostring(workTool.cp.xmlFileName)), courseplay.DBG_TRAFFIC);
for i,component in pairs(workTool.components) do
vehicle.cpTrafficCollisionIgnoreList[component.node] = true;
end;
end;
-- CHECK ATTACHED IMPLEMENTS
for k,impl in pairs(workTool:getAttachedImplements()) do
local implIsWorkTool = courseplay:updateWorkTools(vehicle, impl.object, true);
if implIsWorkTool then
hasWorkTool = true;
end;
end;
-- STEERABLE (vehicle)
if not isImplement then
vehicle.cp.numWorkTools = #vehicle.cp.workTools;
-- list debug
if courseplay.debugChannels[courseplay.DBG_TRAFFIC] then
courseplay.debugLine(courseplay.DBG_IMPLEMENTS);
courseplay:debug(('%s cpTrafficCollisionIgnoreList'):format(nameNum(vehicle)), courseplay.DBG_TRAFFIC);
for a,b in pairs(vehicle.cpTrafficCollisionIgnoreList) do
if g_currentMission.nodeToObject[ a ] then
local name = g_currentMission.nodeToObject[a].name;
courseplay:debug(('\\___ [%s] = %s (%q)'):format(tostring(a), tostring(name), tostring(getName(a))), courseplay.DBG_TRAFFIC);
end
end;
end;
-- TIP REFERENCE POINTS
courseplay:setTipRefOffset(vehicle);
-- FINAL WORKTOOLS TABLE DEBUG
if courseplay.debugChannels[courseplay.DBG_IMPLEMENTS] then
courseplay.debugLine(courseplay.DBG_IMPLEMENTS);
if vehicle.cp.numWorkTools > 0 then
courseplay:debug(('%s: workTools:'):format(nameNum(vehicle)), courseplay.DBG_IMPLEMENTS);
for i=1, vehicle.cp.numWorkTools do
courseplay:debug(('\\___ [%d] = %s'):format(i, nameNum(vehicle.cp.workTools[i])), courseplay.DBG_IMPLEMENTS);
end;
else
courseplay:debug(('%s: no workTools set'):format(nameNum(vehicle)), courseplay.DBG_IMPLEMENTS);
end;
end;
end;
--------------------------------------------------
if not isImplement then
courseplay.debugLine(courseplay.DBG_IMPLEMENTS, 3);
end;
return hasWorkTool;
end;
function courseplay:setTipRefOffset(vehicle)
vehicle.cp.tipRefOffset = 0;
for i=1, vehicle.cp.numWorkTools do
vehicle.cp.workTools[i].cp.rearTipRefPoint = nil;
if vehicle.cp.hasMachinetoFill then
vehicle.cp.tipRefOffset = 1.5;
elseif vehicle.cp.workTools[i].rootNode ~= nil and vehicle.cp.workTools[i].tipReferencePoints ~= nil then
if #(vehicle.cp.workTools[i].tipReferencePoints) > 1 then
for n=1 ,#(vehicle.cp.workTools[i].tipReferencePoints) do
local tipperX, tipperY, tipperZ = getWorldTranslation(vehicle.cp.workTools[i].tipReferencePoints[n].node);
local tipRefPointX, tipRefPointY, tipRefPointZ = worldToLocal(vehicle.cp.workTools[i].rootNode, tipperX, tipperY, tipperZ);
courseplay:debug(string.format("point%s : tipRefPointX (%s), tipRefPointY (%s), tipRefPointZ(%s)",tostring(n),tostring(tipRefPointX),tostring(tipRefPointY),tostring( tipRefPointZ)),courseplay.DBG_REVERSE)
tipRefPointX = abs(tipRefPointX);
if tipRefPointX > vehicle.cp.tipRefOffset then
if tipRefPointX > 0.1 then
vehicle.cp.tipRefOffset = tipRefPointX;
else
vehicle.cp.tipRefOffset = 0
end;
end
-- Find the rear tipRefpoint in case we are BGA tipping.
if tipRefPointX < 0.1 and tipRefPointZ < 0 then
if not vehicle.cp.workTools[i].cp.rearTipRefPoint or vehicle.cp.workTools[i].tipReferencePoints[n].width > vehicle.cp.workTools[i].tipReferencePoints[vehicle.cp.workTools[i].cp.rearTipRefPoint].width then
vehicle.cp.workTools[i].cp.rearTipRefPoint = n;
courseplay:debug(string.format("%s: Found rear TipRefPoint: %d - tipRefPointZ = %f", nameNum(vehicle), n, tipRefPointZ), courseplay.DBG_REVERSE);
end;
end;
end;
else
vehicle.cp.workTools[i].cp.rearTipRefPoint = 1
vehicle.cp.tipRefOffset = 0;
end;
end;
end;
end;
function courseplay:isFolding(workTool) --returns isFolding, isFolded, isUnfolded
if not courseplay:isFoldable(workTool) then
return false, false, true;
end;
local isFolding, isFolded, isUnfolded = false, true, true;
courseplay:debug(string.format('%s: isFolding(): realUnfoldDirection=%s, turnOnFoldDirection=%s, startAnimTime=%s, foldMoveDirection=%s',
nameNum(workTool), tostring(workTool.cp.realUnfoldDirection), tostring(workTool.turnOnFoldDirection),
tostring(workTool.startAnimTime), tostring(workTool.foldMoveDirection)), courseplay.DBG_CYCLIC);
if workTool.spec_foldable.foldAnimTime ~= (workTool.spec_foldable.oldFoldAnimTime or 0) then
if workTool.spec_foldable.foldMoveDirection > 0 and workTool.spec_foldable.foldAnimTime < 1 then
isFolding = true;
elseif workTool.spec_foldable.foldMoveDirection < 0 and workTool.spec_foldable.foldAnimTime > 0 then
isFolding = true;
end;
workTool.spec_foldable.oldFoldAnimTime = workTool.spec_foldable.foldAnimTime;
end;
isUnfolded = workTool:getIsUnfolded();
isFolded = not isUnfolded and not isFolding;
courseplay:debug(string.format('\treturn isFolding=%s, isFolded=%s, isUnfolded=%s',
tostring(isFolding), tostring(isFolded), tostring(isUnfolded)), courseplay.DBG_CYCLIC);
return isFolding, isFolded, isUnfolded;
end;
function courseplay:setFoldedStates(object)
if courseplay:isFoldable(object) and object.spec_foldable.turnOnFoldDirection then
courseplay.debugLine(courseplay.DBG_IMPLEMENTS);
courseplay:debug(nameNum(object) .. ': setFoldedStates()', courseplay.DBG_IMPLEMENTS);
object.cp.realUnfoldDirection = object.spec_foldable.turnOnFoldDirection;
if object.cp.foldingPartsStartMoveDirection and object.cp.foldingPartsStartMoveDirection ~= 0 and object.cp.foldingPartsStartMoveDirection ~= object.spec_foldable.turnOnFoldDirection then
object.cp.realUnfoldDirection = object.spec_foldable.turnOnFoldDirection * object.cp.foldingPartsStartMoveDirection;
end;
courseplay:debug(string.format('startAnimTime=%s, turnOnFoldDirection=%s, foldingPartsStartMoveDirection=%s --> realUnfoldDirection=%s',
tostring(object.startAnimTime), tostring(object.turnOnFoldDirection), tostring(object.cp.foldingPartsStartMoveDirection),
tostring(object.cp.realUnfoldDirection)), courseplay.DBG_IMPLEMENTS);
for i,foldingPart in pairs(object.spec_foldable.foldingParts) do
foldingPart.isFoldedAnimTime = 0;
foldingPart.isFoldedAnimTimeNormal = 0;
foldingPart.isUnfoldedAnimTime = foldingPart.animDuration;
foldingPart.isUnfoldedAnimTimeNormal = 1;
if object.cp.realUnfoldDirection < 0 then
foldingPart.isFoldedAnimTime = foldingPart.animDuration;
foldingPart.isFoldedAnimTimeNormal = 1;
foldingPart.isUnfoldedAnimTime = 0;
foldingPart.isUnfoldedAnimTimeNormal = 0;
end;
courseplay:debug(string.format('\tfoldingPart %d: isFoldedAnimTime=%s (normal: %d), isUnfoldedAnimTime=%s (normal: %d)',
i, tostring(foldingPart.isFoldedAnimTime), foldingPart.isFoldedAnimTimeNormal, tostring(foldingPart.isUnfoldedAnimTime),
foldingPart.isUnfoldedAnimTimeNormal), courseplay.DBG_IMPLEMENTS);
end;
courseplay.debugLine(courseplay.DBG_IMPLEMENTS);
end;
end;
function courseplay:addCpNilTempFillLevelFunction()
local cpNilTempFillLevel = function(self, state)
if state ~= self.state and state == BunkerSilo.STATE_CLOSED then
self.cpTempFillLevel = nil;
end;
end;
BunkerSilo.setState = Utils.prependedFunction(BunkerSilo.setState, cpNilTempFillLevel);
end;
function courseplay:resetTipTrigger(vehicle, changeToForward)
if vehicle.cp.currentTipTrigger ~= nil then
vehicle.cp.currentTipTrigger = nil;
if vehicle.cp.backupUnloadSpeed then
courseplay:changeReverseSpeed(vehicle, nil, vehicle.cp.backupUnloadSpeed, true);
vehicle.cp.backupUnloadSpeed = nil;
end;
if changeToForward and vehicle.Waypoints[vehicle.cp.waypointIndex].rev then
courseplay:setWaypointIndex(vehicle, courseplay:getNextFwdPoint(vehicle));
vehicle.cp.ppc:initialize()
end;
end
end;
WorkWidthUtil = {}
--- Iterator for all work areas of an object
---@param object table
function WorkWidthUtil.workAreaIterator(object)
local i = 0
return function()
i = i + 1
local wa = WorkWidthUtil.hasValidWorkArea(object) and object:getWorkAreaByIndex(i)
if wa then return i, wa end
end
end
--- Gets work areas if possible.
---@param object table
function WorkWidthUtil.hasWorkAreas(object)
return WorkWidthUtil.hasValidWorkArea(object) and object:getWorkAreaByIndex(1)
end
function WorkWidthUtil.hasValidWorkArea(object)
return object and object.getWorkAreaByIndex and object.spec_workArea.workAreas
end
--- Gets an automatic calculated work width or a pre configured in vehicle configurations.
---@param object table
---@param logPrefix string
function WorkWidthUtil.getAutomaticWorkWidth(object,logPrefix)
logPrefix = logPrefix and logPrefix .. ' ' or ''
WorkWidthUtil.debug(object,logPrefix,'getting working width...')
-- check if we have a manually configured working width
local width = g_vehicleConfigurations:get(object, 'workingWidth')
if not width then
--- Gets the work width if the object is a shield.
width = WorkWidthUtil.getShieldWorkWidth(object,logPrefix)
end
if not width then
--- Gets the work width if the object is a shovel.
width = WorkWidthUtil.getShovelWorkWidth(object,logPrefix)
end
if not width then
-- no manual config, check AI markers
width = WorkWidthUtil.getAIMarkerWidth(object, logPrefix)
end
if not width then
-- no AI markers, check work areas
width = WorkWidthUtil.getWorkAreaWidth(object, logPrefix)
end
local implements = object:getAttachedImplements()
if implements then
-- get width of all implements
for _, implement in ipairs(implements) do
width = math.max( width, WorkWidthUtil.getAutomaticWorkWidth(implement.object, logPrefix))
end
end
WorkWidthUtil.debug(object,logPrefix,'working width is %.1f.',width)
return width
end
---@param object table
---@param logPrefix string
function WorkWidthUtil.getWorkAreaWidth(object, logPrefix)
logPrefix = logPrefix or ''
-- TODO: check if there's a better way to find out if the implement has a work area
local width = 0
for i, wa in WorkWidthUtil.workAreaIterator(object) do
-- work areas are defined by three nodes: start, width and height. These nodes
-- define a rectangular work area which you can make visible with the
-- gsVehicleDebugAttributes console command and then pressing F5
local x, _, _ = localToLocal(wa.width, wa.start, 0, 0, 0)
width = math.max(width, math.abs(x))
local _, _, z = localToLocal(wa.height, wa.start, 0, 0, 0)
WorkWidthUtil.debug(object,logPrefix,'work area %d is %s, %.1f by %.1f m',
i, g_workAreaTypeManager.workAreaTypes[wa.type].name, math.abs(x), math.abs(z)
)
end
if width == 0 then
WorkWidthUtil.debug(object,logPrefix,'has NO work area.')
end
return width
end
---@param object table
---@param logPrefix string
function WorkWidthUtil.getAIMarkerWidth(object, logPrefix)
logPrefix = logPrefix or ''
if object.getAIMarkers then
local aiLeftMarker, aiRightMarker = object:getAIMarkers()
if aiLeftMarker and aiRightMarker then
local left, _, _ = localToLocal(aiLeftMarker, object.cp.directionNode or object.rootNode, 0, 0, 0);
local right, _, _ = localToLocal(aiRightMarker, object.cp.directionNode or object.rootNode, 0, 0, 0);
local width, _, _ = localToLocal(aiLeftMarker, aiRightMarker, 0, 0, 0)
WorkWidthUtil.debug(object,logPrefix,'aiMarkers: left=%.2f, right=%.2f (width %.2f)',left, right,width)
if left < right then
left, right = right, left -- yes, lua can do this!
WorkWidthUtil.debug(object,logPrefix,'left < right -> switch -> left=%.2f, right=%.2f',left, right)
end
return left - right;
end
end
end
--- Gets ai markers for an object.
---@param object table
---@param logPrefix string
function WorkWidthUtil.getAIMarkers(object,logPrefix,suppressLog)
local aiLeftMarker, aiRightMarker, aiBackMarker
if object.getAIMarkers then
aiLeftMarker, aiRightMarker, aiBackMarker = object:getAIMarkers()
end
if not aiLeftMarker or not aiRightMarker or not aiBackMarker then
-- use the root node if there are no AI markers
if not suppressLog then
WorkWidthUtil.debug(object,logPrefix,'has no AI markers, try work areas')
end
aiLeftMarker, aiRightMarker, aiBackMarker = WorkWidthUtil.getAIMarkersFromWorkAreas(object)
if not aiLeftMarker or not aiRightMarker or not aiLeftMarker then
if not suppressLog then
WorkWidthUtil.debug(object,logPrefix,'has no work areas, giving up')
end
return nil, nil, nil
else
return aiLeftMarker, aiRightMarker, aiBackMarker
end
else
return aiLeftMarker, aiRightMarker, aiBackMarker
end
end
--- Calculate the front and back marker nodes of a work area
---@param object table
function WorkWidthUtil.getAIMarkersFromWorkAreas(object)
-- work areas are defined by three nodes: start, width and height. These nodes
-- define a rectangular work area which you can make visible with the
-- gsVehicleDebugAttributes console command and then pressing F5
for _, area in WorkWidthUtil.workAreaIterator(object) do
if WorkWidthUtil.isValidWorkArea(area) then
-- for now, just use the first valid work area we find
WorkWidthUtil.debug(object,nil,'%s: Using %s work area markers as AIMarkers', g_workAreaTypeManager.workAreaTypes[area.type].name)
return area.start, area.width, area.height
end
end
end
---@param area table
function WorkWidthUtil.isValidWorkArea(area)
return area.start and area.height and area.width and
area.type ~= WorkAreaType.RIDGEMARKER and
area.type ~= WorkAreaType.COMBINESWATH and
area.type ~= WorkAreaType.COMBINECHOPPER
end
---@param object table
---@param logPrefix string
function WorkWidthUtil.getShieldWorkWidth(object,logPrefix)
if object.spec_leveler and object.spec_leveler.nodes and object.spec_leveler.nodes[1] and object.spec_leveler.nodes[1].maxDropWidth then
local width = object.spec_leveler.nodes[1].maxDropWidth * 2
WorkWidthUtil.debug(object,logPrefix,'is a shield with work width: %.1f',width)
return width
end
end
---@param object table
---@param logPrefix string
function WorkWidthUtil.getShovelWorkWidth(object,logPrefix)
if object.spec_shovel and object.spec_shovel.shovelNodes and object.spec_shovel.shovelNodes[1] then
local width = object.spec_shovel.shovelNodes[1].width
WorkWidthUtil.debug(object,logPrefix,'is a shovel with work width: %.1f',width)
return width
end
end
--- Shows the current work width selected with the tool offsets applied.
---@param vehicle table
---@param workWidth number
---@param offsX number
---@param offsZ number
function WorkWidthUtil.showWorkWidth(vehicle,workWidth,offsX,offsZ)
local firstObject = AIDriverUtil.getFirstAttachedImplement(vehicle)
local lastObject = AIDriverUtil.getLastAttachedImplement(vehicle)
local function show(object,workWidth,offsX,offsZ)
if object == nil then
return
end
local f, b = 0,0
local aiLeftMarker, _, aiBackMarker = WorkWidthUtil.getAIMarkers(object,nil,true)
if aiLeftMarker and aiBackMarker then
_,_,b = localToLocal(aiBackMarker, object.rootNode, 0, 0, 0)
_,_,f = localToLocal(aiLeftMarker, object.rootNode, 0, 0, 0)
end
local left = (workWidth * 0.5) + offsX
local right = (workWidth * -0.5) + offsX
local p1x, p1y, p1z = localToWorld(object.rootNode, left, 1.6, b - offsZ)
local p2x, p2y, p2z = localToWorld(object.rootNode, right, 1.6, b - offsZ)
local p3x, p3y, p3z = localToWorld(object.rootNode, right, 1.6, f - offsZ)
local p4x, p4y, p4z = localToWorld(object.rootNode, left, 1.6, f - offsZ)
cpDebug:drawPoint(p1x, p1y, p1z, 1, 1, 0)
cpDebug:drawPoint(p2x, p2y, p2z, 1, 1, 0)
cpDebug:drawPoint(p3x, p3y, p3z, 1, 1, 0)
cpDebug:drawPoint(p4x, p4y, p4z, 1, 1, 0)
cpDebug:drawLine(p1x, p1y, p1z, 1, 0, 0, p2x, p2y, p2z)
cpDebug:drawLine(p2x, p2y, p2z, 1, 0, 0, p3x, p3y, p3z)
cpDebug:drawLine(p3x, p3y, p3z, 1, 0, 0, p4x, p4y, p4z)
cpDebug:drawLine(p4x, p4y, p4z, 1, 0, 0, p1x, p1y, p1z)
end
show(firstObject,workWidth,offsX,offsZ)
if firstObject ~= lastObject then
show(lastObject,workWidth,offsX,offsZ)
end
end
---@param object table
---@param logPrefix string
function WorkWidthUtil.debug(object,logPrefix,str,...)
courseplay.debugFormat(courseplay.DBG_IMPLEMENTS,'%s%s: '..str, logPrefix or "", nameNum(object), ...)
end
--this one enable the buttons and allows the user to change the mode
function courseplay:getIsToolCombiValidForCpMode(vehicle,cpModeToCheck)
--5 is always valid
if cpModeToCheck == 5 then
return true;
end
local callback = {}
callback.isDisallowedOkay = true
courseplay:getIsToolValidForCpMode(vehicle,cpModeToCheck,callback)
return callback.isAllowedOkay and callback.isDisallowedOkay
end
function courseplay:getIsToolValidForCpMode(object, mode, callback)
local isAllowedOkay,isDisallowedOkay = CpManager.validModeSetupHandler:isModeValid(mode,object)
callback.isAllowedOkay = callback.isAllowedOkay or isAllowedOkay
callback.isDisallowedOkay = callback.isDisallowedOkay and isDisallowedOkay
for _,impl in pairs(object:getAttachedImplements()) do
courseplay:getIsToolValidForCpMode(impl.object, mode, callback)
end
end
function courseplay:updateFillLevelsAndCapacities(vehicle)
courseplay:setOwnFillLevelsAndCapacities(vehicle)
vehicle.cp.totalFillLevel = vehicle.cp.fillLevel;
vehicle.cp.totalCapacity = vehicle.cp.capacity;
if vehicle.cp.fillLevel ~= nil and vehicle.cp.capacity ~= nil then
vehicle.cp.totalFillLevelPercent = (vehicle.cp.fillLevel*100)/vehicle.cp.capacity;
end
--print(string.format("vehicle itself(%s): vehicle.cp.totalFillLevel:(%s)",tostring(vehicle:getName()),tostring(vehicle.cp.totalFillLevel)))
--print(string.format("vehicle itself(%s): vehicle.cp.totalCapacity:(%s)",tostring(vehicle:getName()),tostring(vehicle.cp.totalCapacity)))
if vehicle.cp.workTools ~= nil then
for _,tool in pairs(vehicle.cp.workTools) do
local hasMoreFillUnits = courseplay:setOwnFillLevelsAndCapacities(tool)
if hasMoreFillUnits and tool ~= vehicle then
vehicle.cp.totalFillLevel = (vehicle.cp.totalFillLevel or 0) + tool.cp.fillLevel
vehicle.cp.totalCapacity = (vehicle.cp.totalCapacity or 0 ) + tool.cp.capacity
vehicle.cp.totalFillLevelPercent = (vehicle.cp.totalFillLevel*100)/vehicle.cp.totalCapacity;
--print(string.format("%s: adding %s to vehicle.cp.totalFillLevel = %s",tostring(tool:getName()),tostring(tool.cp.fillLevel), tostring(vehicle.cp.totalFillLevel)))
--print(string.format("%s: adding %s to vehicle.cp.totalCapacity = %s",tostring(tool:getName()),tostring(tool.cp.capacity), tostring(vehicle.cp.totalCapacity)))
end
end
end
--print(string.format("End of function: vehicle.cp.totalFillLevel:(%s)",tostring(vehicle.cp.totalFillLevel)))
end
function courseplay:setOwnFillLevelsAndCapacities(workTool)
local fillLevel, capacity = 0,0
local fillLevelPercent = 0;
local fillType = 0;
if workTool.getFillUnits == nil then
return false
end
local fillUnits = workTool:getFillUnits()
for index,fillUnit in pairs(fillUnits) do
-- TODO: why not fillUnit.fillType == FillType.DIESEL? answer: because you may have diesel in your trailer
if workTool.getConsumerFillUnitIndex and (index == workTool:getConsumerFillUnitIndex(FillType.DIESEL)
or index == workTool:getConsumerFillUnitIndex(FillType.DEF)
or index == workTool:getConsumerFillUnitIndex(FillType.AIR))
or fillUnit.capacity > 999999 then
else
fillLevel = fillLevel + fillUnit.fillLevel
capacity = capacity + fillUnit.capacity
if fillLevel ~= nil and capacity ~= nil then
fillLevelPercent = (fillLevel*100)/capacity;
else
fillLevelPercent = nil
end
fillType = fillUnit.lastValidFillType
end
end
workTool.cp.fillLevel = fillLevel
workTool.cp.capacity = capacity
workTool.cp.fillLevelPercent = fillLevelPercent
workTool.cp.fillType = fillType
--print(string.format("%s: adding %s to workTool.cp.fillLevel",tostring(workTool:getName()),tostring(workTool.cp.fillLevel)))
--print(string.format("%s: adding %s to workTool.cp.capacity",tostring(workTool:getName()),tostring(workTool.cp.capacity)))
return true
end