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mode7.lua
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mode7.lua
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local abs, ceil = math.abs, math.ceil;
function courseplay:handleMode7(vehicle, cx, cy, cz, refSpeed, allowedToDrive)
-- backup protection
if vehicle.attachedCutters == nil then
--TODO local text "wrong worktool for this mode"
return false
end
local pipeState = courseplay:getTrailerInPipeRangeState(vehicle);
if not vehicle.cp.makeHeaps then
if pipeState > 0 then
vehicle:setPipeState(pipeState);
elseif not vehicle.aiIsStarted then
vehicle:setPipeState(1);
end;
end
if (vehicle.cp.waypointIndex == vehicle.cp.numWaypoints and vehicle.cp.modeState ~= 5) or (vehicle.cp.mode7GoBackBeforeUnloading and vehicle.cp.modeState ~= 5) then
if vehicle.cp.curTarget.x ~= nil then
courseplay:setModeState(vehicle, 5);
courseplay:debug(nameNum(vehicle) .. ": " .. tostring(debug.getinfo(1).currentline) .. ": modeState = 5", 11);
else
allowedToDrive = false;
--TODO local text "no aithreshing"
end
end
-- AutoCombine
local isAutoCombine = false;
if vehicle.acParameters ~= nil and vehicle.acParameters.enabled then
isAutoCombine = true;
end
-- wait untill fillLevel is reached
if vehicle.aiIsStarted then
if vehicle.cp.totalFillLevelPercent >= vehicle.cp.driveOnAtFillLevel then
local cx7, cz7 = vehicle.Waypoints[vehicle.cp.numWaypoints].cx, vehicle.Waypoints[vehicle.cp.numWaypoints].cz;
local cty7 = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, cx7,1, cz7)
local lx7, lz7 = AIVehicleUtil.getDriveDirection(vehicle.cp.DirectionNode, cx7, cty7, cz7);
local x7,y7,z7 = localToWorld(vehicle.cp.DirectionNode, 0, 0, -30);
local x7d,y7d,z7d = localToWorld(vehicle.cp.DirectionNode, 0, 0, -15);
vehicle.cp.mode7t = {};
vehicle.cp.mode7t.x = x7;
vehicle.cp.mode7t.y = y7;
vehicle.cp.mode7t.z = z7;
vehicle.cp.mode7d = {};
vehicle.cp.mode7d.x = x7d;
vehicle.cp.mode7d.y = y7d;
vehicle.cp.mode7d.z = z7d;
local fx,fy,fz = 0,0,0;
local isField = true;
for i = 0.5, 3 do
fx,fy,fz = localToWorld(vehicle.cp.DirectionNode, 0, 0, -i*vehicle.cp.turnDiameter);
if not courseplay:isField(fx, fz) then
isField = false;
break;
end
end
if isField or vehicle.cp.totalFillLevelPercent > 99 then
local dx, _, dz = localDirectionToWorld(vehicle.cp.DirectionNode, 0, 0, 1)
local length = Utils.vector2Length(dx, dz)
vehicle.lastaiThreshingDirectionX = dx / length;
vehicle.lastaiThreshingDirectionZ = dz / length;
vehicle:stopAIVehicle();
if vehicle.cp.hasDriveControl and vehicle.cp.driveControl.hasManualMotorStart then
vehicle.driveControl.manMotorStart.wasHired = false
end
vehicle.cp.shortestDistToWp = nil;
vehicle.cp.nextTargets = {};
local sideOffset = math.max(0.34*3*vehicle.cp.turnDiameter,vehicle.cp.workWidth);
courseplay:debug(nameNum(vehicle) .. ": sideOffset = "..tostring(sideOffset), 11);
if lx7 < 0 then
courseplay:debug(nameNum(vehicle) .. ": approach from right", 11);
vehicle.cp.curTarget.x, vehicle.cp.curTarget.y, vehicle.cp.curTarget.z = localToWorld(vehicle.cp.DirectionNode, -sideOffset , 0, -3*vehicle.cp.turnDiameter);
courseplay:addNewTargetVector(vehicle, sideOffset , 0);
courseplay:addNewTargetVector(vehicle, 0 ,3.5);
else
courseplay:debug(nameNum(vehicle) .. ": approach from left", 11);
vehicle.cp.curTarget.x, vehicle.cp.curTarget.y, vehicle.cp.curTarget.z = localToWorld(vehicle.cp.DirectionNode, sideOffset , 0, -3*vehicle.cp.turnDiameter);
courseplay:addNewTargetVector(vehicle, -sideOffset , 0);
courseplay:addNewTargetVector(vehicle, 0 ,3.5);
end
vehicle.cp.mode7Unloading = true;
vehicle.cp.mode7GoBackBeforeUnloading = true;
vehicle.cp.mode7SpeedBackup = vehicle.cruiseControl.maxSpeed
courseplay:start(vehicle);
courseplay:setWaypointIndex(vehicle, 1);
else
if courseplay.debugChannels[11] then
local dbgctx7, dbgcty7, dbgctz7 = getWorldTranslation(vehicle.cp.DirectionNode);
local dbgcx, _, dbgcz = localToWorld(vehicle.cp.DirectionNode, 0 , 0, -3*vehicle.cp.turnDiameter);
drawDebugLine(dbgctx7, dbgcty7+3, dbgctz7, 1, 1, 1, dbgcx, dbgcty7+3, dbgcz, 1, 1, 1);
end
return false;
end
else
return false;
end
-- go back for 15m
elseif vehicle.cp.mode7Unloading then
refSpeed = vehicle.cp.speeds.field;
if vehicle.cp.mode7GoBackBeforeUnloading then
refSpeed = vehicle.cp.speeds.turn;
local dist = courseplay:distanceToPoint(vehicle, vehicle.cp.mode7d.x,vehicle.cp.mode7d.y,vehicle.cp.mode7d.z);
if dist < 1 then
vehicle.cp.mode7GoBackBeforeUnloading = false;
courseplay:setWaypointIndex(vehicle, 2);
courseplay:setModeState(vehicle, 0);
courseplay:debug(nameNum(vehicle) .. ": " .. tostring(debug.getinfo(1).currentline) .. ": modeState = 0", 11);
end
end
--finished work
else
allowedToDrive = false
CpManager:setGlobalInfoText(vehicle, 'WORK_END');
end
--go to course
local continue = true
if vehicle.cp.modeState == 0 then
if vehicle.cp.waypointIndex ==2 then
refSpeed = vehicle.cp.speeds.field;
else
refSpeed = vehicle.cp.speeds.street;
end
--follow waypoints
elseif vehicle.cp.modeState == 5 then
local targets = #(vehicle.cp.nextTargets);
local aligned = false;
local ctx7, cty7, ctz7 = getWorldTranslation(vehicle.cp.DirectionNode);
if vehicle.cp.mode7GoBackBeforeUnloading then
cx = vehicle.cp.mode7t.x;
cy = vehicle.cp.mode7t.y;
cz = vehicle.cp.mode7t.z;
else
cx = vehicle.cp.curTarget.x;
cy = vehicle.cp.curTarget.y;
cz = vehicle.cp.curTarget.z;
end
courseplay:setInfoText(vehicle, string.format("COURSEPLAY_DRIVE_TO_WAYPOINT;%d;%d",cx,cz));
if courseplay.debugChannels[11] then
drawDebugPoint(cx, cy+3, cz, 0, 1 , 1, 1);
drawDebugLine(cx, cty7+3, cz, 1, 0, 0, ctx7, cty7+3, ctz7, 1, 0, 0);
end;
if not vehicle.cp.mode7GoBackBeforeUnloading then
refSpeed = vehicle.cp.speeds.field;
local distance_to_wp = courseplay:distanceToPoint(vehicle, cx, cy, cz);
local distToChange = 4;
if vehicle.cp.shortestDistToWp == nil or vehicle.cp.shortestDistToWp > distance_to_wp then
vehicle.cp.shortestDistToWp = distance_to_wp;
end
if distance_to_wp > vehicle.cp.shortestDistToWp and distance_to_wp < 6 then
distToChange = distance_to_wp + 1;
end
if targets == 2 then
vehicle.cp.curTargetMode7 = vehicle.cp.nextTargets[2];
if distance_to_wp < 25 then
refSpeed = vehicle.cp.speeds.turn;
end
elseif targets == 1 then
if isAutoCombine then
aligned = true;
courseplay:debug(nameNum(vehicle) .. ": AC aligned", 11);
end
if abs(vehicle.lastaiThreshingDirectionZ) > 0.1 then
if abs(vehicle.cp.curTargetMode7.x-ctx7)< 3 then
aligned = true;
courseplay:debug(nameNum(vehicle) .. ": aligned", 11);
end
else
if abs(vehicle.cp.curTargetMode7.z-ctz7)< 3 then
aligned = true;
courseplay:debug(nameNum(vehicle) .. ": aligned", 11);
end
end
refSpeed = vehicle.cp.speeds.turn;
elseif targets == 0 then
refSpeed = vehicle.cp.speeds.turn;
if distance_to_wp < 10 and not isAutoCombine then
vehicle:setIsTurnedOn(true);
courseplay:debug(nameNum(vehicle) .. ": setIsTurnedOn()", 11);
end
end
if distance_to_wp < distToChange or aligned then
vehicle.cp.shortestDistToWp = nil;
if targets > 0 then
courseplay:setCurrentTargetFromList(vehicle, 1);
courseplay:debug(nameNum(vehicle) .. ": set next Target from List", 11);
else
courseplay:setModeState(vehicle, 0);
courseplay:debug(nameNum(vehicle) .. ": " .. tostring(debug.getinfo(1).currentline) .. ": modeState = 0", 11);
if vehicle.lastaiThreshingDirectionX ~= nil then
vehicle.aiThreshingDirectionX = vehicle.lastaiThreshingDirectionX;
vehicle.aiThreshingDirectionZ = vehicle.lastaiThreshingDirectionZ;
courseplay:debug(nameNum(vehicle) .. ": restored vehicle.aiThreshingDirection", 11);
end
vehicle:startAIVehicle();
vehicle:setCruiseControlMaxSpeed(vehicle.cp.mode7SpeedBackup)
continue = false
vehicle.cp.mode7Unloading = false;
courseplay:debug(nameNum(vehicle) .. ": start AITreshing", 11);
courseplay:debug(nameNum(vehicle) .. ": fault: "..tostring(ceil(abs(ctx7-vehicle.cp.curTargetMode7.x)*100)).." cm X "..tostring(ceil(abs(ctz7-vehicle.cp.curTargetMode7.z)*100)).." cm Z", 11);
end
end
end
end
return continue, cx, cy, cz, refSpeed, allowedToDrive;
end;