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base.lua
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base.lua
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local floor = math.floor;
function courseplay.prerequisitesPresent(specializations)
return true;
end
--[[
function courseplay:preLoad(xmlFile)
end;
]]
function courseplay:load(savegame)
local xmlFile = self.xmlFile;
self.setCourseplayFunc = courseplay.setCourseplayFunc;
self.getIsCourseplayDriving = courseplay.getIsCourseplayDriving;
self.setIsCourseplayDriving = courseplay.setIsCourseplayDriving;
self.setCpVar = courseplay.setCpVar;
--SEARCH AND SET self.name IF NOT EXISTING
if self.name == nil then
self.name = courseplay:getObjectName(self, xmlFile);
end;
if self.cp == nil then self.cp = {}; end;
self.hasCourseplaySpec = true;
self.cp.varMemory = {};
-- XML FILE NAME VARIABLE
if self.cp.xmlFileName == nil then
self.cp.xmlFileName = courseplay.utils:getFileNameFromPath(self.configFileName);
end;
courseplay:setNameVariable(self);
self.cp.isCombine = courseplay:isCombine(self);
self.cp.isChopper = courseplay:isChopper(self);
self.cp.isHarvesterSteerable = courseplay:isHarvesterSteerable(self);
self.cp.isSugarBeetLoader = courseplay:isSpecialCombine(self, "sugarBeetLoader");
self.cp.hasHarvesterAttachable = false;
self.cp.hasSpecialChopper = false;
if self.cp.isCombine or self.cp.isHarvesterSteerable then
self.cp.mode7Unloading = false
self.cp.driverPriorityUseFillLevel = false;
end
self.cp.speedDebugLine = "no speed info"
self.cp.stopWhenUnloading = false;
-- GIANT DLC
self.cp.haveInversedRidgeMarkerState = nil; --bool
-- --More Realistlitic Mod and Mass Type adjustment
self.cp.useProgessiveBraking = g_modIsLoaded["FS17_fillTypeMassAdjustment_realistic"] or g_modIsLoaded["FS17_moreRealisticGameplay"]
self.cp.mrAccelrator = nil -- Used when MR needs assitance breaking, Mode2 field driving, Turn Driving, Pathfinding Driving, Drive Driving
self.cp.mrHasStopped = nil -- Used in the turn manuver to stop MR on a steep grade
-- Mode4/6 Pathfinding TODO Move this to its proper place
self.cp.isNavigatingPathfinding = false
--turn maneuver
self.cp.turnOnField = true;
self.cp.oppositeTurnMode = false;
self.cp.waitForTurnTime = 0.00 --float
self.cp.lowerToolThisTurnLoop = true;
self.cp.turnStage = 0 --int
self.cp.aiTurnNoBackward = false --bool
self.cp.canBeReversed = nil --bool
self.cp.backMarkerOffset = nil --float
self.cp.aiFrontMarker = nil --float
self.cp.turnTimer = 8000 --int
self.cp.noStopOnEdge = false --bool
self.cp.noStopOnTurn = false --bool
self.cp.noWorkArea = false -- bool
self.cp.combineOffsetAutoMode = true
self.cp.isDriving = false;
self.cp.runOnceStartCourse = false;
self.cp.stopAtEnd = false;
self.cp.stopAtEndMode1 = false;
self.cp.calculatedCourseToCombine = false
self.cp.waypointIndex = 1;
self.cp.previousWaypointIndex = 1;
self.cp.recordingTimer = 1
self.timer = 0.00
self.cp.timers = {};
self.cp.driveSlowTimer = 0;
self.cp.positionWithCombine = nil;
--Mode 1 Run Loop
self.cp.runNumber = 11; -- Number of times to run Mode 1. Set to 11 for unlimited runs by default.
self.cp.runCounter = 0; -- Current Number of runs
self.cp.runReset = false; -- Resets run loop at stop.
self.cp.runCounterBool = false;
-- RECORDING
self.cp.isRecording = false;
self.cp.recordingIsPaused = false;
self.cp.isRecordingTurnManeuver = false;
self.cp.drivingDirReverse = false;
self.cp.waitPoints = {};
self.cp.numWaitPoints = 0;
self.cp.unloadPoints = {};
self.cp.numUnloadPoints = 0;
self.cp.waitTime = 0;
self.cp.crossingPoints = {};
self.cp.numCrossingPoints = 0;
self.cp.visualWaypointsStartEnd = true;
self.cp.visualWaypointsAll = false;
self.cp.visualWaypointsCrossing = false;
self.cp.warningLightsMode = 1;
self.cp.hasHazardLights = self.turnLightState ~= nil and self.setTurnLightState ~= nil;
-- saves the shortest distance to the next waypoint (for recocnizing circling)
self.cp.shortestDistToWp = nil
self.Waypoints = {}
self.cp.isEntered = false
self.cp.remoteIsEntered = false
self.cp.canDrive = false --can drive course (has >4 waypoints, is not recording)
self.cp.coursePlayerNum = nil;
self.cp.infoText = nil; -- info text in tractor
self.cp.toolTip = nil;
-- global info text - also displayed when not in vehicle
self.cp.hasSetGlobalInfoTextThisLoop = {};
self.cp.activeGlobalInfoTexts = {};
self.cp.numActiveGlobalInfoTexts = 0;
-- CP mode
self.cp.mode = 5;
courseplay:setNextPrevModeVars(self);
self.cp.modeState = 0
self.cp.mode2nextState = nil;
self.cp.heapStart = nil
self.cp.heapStop = nil
self.cp.makeHeaps = false
-- for modes 4 and 6, this the index of the waypoint where the work begins
self.cp.startWork = nil
-- for modes 4 and 6, this the index of the waypoint where the work ends
self.cp.stopWork = nil
self.cp.abortWork = nil
self.cp.abortWorkExtraMoveBack = 0;
self.cp.hasUnloadingRefillingCourse = false;
self.cp.hasTransferCourse = false
self.cp.wait = true;
self.cp.waitTimer = nil;
self.cp.realisticDriving = true;
self.cp.ploughFieldEdge = false;
self.cp.canSwitchMode = false;
self.cp.tipperLoadMode = 0;
self.cp.easyFillTypeList = {};
self.cp.siloSelectedFillType = FillUtil.FILLTYPE_UNKNOWN;
self.cp.siloSelectedEasyFillType = 1;
self.cp.slippingStage = 0;
self.cp.isTipping = false;
self.cp.hasPlough = false;
self.cp.hasRotateablePlough = false;
self.cp.isNotAllowedToDrive = false;
self.cp.allwaysSearchFuel = false;
self.cp.saveFuel = false;
self.cp.saveFuelOptionActive = true;
self.cp.hasAugerWagon = false;
self.cp.hasSugarCaneAugerWagon = false
self.cp.hasSugarCaneTrailer = false
self.cp.isMode3Unloading = false
self.cp.generationPosition = {}
self.cp.generationPosition.hasSavedPosition = false
self.cp.startAtPoint = courseplay.START_AT_NEXT_POINT;
self.cp.fertilizerOption = true
self.cp.convoyActive = false
self.cp.convoy= {
distance = 0,
number = 0,
members = 0,
}
-- ai mode 9: shovel
self.cp.shovelEmptyPoint = nil;
self.cp.shovelFillStartPoint = nil;
self.cp.shovelFillEndPoint = nil;
self.cp.shovelState = 1;
self.cp.shovel = {};
self.cp.shovelStopAndGo = true;
self.cp.shovelLastFillLevel = nil;
self.cp.shovelStatePositions = {};
self.cp.hasShovelStatePositions = {};
self.cp.manualShovelPositionOrder = nil;
for i=2,5 do
self.cp.hasShovelStatePositions[i] = false;
end;
self.cp.shovelPositionFromKey = false;
--ai mode 10 : bunkersilo
self.cp.mode10 = {}
self.cp.mode10.stoppedCourseplayers = {}
self.cp.mode10.alphaList = {}
self.cp.mode10.leveling = true
self.cp.mode10.automaticHeigth = true
self.cp.mode10.searchRadius = 50
self.cp.mode10.searchCourseplayersOnly = false
self.cp.mode10.shieldHeight = 0.3
self.cp.mode10.levelerIsFrontAttached = false
self.cp.mode10.jumpsPerRun = 0
self.cp.mode10.automaticSpeed = true
self.cp.mode10.lowestAlpha = 99
self.cp.mode10.lastTargetLine = 99
self.cp.mode10.deadline = nil
self.cp.mode10.firstLine = 0
self.cp.mode10.bladeOffset = 0
self.cp.mode10.drivingThroughtLoading = false
-- Visual i3D waypoint signs
self.cp.signs = {
crossing = {};
current = {};
};
courseplay.signs:updateWaypointSigns(self);
self.cp.numCourses = 1;
self.cp.numWaypoints = 0;
self.cp.currentCourseName = nil;
self.cp.currentCourseId = 0;
self.cp.lastMergedWP = 0;
self.cp.loadedCourses = {}
self.cp.course = {} -- as discussed with Peter, this could be the container for all waypoint stuff in one table
-- forced waypoints
self.cp.curTarget = {};
self.cp.curTargetMode7 = {};
self.cp.nextTargets = {};
self.cp.turnTargets = {};
self.cp.curTurnIndex = 1;
-- alignment course data
self.cp.alignment = { enabled = true }
-- speed limits
self.cp.speeds = {
useRecordingSpeed = true;
reverse = 6;
turn = 10;
field = 24;
street = self.cruiseControl.maxSpeed or 50;
crawl = 3;
discharge = 8;
bunkerSilo = 20;
minReverse = 3;
minTurn = 3;
minField = 3;
minStreet = 3;
max = self.cruiseControl.maxSpeed or 60;
};
self.cp.tooIsDirty = false
self.cp.orgRpm = nil;
-- data basis for the Course list
self.cp.reloadCourseItems = true
self.cp.sorted = {item={}, info={}}
self.cp.folder_settings = {}
courseplay.settings.update_folders(self)
--aiTrafficCollisionTrigger
if self.aiTrafficCollisionTrigger == nil then
local index = getXMLString(xmlFile, "vehicle.aiTrafficCollisionTrigger#index");
if index then
local triggerObject = Utils.indexToObject(self.components, index);
if triggerObject then
self.aiTrafficCollisionTrigger = triggerObject;
end;
end;
else
CpManager.trafficCollisionIgnoreList[self.aiTrafficCollisionTrigger] = true; --add AI traffic collision trigger to global ignore list
end;
if self.aiTrafficCollisionTrigger == nil and getNumOfChildren(self.rootNode) > 0 then
if getChild(self.rootNode, "trafficCollisionTrigger") ~= 0 then
self.aiTrafficCollisionTrigger = getChild(self.rootNode, "trafficCollisionTrigger");
else
for i=0,getNumOfChildren(self.rootNode)-1 do
local child = getChildAt(self.rootNode, i);
if getChild(child, "trafficCollisionTrigger") ~= 0 then
self.aiTrafficCollisionTrigger = getChild(child, "trafficCollisionTrigger");
break;
end;
end;
end;
end;
if self.aiTrafficCollisionTrigger == nil then
print(string.format('## Courseplay: %s: aiTrafficCollisionTrigger missing. Traffic collision prevention will not work!', nameNum(self)));
end;
-- DIRECTION NODE SETUP
local DirectionNode;
if self.aiVehicleDirectionNode ~= nil then
if self.cp.componentNumAsDirectionNode then
DirectionNode = self.components[self.cp.componentNumAsDirectionNode].node;
else
DirectionNode = self.aiVehicleDirectionNode;
end;
else
if courseplay:isWheelloader(self)then
if self.cp.hasSpecializationArticulatedAxis then
local nodeIndex = Utils.getNoNil(self.cp.componentNumAsDirectionNode, 2)
if self.components[nodeIndex] ~= nil then
DirectionNode = self.components[nodeIndex].node;
end
end;
end
if DirectionNode == nil then
DirectionNode = self.rootNode;
end
end;
local directionNodeOffset, isTruck = courseplay:getVehicleDirectionNodeOffset(self, DirectionNode);
if directionNodeOffset ~= 0 then
self.cp.oldDirectionNode = DirectionNode; -- Only used for debugging.
DirectionNode = courseplay:createNewLinkedNode(self, "realDirectionNode", DirectionNode);
setTranslation(DirectionNode, 0, 0, directionNodeOffset);
end;
self.cp.DirectionNode = DirectionNode;
-- REVERSE DRIVING SETUP
if self.cp.hasSpecializationReverseDriving then
self.cp.reverseDrivingDirectionNode = courseplay:createNewLinkedNode(self, "realReverseDrivingDirectionNode", self.cp.DirectionNode);
setRotation(self.cp.reverseDrivingDirectionNode, 0, math.rad(180), 0);
end;
-- TRIGGERS
self.findTipTriggerCallback = courseplay.findTipTriggerCallback;
self.findSpecialTriggerCallback = courseplay.findSpecialTriggerCallback;
self.cp.hasRunRaycastThisLoop = {};
self.findTrafficCollisionCallback = courseplay.findTrafficCollisionCallback;
self.findBlockingObjectCallbackLeft = courseplay.findBlockingObjectCallbackLeft;
self.findBlockingObjectCallbackRight = courseplay.findBlockingObjectCallbackRight;
self.findVehicleHeights = courseplay.findVehicleHeights;
-- traffic collision
self.cpOnTrafficCollisionTrigger = courseplay.cpOnTrafficCollisionTrigger;
if self.maxRotation then
self.cp.steeringAngle = math.deg(self.maxRotation);
else
self.cp.steeringAngle = 30;
end
courseplay.debugVehicle( 7, self, 'steering angle is %.1f', self.cp.steeringAngle)
if isTruck then
self.cp.revSteeringAngle = self.cp.steeringAngle * 0.25;
end;
if self.cp.steeringAngleCorrection then
self.cp.steeringAngle = Utils.getNoNil(self.cp.steeringAngleCorrection, self.cp.steeringAngle);
elseif self.cp.steeringAngleMultiplier then
self.cp.steeringAngle = self.cp.steeringAngle * self.cp.steeringAngleMultiplier;
end;
self.cp.tempCollis = {}
self.cpTrafficCollisionIgnoreList = {};
self.cp.TrafficBrake = false
self.cp.inTraffic = false
if self.trafficCollisionIgnoreList == nil then
self.trafficCollisionIgnoreList = {}
end
if self.numCollidingVehicles == nil then
self.numCollidingVehicles = {};
end
self.cp.numTrafficCollisionTriggers = 0;
self.cp.trafficCollisionTriggers = {};
self.cp.trafficCollisionTriggerToTriggerIndex = {};
self.cp.collidingObjects = {
all = {};
};
self.cp.numCollidingObjects = {
all = 0;
};
if self.aiTrafficCollisionTrigger ~= nil then
self.cp.numTrafficCollisionTriggers = 4;
for i=1,self.cp.numTrafficCollisionTriggers do
local newTrigger = clone(self.aiTrafficCollisionTrigger, true);
self.cp.trafficCollisionTriggers[i] = newTrigger
if i > 1 then
unlink(newTrigger);
link(self.cp.trafficCollisionTriggers[i-1], newTrigger);
setTranslation(newTrigger, 0,0,5);
end;
addTrigger(newTrigger, 'cpOnTrafficCollisionTrigger', self);
self.cp.trafficCollisionTriggerToTriggerIndex[newTrigger] = i;
CpManager.trafficCollisionIgnoreList[newTrigger] = true; --add all traffic collision triggers to global ignore list
self.cp.collidingObjects[i] = {};
self.cp.numCollidingObjects[i] = 0;
end;
end;
if not CpManager.trafficCollisionIgnoreList[g_currentMission.terrainRootNode] then
CpManager.trafficCollisionIgnoreList[g_currentMission.terrainRootNode] = true;
end;
courseplay:askForSpecialSettings(self,self)
courseplay:setOwnFillLevelsAndCapacities(self)
-- workTools
self.cp.workTools = {};
self.cp.numWorkTools = 0;
self.cp.workToolAttached = false;
self.cp.currentTrailerToFill = nil;
self.cp.trailerFillDistance = nil;
self.cp.prevTrailerDistance = 100.00;
self.cp.isUnloaded = false;
self.cp.isLoaded = false;
self.cp.totalFillLevel = nil;
self.cp.totalCapacity = nil;
self.cp.totalFillLevelPercent = 0;
self.cp.prevFillLevelPct = nil;
self.cp.tipRefOffset = 0;
self.cp.isReverseBGATipping = nil; -- Used for reverse BGA tipping
self.cp.isBGATipping = false; -- Used for BGA tipping
self.cp.BGASectionInverted = false; -- Used for BGA tipping
self.cp.inversedRearTipNode = nil; -- Used for BGA tipping
self.cp.tipperHasCover = false;
self.cp.tippersWithCovers = {};
self.cp.automaticCoverHandling = true;
-- combines
self.cp.reachableCombines = {};
self.cp.activeCombine = nil;
self.cp.offset = nil --self = combine [flt]
self.cp.combineOffset = 0.0
self.cp.tipperOffset = 0.0
self.cp.forcedSide = nil
self.cp.forcedToStop = false
self.cp.allowFollowing = false
self.cp.followAtFillLevel = 50
self.cp.driveOnAtFillLevel = 90
self.cp.refillUntilPct = 100;
self.cp.vehicleTurnRadius = courseplay:getVehicleTurnRadius(self);
self.cp.turnDiameter = self.cp.vehicleTurnRadius * 2;
self.cp.turnDiameterAuto = self.cp.vehicleTurnRadius * 2;
self.cp.turnDiameterAutoMode = true;
--Offset
self.cp.laneOffset = 0;
self.cp.toolOffsetX = 0;
self.cp.toolOffsetZ = 0;
self.cp.totalOffsetX = 0;
self.cp.symmetricLaneChange = false;
self.cp.switchLaneOffset = false;
self.cp.switchToolOffset = false;
self.cp.loadUnloadOffsetX = 0;
self.cp.loadUnloadOffsetZ = 0;
self.cp.skipOffsetX = false;
self.cp.workWidth = 3
self.cp.headlandHeight = 0;
self.cp.searchCombineAutomatically = true;
self.cp.savedCombine = nil
self.cp.selectedCombineNumber = 0
self.cp.searchCombineOnField = 0;
--Copy course
self.cp.hasFoundCopyDriver = false;
self.cp.copyCourseFromDriver = nil;
self.cp.selectedDriverNumber = 0;
--MultiTools
self.cp.multiTools = 1;
self.cp.laneNumber = 0;
--Course generation
self.cp.startingCorner = 4;
self.cp.hasStartingCorner = false;
self.cp.startingDirection = 0;
self.cp.rowDirectionDeg = 0
self.cp.rowDirectionMode = courseGenerator.ROW_DIRECTION_AUTOMATIC
self.cp.hasStartingDirection = false;
self.cp.isNewCourseGenSelected = function()
return self.cp.hasStartingCorner and self.cp.startingCorner > courseGenerator.STARTING_LOCATION_SE_LEGACY
end
self.cp.returnToFirstPoint = false;
self.cp.hasGeneratedCourse = false;
self.cp.hasValidCourseGenerationData = false;
self.cp.ridgeMarkersAutomatic = true;
-- TODO: add all course gen settings to this table
-- TODO: create an event for MP
self.cp.courseGeneratorSettings = {
startingLocation = self.cp.startingCorner,
manualStartingLocationWorldPos = nil,
islandBypassMode = Island.BYPASS_MODE_NONE,
nRowsToSkip = 0
}
self.cp.headland = {
-- with the old, manual direction selection course generator
manuDirMaxNumLanes = 6;
-- with the new, auto direction selection course generator
autoDirMaxNumLanes = 20;
maxNumLanes = 20;
numLanes = 0;
mode = courseGenerator.HEADLAND_MODE_NORMAL;
userDirClockwise = true;
orderBefore = true;
-- we abuse the numLanes to switch to narrow field mode,
-- negative headland lanes mean we are in narrow field mode
-- TODO: this is an ugly hack to make life easy for the UI but needs
-- to be refactored
minNumLanes = -1;
-- another ugly hack: the narrow mode is like the normal headland mode
-- for most uses (like the turn system). The next two functions are
-- to be used instead of the numLanes directly to hide the narrow mode
getNumLanes = function()
if self.cp.headland.mode == courseGenerator.HEADLAND_MODE_NARROW_FIELD then
return math.abs( self.cp.headland.numLanes )
else
return self.cp.headland.numLanes
end
end;
exists = function()
return self.cp.headland.getNumLanes() > 0
end;
getMinNumLanes = function()
return self.cp.isNewCourseGenSelected() and self.cp.headland.minNumLanes or 0
end,
getMaxNumLanes = function()
return self.cp.isNewCourseGenSelected() and self.cp.headland.autoDirMaxNumLanes or self.cp.headland.manuDirMaxNumLanes
end,
turnType = courseplay.HEADLAND_CORNER_TYPE_SMOOTH;
reverseManeuverType = courseplay.HEADLAND_REVERSE_MANEUVER_TYPE_STRAIGHT;
tg = createTransformGroup('cpPointOrig_' .. tostring(self.rootNode));
rectWidthRatio = 1.25;
noGoWidthRatio = 0.975;
minPointDistance = 0.5;
maxPointDistance = 7.25;
};
link(getRootNode(), self.cp.headland.tg);
if CpManager.isDeveloper then
self.cp.headland.manuDirMaxNumLanes = 30;
self.cp.headland.autoDirMaxNumLanes = 50;
end;
self.cp.fieldEdge = {
selectedField = {
fieldNum = 0;
numPoints = 0;
buttonsCreated = false;
};
customField = {
points = nil;
numPoints = 0;
isCreated = false;
show = false;
fieldNum = 0;
selectedFieldNumExists = false;
};
};
-- WOOD CUTTING: increase max cut length
if CpManager.isDeveloper then
self.cutLengthMax = 15;
self.cutLengthStep = 1;
end;
self.cp.mouseCursorActive = false;
-- 2D course
self.cp.drawCourseMode = courseplay.COURSE_2D_DISPLAY_OFF;
-- 2D pda map background -- TODO: MP?
if g_currentMission.ingameMap and g_currentMission.ingameMap.mapOverlay and g_currentMission.ingameMap.mapOverlay.filename then
self.cp.course2dPdaMapOverlay = Overlay:new('cpPdaMap', g_currentMission.ingameMap.mapOverlay.filename, 0, 0, 1, 1);
self.cp.course2dPdaMapOverlay:setColor(1, 1, 1, CpManager.course2dPdaMapOpacity);
end;
-- HUD
courseplay.hud:setupVehicleHud(self);
courseplay:validateCanSwitchMode(self);
courseplay.buttons:setActiveEnabled(self, 'all');
self.cp.ppc = PurePursuitController:new(self)
end;
function courseplay:postLoad(savegame)
if savegame ~= nil and savegame.key ~= nil and not savegame.resetVehicles then
courseplay.loadVehicleCPSettings(self, savegame.xmlFile, savegame.key, savegame.resetVehicles)
end
-- Drive Control (upsidedown)
if self.driveControl ~= nil and g_currentMission.driveControl ~= nil then
self.cp.hasDriveControl = true;
self.cp.driveControl = {
hasFourWD = g_currentMission.driveControl.useModules.fourWDandDifferentials and not self.driveControl.fourWDandDifferentials.isSurpressed;
hasHandbrake = g_currentMission.driveControl.useModules.handBrake;
hasManualMotorStart = g_currentMission.driveControl.useModules.manMotorStart;
hasMotorKeepTurnedOn = g_currentMission.driveControl.useModules.manMotorKeepTurnedOn;
hasShuttleMode = g_currentMission.driveControl.useModules.shuttle;
--alwaysUseFourWD = false;
mode = 0;
OFF = 0;
AWD = 1;
AWD_FRONT_DIFF = 2;
AWD_REAR_DIFF = 3;
AWD_BOTH_DIFF = 4;
};
-- add "always use 4WD" button. This was moved into hud and shown based off conditions in button
-- if self.cp.driveControl.hasFourWD then
-- --courseplay.button:new(self, 5, nil, 'toggleAlwaysUseFourWD', nil, courseplay.hud.col1posX, courseplay.hud.linesPosY[7], courseplay.hud.contentMaxWidth, 0.015, 7, nil, true);
-- end
end;
end;
function courseplay:onLeave()
if self.cp.mouseCursorActive then
courseplay:setMouseCursor(self, false);
end
--hide visual i3D waypoint signs when not in vehicle
courseplay.signs:setSignsVisibility(self, true);
end
function courseplay:onEnter()
if self.cp.mouseCursorActive then
courseplay:setMouseCursor(self, true);
end;
if self:getIsCourseplayDriving() and self.steeringEnabled then
self.steeringEnabled = false;
end;
--show visual i3D waypoint signs only when in vehicle
courseplay.signs:setSignsVisibility(self);
end
function courseplay:draw()
local isDriving = self:getIsCourseplayDriving();
--WORKWIDTH DISPLAY
if self.cp.mode ~= 7 and self.cp.timers.showWorkWidth and self.cp.timers.showWorkWidth > 0 then
if courseplay:timerIsThrough(self, 'showWorkWidth') then -- stop showing, reset timer
courseplay:resetCustomTimer(self, 'showWorkWidth');
else -- timer running, show
courseplay:showWorkWidth(self);
end;
end;
--DEBUG Speed Setting
if courseplay.debugChannels[21] then
renderText(0.2, 0.105, 0.02, string.format("mode%d waypointIndex: %d",self.cp.mode,self.cp.waypointIndex));
renderText(0.2, 0.075, 0.02, self.cp.speedDebugLine);
if self.cp.speedDebugStreet then
local mode = "max"
local speed = self.cp.speeds.street
if self.cp.speeds.useRecordingSpeed then
mode = "wpt"
if self.Waypoints and self.Waypoints[self.cp.waypointIndex] and self.Waypoints[self.cp.waypointIndex].speed then
speed = self.Waypoints[self.cp.waypointIndex].speed
else
speed = "no speed"
end
end
renderText(0.2, 0.045, 0.02, string.format("mode[%s] speed: %s",mode,tostring(speed)));
end
if (self.cp.mode == 2 or self.cp.mode ==3) and self.cp.activeCombine ~= nil then
local combine = self.cp.activeCombine
renderText(0.2,0.165,0.02,string.format("combine.lastSpeedReal: %.6f ",combine.lastSpeedReal*3600))
renderText(0.2,0.135,0.02,"combineIsTurning: "..tostring(self.cp.mode2DebugTurning ))
end
end
if self.cp.isCombine and courseplay.debugChannels[4] then
renderText(0.2,0.165,0.02,string.format("time till full: %s s ", (self:getUnitCapacity(self.overloading.fillUnitIndex) - self:getUnitFillLevel(self.overloading.fillUnitIndex))/self.cp.fillLitersPerSecond))
renderText(0.2,0.135,0.02,"self.cp.fillLitersPerSecond: "..tostring(self.cp.fillLitersPerSecond))
end
if courseplay.debugChannels[10] and self.cp.BunkerSiloMap ~= nil and self.cp.actualTarget ~= nil then
local fillUnit = self.cp.BunkerSiloMap[self.cp.actualTarget.line][self.cp.actualTarget.column]
--print(string.format("fillUnit %s; self.cp.actualTarget.line %s; self.cp.actualTarget.column %s",tostring(fillUnit),tostring(self.cp.actualTarget.line),tostring(self.cp.actualTarget.column)))
local sx,sz = fillUnit.sx,fillUnit.sz
local wx,wz = fillUnit.wx,fillUnit.wz
local bx,bz = fillUnit.bx,fillUnit.bz
local hx,hz = fillUnit.hx +(fillUnit.wx-fillUnit.sx) ,fillUnit.hz +(fillUnit.wz-fillUnit.sz)
local y = 0
local height = fillUnit.height or 0.5;
if self.cp.mode10.leveling then
if self.cp.mode10.automaticHeigth then
y = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, sx, 1, sz)+ height;
else
y = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, sx, 1, sz) + self.cp.mode10.shieldHeight + self.cp.tractorHeight ;
end
else
y = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, sx, 1, sz) + 0.5;
end
drawDebugLine(sx, y, sz, 1, 0, 0, wx, y, wz, 1, 0, 0);
drawDebugLine(wx, y, wz, 1, 0, 0, hx, y, hz, 1, 0, 0);
drawDebugLine(fillUnit.hx, y, fillUnit.hz, 1, 0, 0, sx, y, sz, 1, 0, 0);
drawDebugLine(fillUnit.cx, y, fillUnit.cz, 1, 0, 1, bx, y, bz, 1, 0, 0);
drawDebugPoint(fillUnit.cx, y, fillUnit.cz, 1, 1 , 1, 1);
if self.cp.mode == 9 then
renderText(0.2,0.225,0.02,"unit.fillLevel: "..tostring(fillUnit.fillLevel))
if self.cp.mode9SavedLastFillLevel ~= nil then
renderText(0.2,0.195,0.02,"SavedLastFillLevel: "..tostring(self.cp.mode9SavedLastFillLevel))
renderText(0.2,0.165,0.02,"triesTheSameFillUnit: "..tostring(self.cp.mode9triesTheSameFillUnit))
end
elseif self.cp.mode == 10 then
renderText(0.2,0.395,0.02,"numStoppedCPs: "..tostring(#self.cp.mode10.stoppedCourseplayers ))
renderText(0.2,0.365,0.02,"shieldHeight: "..tostring(self.cp.mode10.shieldHeight))
renderText(0.2,0.335,0.02,"lowestAlpha: "..tostring(self.cp.mode10.lowestAlpha))
renderText(0.2,0.305,0.02,"speeds.bunkerSilo: "..tostring(self.cp.speeds.bunkerSilo))
renderText(0.2,0.275,0.02,"jumpsPerRun: "..tostring(self.cp.mode10.jumpsPerRun))
renderText(0.2,0.245,0.02,"bladeOffset: "..tostring(self.cp.mode10.bladeOffset))
renderText(0.2,0.215,0.02,"diffY: "..tostring(self.cp.diffY ))
renderText(0.2,0.195,0.02,"tractorHeight: "..tostring(self.cp.tractorHeight ))
renderText(0.2,0.165,0.02,"shouldBHeight: "..tostring(self.cp.shouldBHeight ))
renderText(0.2,0.135,0.02,"targetHeigth: "..tostring(self.cp.mode10.targetHeigth))
renderText(0.2,0.105,0.02,"height: "..tostring(self.cp.currentHeigth))
end
end
if courseplay.debugChannels[10] and self.cp.tempMOde9PointX ~= nil then
local x,y,z = getWorldTranslation(self.cp.DirectionNode)
drawDebugLine(self.cp.tempMOde9PointX2,self.cp.tempMOde9PointY2+2,self.cp.tempMOde9PointZ2, 1, 0, 0, self.cp.tempMOde9PointX,self.cp.tempMOde9PointY+2,self.cp.tempMOde9PointZ, 1, 0, 0);
local bunker = self.cp.mode9TargetSilo
if bunker ~= nil then
local sx,sz = bunker.bunkerSiloArea.sx,bunker.bunkerSiloArea.sz
local wx,wz = bunker.bunkerSiloArea.wx,bunker.bunkerSiloArea.wz
local hx,hz = bunker.bunkerSiloArea.hx,bunker.bunkerSiloArea.hz
drawDebugLine(sx,y+2,sz, 0, 0, 1, wx,y+2,wz, 0, 0, 1);
drawDebugLine(sx,y+2,sz, 0, 0, 1, hx,y+2,hz, 0, 1, 0);
drawDebugLine(wx,y+2,wz, 0, 0, 1, hx,y+2,hz, 0, 1, 0);
end
end
--DEBUG SHOW DIRECTIONNODE
if courseplay.debugChannels[12] then
-- For debugging when setting the directionNodeZOffset. (Visual points shown for old node)
if self.cp.oldDirectionNode then
local ox,oy,oz = getWorldTranslation(self.cp.oldDirectionNode);
drawDebugPoint(ox, oy+4, oz, 0.9098, 0.6902 , 0.2706, 1);
end;
local nx,ny,nz = getWorldTranslation(self.cp.DirectionNode);
drawDebugPoint(nx, ny+4, nz, 0.6196, 0.3490 , 0, 1);
end;
-- HELP BUTTON TEXTS
if self:getIsActive() and self.isEntered then
local modifierPressed = InputBinding.isPressed(InputBinding.COURSEPLAY_MODIFIER);
if (self.cp.canDrive or not self.cp.hud.openWithMouse) and not modifierPressed then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_FUNCTIONS'), InputBinding.COURSEPLAY_MODIFIER);
end;
if self.cp.hud.show then
if self.cp.mouseCursorActive then
g_currentMission:addHelpTextFunction(CpManager.drawMouseButtonHelp, self, CpManager.hudHelpMouseLineHeight, courseplay:loc('COURSEPLAY_MOUSEARROW_HIDE'));
else
g_currentMission:addHelpTextFunction(CpManager.drawMouseButtonHelp, self, CpManager.hudHelpMouseLineHeight, courseplay:loc('COURSEPLAY_MOUSEARROW_SHOW'));
end;
end;
if self.cp.hud.openWithMouse then
if not self.cp.hud.show then
g_currentMission:addHelpTextFunction(CpManager.drawMouseButtonHelp, self, CpManager.hudHelpMouseLineHeight, courseplay:loc('COURSEPLAY_HUD_OPEN'));
end;
else
if modifierPressed then
if not self.cp.hud.show then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_HUD_OPEN'), InputBinding.COURSEPLAY_HUD);
else
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_HUD_CLOSE'), InputBinding.COURSEPLAY_HUD);
end;
end;
end;
if modifierPressed then
if self.cp.canDrive then
if isDriving then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_STOP_COURSE'), InputBinding.COURSEPLAY_START_STOP);
if self.cp.HUD1wait then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_CONTINUE'), InputBinding.COURSEPLAY_CANCELWAIT);
end;
if self.cp.HUD1noWaitforFill then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_DRIVE_NOW'), InputBinding.COURSEPLAY_DRIVENOW);
end;
else
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_START_COURSE'), InputBinding.COURSEPLAY_START_STOP);
if self.cp.hasShovelStatePositions[2] and InputBinding.COURSEPLAY_SHOVELPOSITION_LOAD ~= nil then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_SHOVELPOSITION_LOAD'). InputBinding.COURSEPLAY_SHOVELPOSITION_LOAD);
end;
if self.cp.hasShovelStatePositions[3] and InputBinding.COURSEPLAY_SHOVELPOSITION_TRANSPORT ~= nil then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_SHOVELPOSITION_TRANSPORT'). InputBinding.COURSEPLAY_SHOVELPOSITION_TRANSPORT);
end;
if self.cp.hasShovelStatePositions[4] and InputBinding.COURSEPLAY_SHOVELPOSITION_PREUNLOAD ~= nil then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_SHOVELPOSITION_PREUNLOAD'). InputBinding.COURSEPLAY_SHOVELPOSITION_PREUNLOAD);
end;
if self.cp.hasShovelStatePositions[5] and InputBinding.COURSEPLAY_SHOVELPOSITION_UNLOAD ~= nil then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_SHOVELPOSITION_UNLOAD'). InputBinding.COURSEPLAY_SHOVELPOSITION_UNLOAD);
end;
--end;
end;
else
if not self.cp.isRecording and not self.cp.recordingIsPaused and self.cp.numWaypoints == 0 then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_RECORDING_START'), InputBinding.COURSEPLAY_START_STOP);
elseif self.cp.isRecording and not self.cp.recordingIsPaused and not self.cp.isRecordingTurnManeuver then
g_currentMission:addHelpButtonText(courseplay:loc('COURSEPLAY_RECORDING_STOP'), InputBinding.COURSEPLAY_START_STOP);
end;
end;
if self.cp.canSwitchMode then
if self.cp.nextMode then
g_currentMission:addHelpButtonText(courseplay:loc('input_COURSEPLAY_NEXTMODE'), InputBinding.COURSEPLAY_NEXTMODE);
end;
if self.cp.prevMode then
g_currentMission:addHelpButtonText(courseplay:loc('input_COURSEPLAY_PREVMODE'), InputBinding.COURSEPLAY_PREVMODE);
end;
end;
end;
end;
if self:getIsActive() then
if self.cp.hud.show then
courseplay.hud:setContent(self);
courseplay.hud:renderHud(self);
if self.cp.distanceCheck and (isDriving or (not self.cp.canDrive and not self.cp.isRecording and not self.cp.recordingIsPaused)) then -- turn off findFirstWaypoint when driving or no course loaded
courseplay:toggleFindFirstWaypoint(self);
end;
if self.cp.mouseCursorActive then
InputBinding.setShowMouseCursor(self.cp.mouseCursorActive);
end;
end;
if self.cp.distanceCheck and self.cp.numWaypoints > 1 then
courseplay:distanceCheck(self);
elseif self.cp.infoText ~= nil and Utils.startsWith(self.cp.infoText, 'COURSEPLAY_DISTANCE') then
self.cp.infoText = nil
self.cp.infoTextNilSent = false
end;
if self.isEntered and self.cp.toolTip ~= nil then
courseplay:renderToolTip(self);
end;
end;
--RENDER
courseplay:renderInfoText(self);
if self.cp.drawCourseMode == courseplay.COURSE_2D_DISPLAY_2DONLY or self.cp.drawCourseMode == courseplay.COURSE_2D_DISPLAY_BOTH then
courseplay:drawCourse2D(self, false);
end;
end; --END draw()
function courseplay:showWorkWidth(vehicle)
local offsX, offsZ = vehicle.cp.toolOffsetX or 0, vehicle.cp.toolOffsetZ or 0;
local left = (vehicle.cp.workWidth * 0.5) + offsX;
local right = (vehicle.cp.workWidth * -0.5) + offsX;
if vehicle.cp.DirectionNode and vehicle.cp.backMarkerOffset and vehicle.cp.aiFrontMarker then
local p1x, p1y, p1z = localToWorld(vehicle.cp.DirectionNode, left, 1.6, vehicle.cp.backMarkerOffset - offsZ);
local p2x, p2y, p2z = localToWorld(vehicle.cp.DirectionNode, right, 1.6, vehicle.cp.backMarkerOffset - offsZ);
local p3x, p3y, p3z = localToWorld(vehicle.cp.DirectionNode, right, 1.6, vehicle.cp.aiFrontMarker - offsZ);
local p4x, p4y, p4z = localToWorld(vehicle.cp.DirectionNode, left, 1.6, vehicle.cp.aiFrontMarker - offsZ);
drawDebugPoint(p1x, p1y, p1z, 1, 1, 0, 1);
drawDebugPoint(p2x, p2y, p2z, 1, 1, 0, 1);
drawDebugPoint(p3x, p3y, p3z, 1, 1, 0, 1);
drawDebugPoint(p4x, p4y, p4z, 1, 1, 0, 1);
drawDebugLine(p1x, p1y, p1z, 1, 0, 0, p2x, p2y, p2z, 1, 0, 0);
drawDebugLine(p2x, p2y, p2z, 1, 0, 0, p3x, p3y, p3z, 1, 0, 0);
drawDebugLine(p3x, p3y, p3z, 1, 0, 0, p4x, p4y, p4z, 1, 0, 0);
drawDebugLine(p4x, p4y, p4z, 1, 0, 0, p1x, p1y, p1z, 1, 0, 0);
else
local lX, lY, lZ = localToWorld(vehicle.rootNode, left, 1.6, -6 - offsZ);
local rX, rY, rZ = localToWorld(vehicle.rootNode, right, 1.6, -6 - offsZ);
drawDebugPoint(lX, lY, lZ, 1, 1, 0, 1);
drawDebugPoint(rX, rY, rZ, 1, 1, 0, 1);
drawDebugLine(lX, lY, lZ, 1, 0, 0, rX, rY, rZ, 1, 0, 0);
end;
end;
function courseplay:drawWaypointsLines(vehicle)
if not CpManager.isDeveloper or not vehicle.isControlled or vehicle ~= g_currentMission.controlledVehicle then return; end;
local height = 2.5;
local r,g,b,a;
for i,wp in pairs(vehicle.Waypoints) do
if wp.cy == nil or wp.cy == 0 then
wp.cy = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, wp.cx, 1, wp.cz);
end;
local np = vehicle.Waypoints[i+1];
if np and (np.cy == nil or np.cy == 0) then
np.cy = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, np.cx, 1, np.cz);
end;
if i == 1 or wp.turnStart then
r,g,b,a = 0, 1, 0, 1;
elseif i == vehicle.cp.numWaypoints or wp.turnEnd then
r,g,b,a = 1, 0, 0, 1;
elseif i == vehicle.cp.waypointIndex then
r,g,b,a = 0.9, 0, 0.6, 1;
else
r,g,b,a = 1, 1, 0, 1;
end;
drawDebugPoint(wp.cx, wp.cy + height, wp.cz, r,g,b,a);
if i < vehicle.cp.numWaypoints then
if i + 1 == vehicle.cp.waypointIndex then
drawDebugLine(wp.cx, wp.cy + height, wp.cz, 0.9, 0, 0.6, np.cx, np.cy + height, np.cz, 1, 0.4, 0.05);
else
drawDebugLine(wp.cx, wp.cy + height, wp.cz, 0, 1, 1, np.cx, np.cy + height, np.cz, 0, 1, 1);
end;
end;
end;
end;
function courseplay:update(dt)
-- KEYBOARD EVENTS
if self:getIsActive() and self.isEntered and InputBinding.isPressed(InputBinding.COURSEPLAY_MODIFIER) then
if InputBinding.hasEvent(InputBinding.COURSEPLAY_START_STOP) then
if self.cp.canDrive then
if self.cp.isDriving then
self:setCourseplayFunc('stop', nil, false, 1);
else
self:setCourseplayFunc('start', nil, false, 1);
end;
else
if not self.cp.isRecording and not self.cp.recordingIsPaused and self.cp.numWaypoints == 0 then
self:setCourseplayFunc('start_record', nil, false, 1);
elseif self.cp.isRecording and not self.cp.recordingIsPaused and not self.cp.isRecordingTurnManeuver then
self:setCourseplayFunc('stop_record', nil, false, 1);
end;
end;
elseif InputBinding.hasEvent(InputBinding.COURSEPLAY_CANCELWAIT) and self.cp.HUD1wait and self.cp.canDrive and self.cp.isDriving then
self:setCourseplayFunc('cancelWait', true, false, 1);
elseif InputBinding.hasEvent(InputBinding.COURSEPLAY_DRIVENOW) and self.cp.HUD1noWaitforFill and self.cp.canDrive and self.cp.isDriving then
self:setCourseplayFunc('setIsLoaded', true, false, 1);
elseif InputBinding.hasEvent(InputBinding.COURSEPLAY_STOP_AT_END) and self.cp.canDrive and self.cp.isDriving then
self:setCourseplayFunc('setStopAtEnd', not self.cp.stopAtEnd, false, 1);
elseif self.cp.canSwitchMode and self.cp.nextMode and InputBinding.hasEvent(InputBinding.COURSEPLAY_NEXTMODE) then
self:setCourseplayFunc('setCpMode', self.cp.nextMode, false, 1);
elseif self.cp.canSwitchMode and self.cp.prevMode and InputBinding.hasEvent(InputBinding.COURSEPLAY_PREVMODE) then
self:setCourseplayFunc('setCpMode', self.cp.prevMode, false, 1);
elseif InputBinding.hasEvent(InputBinding.COURSEPLAY_SHOVEL_MOVE_TO_LOADING_POSITION) then
self:setCpVar('shovelPositionFromKey', true, courseplay.isClient);
courseplay:moveShovelToPosition(self, 2);
elseif InputBinding.hasEvent(InputBinding.COURSEPLAY_SHOVEL_MOVE_TO_TRANSPORT_POSITION) then
self:setCpVar('shovelPositionFromKey', true, courseplay.isClient);
courseplay:moveShovelToPosition(self, 3);
elseif InputBinding.hasEvent(InputBinding.COURSEPLAY_SHOVEL_MOVE_TO_PRE_UNLOADING_POSITION) then
self:setCpVar('shovelPositionFromKey', true, courseplay.isClient);
courseplay:moveShovelToPosition(self, 4);
elseif InputBinding.hasEvent(InputBinding.COURSEPLAY_SHOVEL_MOVE_TO_UNLOADING_POSITION) then
self:setCpVar('shovelPositionFromKey', true, courseplay.isClient);
courseplay:moveShovelToPosition(self, 5);
end;
if not self.cp.openHudWithMouse and InputBinding.hasEvent(InputBinding.COURSEPLAY_HUD) then
self:setCourseplayFunc('openCloseHud', not self.cp.hud.show, true);
end;
end; -- self:getIsActive() and self.isEntered and modifierPressed
if not self.cp.remoteIsEntered then
if self.cp.isEntered ~= self.isEntered then
CourseplayEvent.sendEvent(self, "self.cp.remoteIsEntered",self.isEntered)
end
self:setCpVar('isEntered',self.isEntered)
end
if not courseplay.isClient then -- and self.cp.infoText ~= nil then --(self.cp.isDriving or self.cp.isRecording or self.cp.recordingIsPaused) then
if self.cp.infoText == nil and not self.cp.infoTextNilSent then
CourseplayEvent.sendEvent(self, "self.cp.infoText",nil)
self.cp.infoTextNilSent = true
elseif self.cp.infoText ~= nil then
self.cp.infoText = nil
end
end;
if CpManager.isDeveloper and (self.cp.drawCourseMode == courseplay.COURSE_2D_DISPLAY_DBGONLY or self.cp.drawCourseMode == courseplay.COURSE_2D_DISPLAY_BOTH) then