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mode6.lua
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mode6.lua
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local max, min = math.max, math.min;
function courseplay:handle_mode6(vehicle, allowedToDrive, workSpeed, lx , lz, refSpeed,dt )
local workTool;
local specialTool = false
local stoppedForReason = false
local forceSpeedLimit = refSpeed
local fillLevelPct = 0
--[[
if vehicle.attachedCutters ~= nil then
for cutter, implement in pairs(vehicle.attachedCutters) do
AICombine.addCutterTrigger(vehicle, cutter);
end;
end;
--]]
local fieldArea = (vehicle.cp.waypointIndex > vehicle.cp.startWork) and (vehicle.cp.waypointIndex < vehicle.cp.stopWork)
local workArea = (vehicle.cp.waypointIndex > vehicle.cp.startWork) and (vehicle.cp.waypointIndex < vehicle.cp.finishWork)
local isFinishingWork = false
local hasFinishedWork = false
if vehicle.cp.waypointIndex == vehicle.cp.finishWork and vehicle.cp.abortWork == nil and not vehicle.cp.hasFinishedWork then
local _,y,_ = getWorldTranslation(vehicle.cp.DirectionNode)
local _,_,z = worldToLocal(vehicle.cp.DirectionNode,vehicle.Waypoints[vehicle.cp.finishWork].cx,y,vehicle.Waypoints[vehicle.cp.finishWork].cz)
if not vehicle.isReverseDriving then
z = -z
end
local frontMarker = Utils.getNoNil(vehicle.cp.aiFrontMarker,-3)
if frontMarker + z -2 < 0 then
workArea = true
isFinishingWork = true
elseif vehicle.cp.finishWork ~= vehicle.cp.stopWork then
courseplay:setWaypointIndex(vehicle, min(vehicle.cp.finishWork + 1,vehicle.cp.numWaypoints));
end;
end;
if vehicle.cp.hasTransferCourse and vehicle.cp.abortWork ~= nil and vehicle.cp.waypointIndex == 1 then
courseplay:setWaypointIndex(vehicle,vehicle.cp.startWork+1);
end
if fieldArea or vehicle.cp.waypointIndex == vehicle.cp.startWork or vehicle.cp.waypointIndex == vehicle.cp.stopWork +1 then
workSpeed = 1;
end
if (vehicle.cp.waypointIndex == vehicle.cp.stopWork or vehicle.cp.previousWaypointIndex == vehicle.cp.stopWork) and vehicle.cp.abortWork == nil and not vehicle.cp.isLoaded and not isFinishingWork and vehicle.cp.wait then
allowedToDrive = false
CpManager:setGlobalInfoText(vehicle, 'WORK_END');
hasFinishedWork = true
end
-- Wait until we have fully started up Threshing
if vehicle.sampleThreshingStart and isSamplePlaying(vehicle.sampleThreshingStart.sample) then
-- Only allow us to drive if we are moving backwards.
if not vehicle.cp.isReverseBackToPoint then
allowedToDrive = false;
end;
courseplay:setInfoText(vehicle, string.format("COURSEPLAY_STARTING_UP_TOOL;%s",tostring(vehicle.name)));
end;
local vehicleIsFolding, vehicleIsFolded, vehicleIsUnfolded = courseplay:isFolding(vehicle);
for i=1, #(vehicle.cp.workTools) do
workTool = vehicle.cp.workTools[i];
local tool = vehicle
if courseplay:isAttachedCombine(workTool) then
tool = workTool
workTool.cp.turnStage = vehicle.cp.turnStage
end
fillLevelPct = workTool.cp.fillLevelPercent
local ridgeMarker = vehicle.Waypoints[vehicle.cp.waypointIndex].ridgeMarker
local nextRidgeMarker = vehicle.Waypoints[min(vehicle.cp.waypointIndex+4,vehicle.cp.numWaypoints)].ridgeMarker
if workTool.haeckseldolly then
if (ridgeMarker == 2 or (nextRidgeMarker == 2 and vehicle.cp.turnStage>1)) and workTool.bunkerrechts ~= false then
workTool.bunkerrechts = false
elseif (ridgeMarker == 1 or (nextRidgeMarker == 1 and vehicle.cp.turnStage>1)) and workTool.bunkerrechts ~= true then
workTool.bunkerrechts = true
end
end
local isFolding, isFolded, isUnfolded = courseplay:isFolding(workTool);
local needsLowering = false
if workTool.attacherJoint ~= nil then
needsLowering = workTool.attacherJoint.needsLowering
end
--speedlimits
forceSpeedLimit = courseplay:getSpeedWithLimiter(workTool, forceSpeedLimit);
-- stop while folding
if (isFolding or vehicleIsFolding) and vehicle.cp.turnStage == 0 then
allowedToDrive = false;
--courseplay:debug(tostring(workTool.name) .. ": isFolding -> allowedToDrive == false", 6);
end;
-- implements, no combine or chopper
if workTool ~= nil and tool.attachedCutters == nil then
-- balers
if courseplay:isBaler(workTool) then
if vehicle.cp.waypointIndex >= vehicle.cp.startWork + 1 and vehicle.cp.waypointIndex < vehicle.cp.stopWork and vehicle.cp.turnStage == 0 then
-- vehicle, workTool, unfold, lower, turnOn, allowedToDrive, cover, unload, ridgeMarker,forceSpeedLimit,workSpeed)
specialTool, allowedToDrive,forceSpeedLimit,workSpeed,stoppedForReason = courseplay:handleSpecialTools(vehicle, workTool, true, true, true, allowedToDrive, nil, nil, nil,forceSpeedLimit,workSpeed);
if not specialTool then
-- automatic opening for balers
if workTool.baler.unloadingState ~= nil then
fillLevelPct = courseplay:round(workTool.cp.fillLevelPercent, 3);
local capacity = workTool.cp.capacity
local fillLevel = workTool.cp.fillLevel
--print(string.format("if courseplay:isRoundbaler(workTool)(%s) and fillLevel(%s) > capacity(%s) * 0.9 and fillLevel < capacity and workTool.baler.unloadingState(%s) == Baler.UNLOADING_CLOSED(%s) then",
--tostring(courseplay:isRoundbaler(workTool)),tostring(fillLevel),tostring(capacity),tostring(workTool.baler.unloadingState),tostring(Baler.UNLOADING_CLOSED)))
if courseplay:isRoundbaler(workTool) and fillLevel > capacity * 0.9 and fillLevel < capacity and workTool.baler.unloadingState == Baler.UNLOADING_CLOSED then
if not workTool.turnOnVehicle.isTurnedOn and not stoppedForReason then
workTool:setIsTurnedOn(true, false);
end;
workSpeed = 0.5;
elseif fillLevel >= capacity and workTool.baler.unloadingState == Baler.UNLOADING_CLOSED then
allowedToDrive = false;
if #(workTool.baler.bales) > 0 and workTool.baleWrapperState == nil then --Ensures the baler wrapper combo is empty before unloading
workTool:setIsUnloadingBale(true, false)
end
elseif workTool.baler.unloadingState ~= Baler.UNLOADING_CLOSED then
allowedToDrive = false
if workTool.baler.unloadingState == Baler.UNLOADING_OPEN then
workTool:setIsUnloadingBale(false)
end
elseif fillLevel >= 0 and not workTool.turnOnVehicle.isTurnedOn and workTool.baler.unloadingState == Baler.UNLOADING_CLOSED then
workTool:setIsTurnedOn(true, false);
end
if workTool.baleWrapperState and workTool.baleWrapperState == 4 then --Unloads the baler wrapper combo
workTool:doStateChange(5)
end
end
if workTool.setPickupState ~= nil then
if workTool.isPickupLowered ~= nil and not workTool.isPickupLowered then
workTool:setPickupState(true, false);
courseplay:debug(string.format('%s: lower pickup order', nameNum(workTool)), 17);
end;
end;
end
end
if (vehicle.cp.previousWaypointIndex == vehicle.cp.stopWork -1 and workTool.turnOnVehicle.isTurnedOn) or stoppedForReason then
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,false,false,false,allowedToDrive,nil,nil)
if not specialTool and workTool.baler.unloadingState == Baler.UNLOADING_CLOSED then
workTool:setIsTurnedOn(false, false);
if workTool.setPickupState ~= nil then
if workTool.isPickupLowered ~= nil and workTool.isPickupLowered then
workTool:setPickupState(false, false);
courseplay:debug(string.format('%s: raise pickup order', nameNum(workTool)), 17);
end;
end;
end
end
-- baleloader, copied original code parts
elseif courseplay:isBaleLoader(workTool) or courseplay:isSpecialBaleLoader(workTool) then
if workArea and fillLevelPct ~= 100 then
specialTool, allowedToDrive, forceSpeedLimit = courseplay:handleSpecialTools(vehicle,workTool,true,true,true,allowedToDrive,nil,nil,nil,forceSpeedLimit);
if not specialTool then
-- automatic stop for baleloader
if workTool.grabberIsMoving then
allowedToDrive = false;
end;
if not workTool.isInWorkPosition and fillLevelPct ~= 100 and vehicle.cp.abortWork == nil then
workTool.grabberIsMoving = true
workTool.isInWorkPosition = true
BaleLoader.moveToWorkPosition(workTool)
-- workTool:doStateChange(BaleLoader.CHANGE_MOVE_TO_WORK);
end
end;
end
if ((fillLevelPct == 100 or vehicle.cp.isLoaded) and vehicle.cp.hasUnloadingRefillingCourse or vehicle.cp.waypointIndex == vehicle.cp.stopWork) and workTool.isInWorkPosition and not workTool:getIsAnimationPlaying('rotatePlatform') and not workTool:getIsAnimationPlaying('emptyRotate') and not workTool:getIsAnimationPlaying(workTool:getBaleGrabberDropBaleAnimName()) then
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,false,false,false,allowedToDrive,nil,nil);
if not specialTool then
workTool.grabberIsMoving = true
workTool.isInWorkPosition = false
BaleLoader.moveToTransportPosition(workTool)
-- workTool:doStateChange(BaleLoader.CHANGE_MOVE_TO_TRANSPORT);
end;
-- Ensure we set the lastVaildTipDistance incase update tools doesn't work
if not vehicle.cp.lastValidTipDistance then
vehicle.cp.lastValidTipDistance = 0
end
end
if fillLevelPct == 100 and not vehicle.cp.hasUnloadingRefillingCourse then
vehicle.cp.lastValidTipDistance = nil
if vehicle.cp.automaticUnloadingOnField then
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,false,false,false,allowedToDrive,nil,true);
if not specialTool then
vehicle.cp.unloadOrder = true
end
CpManager:setGlobalInfoText(vehicle, 'UNLOADING_BALE');
end
end;
-- stop when unloading
if workTool.activeAnimations and (workTool:getIsAnimationPlaying('rotatePlatform') or workTool:getIsAnimationPlaying('emptyRotate')) then
allowedToDrive = false;
end;
-- automatic unload
if vehicle.cp.delayFolding and courseplay:timerIsThrough(vehicle, 'foldBaleLoader', false) then
vehicle.cp.unloadOrder = true
vehicle.cp.delayFolding = nil
end
local distanceToUnload = math.huge
-- We only want to calc the distance to wait point when reverseing. To save on CPU
if vehicle.cp.waypointIndex > (vehicle.cp.stopWork + 1) and vehicle.Waypoints[vehicle.cp.waypointIndex].rev then
if not workTool.cp.realUnloadOrFillNode then
workTool.cp.realUnloadOrFillNode = courseplay:getRealUnloadOrFillNode(workTool);
end;
local toolX, _,toolZ = getWorldTranslation(workTool.cp.realUnloadOrFillNode)
local targetWaypoint = vehicle.Waypoints[vehicle.cp.waitPoints[3]]
-- Figure out how far are we from the edge of the previous stack depth
distanceToUnload = courseplay:distance(toolX,toolZ,targetWaypoint.cx,targetWaypoint.cz) + vehicle.cp.lastValidTipDistance
courseplay.debugVehicle(17,vehicle,'distanceToUnload = %.2f vehicle.cp.lastValidTipDistance = %.2f',distanceToUnload,vehicle.cp.lastValidTipDistance or 0)
end
-- Once were with in 1 m stop and unload
if (not workArea and (distanceToUnload < 1 or fillLevelPct == 0)) or vehicle.cp.unloadOrder then
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,false,false,false,allowedToDrive,nil,true);
if not specialTool then
if fillLevelPct ~= 0 and not vehicle.cp.unloadOrder then
CpManager:setGlobalInfoText(vehicle, 'UNLOADING_BALE');
allowedToDrive = false
end;
if workTool.emptyState ~= BaleLoader.EMPTY_NONE then
if workTool.emptyState == BaleLoader.EMPTY_WAIT_TO_DROP then
-- (2) drop the bales
-- print(('%s: set state BaleLoader.CHANGE_DROP_BALES'):format(nameNum(workTool)));
g_server:broadcastEvent(BaleLoaderStateEvent:new(workTool, BaleLoader.CHANGE_DROP_BALES), true, nil, workTool)
elseif workTool.emptyState == BaleLoader.EMPTY_WAIT_TO_SINK then
-- (3) lower (fold) table
if not courseplay:getCustomTimerExists(vehicle, 'foldBaleLoader') then
-- print(('%s: foldBaleLoader timer not running -> set timer 2 seconds'):format(nameNum(workTool)));
courseplay:setCustomTimer(vehicle, 'foldBaleLoader', 2);
vehicle.cp.delayFolding = true;
elseif courseplay:timerIsThrough(vehicle, 'foldBaleLoader', false) then
-- print(('%s: timer through -> set state BaleLoader.CHANGE_SINK -> reset timer'):format(nameNum(workTool)));
g_server:broadcastEvent(BaleLoaderStateEvent:new(workTool, BaleLoader.CHANGE_SINK), true, nil, workTool);
courseplay:resetCustomTimer(vehicle, 'foldBaleLoader', true);
end;
-- Change the direction to forward if we were reversing.
if vehicle.Waypoints[vehicle.cp.waypointIndex].rev then
-- Add the distance of 1 row of bales. TODO Adjust hud to make this a number of bales and check to see differnce between round and square
if not vehicle.cp.automaticUnloadingOnField and vehicle.cp.hasUnloadingRefillingCourse then
-- This is so if the bales are droped in a sell trigger there is no need to adjust where the drop point is case the bales will dissaper
local triggers = g_currentMission.trailerTipTriggers[workTool]
if triggers ~= nil and triggers[1].acceptedFillTypes ~= nil and triggers[1].acceptedFillTypes[workTool.cp.fillType] then
--Do nothing
else
-- Get the stack depth when droped set in special tools. The add it to the current stack depth
local baleRowWidth = workTool.cp.baleRowWidth or 5
vehicle.cp.lastValidTipDistance = vehicle.cp.lastValidTipDistance - baleRowWidth
end
end
print(('%s: set waypointIndex to next forward point'):format(nameNum(workTool)));
courseplay:setWaypointIndex(vehicle, courseplay:getNextFwdPoint(vehicle));
vehicle.cp.ppc:initialize()
end;
elseif workTool.emptyState == BaleLoader.EMPTY_WAIT_TO_REDO then
-- print(('%s: set state BaleLoader.CHANGE_EMPTY_REDO'):format(nameNum(workTool)));
g_server:broadcastEvent(BaleLoaderStateEvent:new(workTool, BaleLoader.CHANGE_EMPTY_REDO), true, nil, workTool);
end;
else
-- (1) lift (unfold) table
if BaleLoader.getAllowsStartUnloading(workTool) then
-- print(('%s: set state BaleLoader.CHANGE_EMPTY_START'):format(nameNum(workTool)));
g_server:broadcastEvent(BaleLoaderStateEvent:new(workTool, BaleLoader.CHANGE_EMPTY_START), true, nil, workTool);
end;
vehicle.cp.unloadOrder = false;
end;
end;
end;
--END baleloader
-- other worktools, tippers, e.g. forage wagon
else
if workArea and fillLevelPct ~= 100 and ((vehicle.cp.abortWork == nil) or (vehicle.cp.abortWork ~= nil and vehicle.cp.previousWaypointIndex == vehicle.cp.abortWork) or (vehicle.cp.runOnceStartCourse)) and vehicle.cp.turnStage == 0 then -- and not courseplay:onAlignmentCourse( vehicle ) then
--courseplay:handleSpecialTools(vehicle,workTool,unfold,lower,turnOn,allowedToDrive,cover,unload)
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,true,true,true,allowedToDrive,nil,nil)
if allowedToDrive then
if not specialTool then
--unfold
local recordnumber = min(vehicle.cp.waypointIndex + 2, vehicle.cp.numWaypoints);
local forecast = Utils.getNoNil(vehicle.Waypoints[recordnumber].ridgeMarker,0)
local marker = Utils.getNoNil(vehicle.Waypoints[vehicle.cp.waypointIndex].ridgeMarker,0)
local waypoint = max(marker,forecast)
if courseplay:isFoldable(workTool) and not isFolding and not isUnfolded then
if not workTool.cp.hasSpecializationPlough then
courseplay:debug(string.format('%s: unfold order (foldDir=%d)', nameNum(workTool), workTool.cp.realUnfoldDirection), 17);
workTool:setFoldDirection(workTool.cp.realUnfoldDirection);
vehicle.cp.runOnceStartCourse = false;
elseif waypoint == 2 and vehicle.cp.runOnceStartCourse then --find waypoints and set directions...
courseplay:debug(string.format('%s: unfold order (foldDir=%d)', nameNum(workTool), workTool.cp.realUnfoldDirection), 17);
workTool:setFoldDirection(workTool.cp.realUnfoldDirection);
if workTool:getIsPloughRotationAllowed() then
AIVehicle.aiRotateLeft(vehicle);
vehicle.cp.runOnceStartCourse = false;
end
elseif vehicle.cp.runOnceStartCourse then
courseplay:debug(string.format('%s: unfold order (foldDir=%d)', nameNum(workTool), workTool.cp.realUnfoldDirection), 17);
workTool:setFoldDirection(workTool.cp.realUnfoldDirection);
vehicle.cp.runOnceStartCourse = false;
end
end;
if not isFolding and isUnfolded then
--lower
if (needsLowering or workTool.aiNeedsLowering) and not workTool:isLowered() then
workTool:aiLower()
courseplay:debug(string.format('%s: lower order', nameNum(workTool)), 17);
end;
--turn on
if workTool.setIsTurnedOn ~= nil and not workTool.turnOnVehicle.isTurnedOn then
workTool:setIsTurnedOn(true, false);
courseplay:debug(string.format('%s: turn on order', nameNum(workTool)), 17);
vehicle.cp.runOnceStartCourse = false
courseplay:setMarkers(vehicle, workTool);
end;
if workTool.setPickupState ~= nil then
if workTool.isPickupLowered ~= nil and not workTool.isPickupLowered then
workTool:setPickupState(true, false);
courseplay:debug(string.format('%s: lower pickup order', nameNum(workTool)), 17);
end;
end;
end;
end;
end
elseif not workArea or vehicle.cp.abortWork ~= nil or vehicle.cp.isLoaded or vehicle.cp.previousWaypointIndex == vehicle.cp.stopWork then
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,false,false,false,allowedToDrive,nil,nil)
if not specialTool then
if not isFolding then
--turn off
if workTool.setIsTurnedOn ~= nil and workTool.turnOnVehicle.isTurnedOn then
workTool:setIsTurnedOn(false, false);
courseplay:debug(string.format('%s: turn off order', nameNum(workTool)), 17);
end;
if workTool.setPickupState ~= nil then
if workTool.isPickupLowered ~= nil and workTool.isPickupLowered then
workTool:setPickupState(false, false);
courseplay:debug(string.format('%s: raise pickup order', nameNum(workTool)), 17);
end;
end;
--raise
if (needsLowering or workTool.aiNeedsLowering) and vehicle.cp.turnStage == 0 and workTool:isLowered() then
workTool:aiRaise();
courseplay:debug(string.format('%s: raise order', nameNum(workTool)), 17);
end;
end;
--fold
if courseplay:isFoldable(workTool) and not isFolding and not isFolded then
if workTool:getIsFoldAllowed() then
courseplay:debug(string.format('%s: fold order (foldDir=%d)', nameNum(workTool), -workTool.cp.realUnfoldDirection), 17);
workTool:setFoldDirection(-workTool.cp.realUnfoldDirection);
elseif workTool.getIsPloughRotationAllowed ~= nil and workTool:getIsPloughRotationAllowed() and workTool.rotationMax == workTool.rotateLeftToMax then
workTool:setRotationMax(not workTool.rotateLeftToMax);
courseplay:debug(string.format('%s: rotate plough before folding', nameNum(workTool)), 17);
end;
end;
end;
end;
-- done tipping
if vehicle.cp.totalFillLevel ~= nil and vehicle.cp.totalCapacity ~= nil then
if vehicle.cp.currentTipTrigger and vehicle.cp.totalFillLevel == 0 then
courseplay:resetTipTrigger(vehicle, true);
end
-- damn, i missed the trigger!
if vehicle.cp.currentTipTrigger ~= nil then
local trigger = vehicle.cp.currentTipTrigger
local triggerId = trigger.triggerId
if trigger.isPlaceableHeapTrigger then
triggerId = trigger.rootNode;
end;
if trigger.specialTriggerId ~= nil then
triggerId = trigger.specialTriggerId
end
local trigger_x, trigger_y, trigger_z = getWorldTranslation(triggerId);
local ctx, cty, ctz = getWorldTranslation(vehicle.cp.DirectionNode);
-- Start reversion value is to check if we have started to reverse
-- This is used in case we already registered a tipTrigger but changed the direction and might not be in that tipTrigger when unloading. (Bug Fix)
local startReversing = vehicle.Waypoints[vehicle.cp.waypointIndex].rev and not vehicle.Waypoints[vehicle.cp.previousWaypointIndex].rev;
if startReversing then
courseplay:debug(string.format("%s: Is starting to reverse. Tip trigger is reset.", nameNum(vehicle)), 13);
end;
local distToTrigger = courseplay:distance(ctx, ctz, trigger_x, trigger_z);
local isBGA = trigger.bunkerSilo ~= nil
local triggerLength = Utils.getNoNil(vehicle.cp.currentTipTrigger.cpActualLength,20)
local maxDist = isBGA and (vehicle.cp.totalLength + 55) or (vehicle.cp.totalLength + triggerLength);
if distToTrigger > maxDist or startReversing then --it's a backup, so we don't need to care about +/-10m
courseplay:resetTipTrigger(vehicle);
courseplay:debug(string.format("%s: distance to currentTipTrigger = %d (> %d or start reversing) --> currentTipTrigger = nil", nameNum(vehicle), distToTrigger, maxDist), 1);
end
end
-- tipper is not empty and tractor reaches TipTrigger
if vehicle.cp.totalFillLevel > 0 and vehicle.cp.currentTipTrigger ~= nil and vehicle.cp.waypointIndex > 3 then
allowedToDrive,takeOverSteering = courseplay:unload_tippers(vehicle, allowedToDrive,dt);
courseplay:setInfoText(vehicle, "COURSEPLAY_TIPTRIGGER_REACHED");
end
end;
end; --END other tools
-- save last point
if (fillLevelPct == 100 or vehicle.cp.isLoaded) and workArea and not courseplay:isBaler(workTool) then
if vehicle.cp.hasUnloadingRefillingCourse and vehicle.cp.abortWork == nil then
courseplay:setAbortWorkWaypoint(vehicle);
elseif not vehicle.cp.hasUnloadingRefillingCourse and not vehicle.cp.automaticUnloadingOnField then
allowedToDrive = false;
CpManager:setGlobalInfoText(vehicle, 'NEEDS_UNLOADING');
elseif not vehicle.cp.hasUnloadingRefillingCourse and vehicle.cp.automaticUnloadingOnField then
allowedToDrive = false;
end;
end;
--COMBINES
elseif workTool.cp.hasSpecializationCutter then
--Start combine
local isTurnedOn = tool:getIsTurnedOn();
local pipeState = 0;
if tool.overloading ~= nil then
pipeState = courseplay:getTrailerInPipeRangeState(tool)
end
if workArea and not tool.aiIsStarted and vehicle.cp.abortWork == nil and vehicle.cp.turnStage == 0 then
--courseplay:handleSpecialTools(self,workTool,unfold,lower,turnOn,allowedToDrive,cover,unload,ridgeMarker,forceSpeedLimit)
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,true,true,true,allowedToDrive,nil,nil,ridgeMarker)
if not specialTool then
local weatherStop = not tool:getIsThreshingAllowed(true)
-- Choppers
if tool.cp.capacity == 0 then
if courseplay:isFoldable(workTool) and not isTurnedOn and not isFolding and not isUnfolded then
courseplay:debug(string.format('%s: unfold order (foldDir=%d)', nameNum(workTool), workTool.cp.realUnfoldDirection), 17);
workTool:setFoldDirection(workTool.cp.realUnfoldDirection);
end;
if not isFolding and isUnfolded and not isTurnedOn and not vehicle.cp.saveFuel then
courseplay:debug(string.format('%s: Start Treshing', nameNum(tool)), 12);
tool:setIsTurnedOn(true);
if pipeState > 0 then
tool:setPipeState(pipeState);
else
tool:setPipeState(2);
end;
end
-- stop when there's no trailer to fill - courtesy of upsidedown
local chopperWaitForTrailer = false;
if tool.cp.isChopper and tool.lastValidInputFruitType ~= FruitUtil.FRUITTYPE_UNKNOWN then
if not tool.pipeFoundTrailer then
chopperWaitForTrailer = true;
end
end;
if (pipeState == 0 and vehicle.cp.turnStage == 0) or chopperWaitForTrailer then
tool.cp.waitingForTrailerToUnload = true;
end;
-- Combines
else
local tankFillLevelPct = tool.cp.fillLevelPercent;
if not vehicle.cp.isReverseBackToPoint then
-- WorkTool Unfolding.
if courseplay:isFoldable(workTool) and not isTurnedOn and not isFolding and not isUnfolded then
courseplay:debug(string.format('%s: unfold order (foldDir=%d)', nameNum(workTool), workTool.cp.realUnfoldDirection), 17);
workTool:setFoldDirection(workTool.cp.realUnfoldDirection);
end;
-- Combine Unfolding
if courseplay:isFoldable(tool) then
if not vehicleIsFolding and not vehicleIsUnfolded then
courseplay:debug(string.format('%s: unfold order (foldDir=%d)', nameNum(tool), tool.cp.realUnfoldDirection), 17);
tool:setFoldDirection(tool.cp.realUnfoldDirection);
end;
end;
if not isFolding and isUnfolded and not vehicleIsFolding and vehicleIsUnfolded and tankFillLevelPct < 100 and not tool.waitingForDischarge and not isTurnedOn and not weatherStop then
tool:setIsTurnedOn(true);
end
end
if tool.overloading ~= nil and tool.overloading.isActive and (tool.courseplayers == nil or tool.courseplayers[1] == nil) and tool.cp.stopWhenUnloading and tankFillLevelPct >= 1 then
tool.stopForManualUnloader = true
end
if vehicle.cp.totalFillLevelPercent >= min(vehicle.cp.driveOnAtFillLevel,99) and vehicle.cp.hasUnloadingRefillingCourse then
if courseplay:timerIsThrough(vehicle, 'emptyStrawBox', false) or not tool.isStrawEnabled then
if vehicle.cp.abortWork == nil then
courseplay:setAbortWorkWaypoint(vehicle);
courseplay:resetCustomTimer(vehicle, 'emptyStrawBox', true);
end
else
allowedToDrive = false;
end
if tool.isStrawEnabled and courseplay:timerIsThrough(vehicle, 'emptyStrawBox', true) and vehicle.cp.abortWork == nil then
local strawTimer = tool.strawToggleTime or 3500;
strawTimer = strawTimer / 1000
courseplay:setCustomTimer(vehicle, 'emptyStrawBox', strawTimer);
end
end
if tankFillLevelPct >= 100
or tool.waitingForDischarge
or (tool.cp.stopWhenUnloading and tool.overloading ~= nil and tool.overloading.isActive and tool.courseplayers and tool.courseplayers[1] ~= nil and tool.courseplayers[1].cp.modeState ~= 9)
or tool.stopForManualUnloader then
tool.waitingForDischarge = true;
allowedToDrive = false;
if isTurnedOn then
tool:setIsTurnedOn(false);
end;
if workTool:isLowered() then
courseplay:lowerImplements(vehicle, false, false);
end;
if (tankFillLevelPct < 80 and not tool.cp.stopWhenUnloading) or (tool.cp.stopWhenUnloading and tool.cp.fillLevel == 0) or (tool.courseplayers and tool.courseplayers[1] == nil) then
courseplay:setReverseBackDistance(vehicle, 2);
tool.waitingForDischarge = false;
end;
if tool.stopForManualUnloader and (tool.cp.fillLevel == 0 or not tool.overloading.isActive) then
tool.stopForManualUnloader = false
end
end;
if weatherStop then
allowedToDrive = false;
if isTurnedOn then
tool:setIsTurnedOn(false);
end;
CpManager:setGlobalInfoText(vehicle, 'WEATHER');
end
end
-- Make sure we are lowered when working the field.
if allowedToDrive and isTurnedOn and not workTool:isLowered() and not vehicle.cp.isReverseBackToPoint then
courseplay:lowerImplements(vehicle, true, false);
end;
end
--Stop combine
elseif not workArea or vehicle.cp.previousWaypointIndex == vehicle.cp.stopWork or vehicle.cp.abortWork ~= nil then
local isEmpty = tool.cp.fillLevel == 0
if vehicle.cp.abortWork == nil and vehicle.cp.wait and vehicle.cp.previousWaypointIndex == vehicle.cp.stopWork then
allowedToDrive = false;
end
if isEmpty then
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,false,false,false,allowedToDrive,nil)
else
specialTool, allowedToDrive = courseplay:handleSpecialTools(vehicle,workTool,true,false,false,allowedToDrive,nil)
end
if not specialTool then
if isTurnedOn then
tool:setIsTurnedOn(false);
if tool.aiRaise ~= nil then
tool:aiRaise()
tool:setPipeState(1)
end
end
if vehicle.cp.waypointIndex == vehicle.cp.stopWork or (vehicle.cp.abortWork ~= nil and tool.cp.capacity == 0 ) then
if pipeState == 0 and tool.cp.isCombine then
tool:setPipeState(1)
end
if courseplay:isFoldable(workTool) and isEmpty and not isFolding and not isFolded then
courseplay:debug(string.format('%s: fold order (foldDir=%d)', nameNum(workTool), -workTool.cp.realUnfoldDirection), 17);
workTool:setFoldDirection(-workTool.cp.realUnfoldDirection);
end;
if courseplay:isFoldable(tool) and isEmpty and not isFolding and not isFolded then
courseplay:debug(string.format('%s: fold order (foldDir=%d)', nameNum(tool), -tool.cp.realUnfoldDirection), 17);
tool:setFoldDirection(-tool.cp.realUnfoldDirection);
end;
end
end
if tool.cp.isCombine and not tool.cp.wantsCourseplayer and tool.cp.fillLevel > 0.1 and tool.courseplayers and #(tool.courseplayers) == 0 and vehicle.cp.waypointIndex == vehicle.cp.stopWork then
tool.cp.wantsCourseplayer = true
end
end
if tool.cp.isRopaKeiler2 then -- quick and dirty fix, no time to waste
if (tool.cp.fillLevelPercent > 20 and pipeState == 2) or tool.cp.fillLevelPercent >= 100 then
tool:setPipeState(2)
allowedToDrive = false
elseif (tool.cp.fillLevelPercent == 0 and pipeState == 2) or pipeState == 0 then
tool:setPipeState(1)
end
else
if tool.cp.isCombine and isTurnedOn and tool.cp.fillLevelPercent >80 or ((pipeState > 0 or courseplay:isAttachedCombine(workTool))and not courseplay:isSpecialChopper(workTool))then
tool:setPipeState(2)
if tool.setOverloadingActive and tool.getIsPipeUnloadingAllowed then
if tool:getIsPipeUnloadingAllowed() then
tool:setOverloadingActive(true);
end
end
elseif pipeState == 0 and tool.cp.isCombine and tool.cp.fillLevel < tool.cp.capacity and workArea then
tool:setPipeState(1)
end
end
if tool.cp.waitingForTrailerToUnload then
local mayIDrive = false;
if tool.cp.isCombine or (courseplay:isAttachedCombine(workTool) and not courseplay:isSpecialChopper(workTool)) then
if tool.cp.isCheckedIn == nil or (pipeState == 0 and tool.cp.fillLevel == 0) then
tool.cp.waitingForTrailerToUnload = false
end
elseif tool.cp.isChopper or courseplay:isSpecialChopper(workTool) then
-- resume driving
local ch, gr, sc = FillUtil.FILLTYPE_CHAFF, FillUtil.FILLTYPE_GRASS_WINDROW, FillUtil.FILLTYPE_SUGARCANE;
if (tool.pipeParticleSystems and ((tool.pipeParticleSystems[ch] and tool.pipeParticleSystems[ch].isEmitting)
or (tool.pipeParticleSystems[gr] and tool.pipeParticleSystems[gr].isEmitting)
or (tool.pipeParticleSystems[sc] and tool.pipeParticleSystems[sc].isEmitting)))
or pipeState > 0
or vehicle.cp.turnStage ~= 0 then
if tool.lastValidInputFruitType ~= FruitUtil.FRUITTYPE_UNKNOWN then
if tool.pipeFoundTrailer then
tool.cp.waitingForTrailerToUnload = false;
end
else
mayIDrive = allowedToDrive;
end;
end
if vehicle.cp.abortWork ~= nil then
mayIDrive = allowedToDrive;
end
end
allowedToDrive = mayIDrive;
end
local dx,_,dz = localDirectionToWorld(vehicle.cp.DirectionNode, 0, 0, 1);
local length = Utils.vector2Length(dx,dz);
if vehicle.cp.turnStage == 0 then
vehicle.aiThreshingDirectionX = dx/length;
vehicle.aiThreshingDirectionZ = dz/length;
else
vehicle.aiThreshingDirectionX = -(dx/length);
vehicle.aiThreshingDirectionZ = -(dz/length);
end
if vehicle.cp.convoyActive then
allowedToDrive, workSpeed = courseplay:manageConvoy(vehicle, allowedToDrive, workSpeed)
end
end
-- Begin work or go to abortWork
if vehicle.cp.previousWaypointIndex == vehicle.cp.startWork and fillLevelPct ~= 100 then
if vehicle.cp.abortWork ~= nil then
if vehicle.cp.abortWork < 5 then
vehicle.cp.abortWork = 6
end
courseplay:setWaypointIndex(vehicle, vehicle.cp.abortWork);
if vehicle.cp.waypointIndex < 2 then
courseplay:setWaypointIndex(vehicle, 2);
end
if vehicle.Waypoints[vehicle.cp.waypointIndex].turnStart or vehicle.Waypoints[vehicle.cp.waypointIndex+1].turnStart then
--- Invert lane offset if abortWork is before previous turn point (symmetric lane change)
if vehicle.cp.symmetricLaneChange and vehicle.cp.laneOffset ~= 0 and not vehicle.cp.switchLaneOffset then
courseplay:debug(string.format('%s: abortWork + %d: turnStart=%s -> change lane offset back to abortWork\'s lane', nameNum(vehicle), i-1, tostring(vehicle.Waypoints[vehicle.cp.waypointIndex].turnStart and true or false)), 12);
courseplay:changeLaneOffset(vehicle, nil, vehicle.cp.laneOffset * -1);
vehicle.cp.switchLaneOffset = true;
end;
courseplay:setWaypointIndex(vehicle, vehicle.cp.waypointIndex - 2);
end
if vehicle.cp.realisticDriving then
local tx, tz = vehicle.Waypoints[vehicle.cp.waypointIndex-2].cx,vehicle.Waypoints[vehicle.cp.waypointIndex-2].cz
courseplay.debugVehicle( 9, vehicle, "mode 6 634")
if vehicle.cp.isNavigatingPathfinding == false and courseplay:calculateAstarPathToCoords( vehicle, nil, tx, tz, vehicle.cp.turnDiameter*2, true) then
courseplay.debugVehicle( 9, vehicle, "mode 6 636")
courseplay:setCurrentTargetFromList(vehicle, 1);
vehicle.cp.isNavigatingPathfinding = true;
elseif not courseplay:onAlignmentCourse( vehicle ) then
courseplay:startAlignmentCourse( vehicle, vehicle.Waypoints[vehicle.cp.waypointIndex-2], true)
end
end
vehicle.cp.ppc:initialize()
end
end
-- last point reached restart
if vehicle.cp.abortWork ~= nil then
if (vehicle.cp.previousWaypointIndex == vehicle.cp.abortWork ) and fillLevelPct ~= 100 then
courseplay:setWaypointIndex(vehicle, vehicle.cp.abortWork + 2); -- drive to waypoint after next waypoint
--vehicle.cp.abortWork = nil
vehicle.cp.ppc:initialize()
end
local offset = 8
if vehicle.cp.realisticDriving then
offset = 1
end
if vehicle.cp.previousWaypointIndex < vehicle.cp.stopWork and vehicle.cp.previousWaypointIndex > vehicle.cp.abortWork + offset + vehicle.cp.abortWorkExtraMoveBack then
vehicle.cp.abortWork = nil;
end
end
end; --END for i in vehicle.cp.workTools
if hasFinishedWork then
isFinishingWork = true
vehicle.cp.hasFinishedWork = true
end
return allowedToDrive, workArea, workSpeed, takeOverSteering ,isFinishingWork,forceSpeedLimit
end
function courseplay:manageConvoy(vehicle, allowedToDrive, workSpeed)
--get my position in convoy and look for the closest combine
local ownWaypoint = vehicle.cp.waypointIndex
local position = 1
local total = 1
local distance = 0
local closestDistance = math.huge
for _,combine in pairs(CpManager.activeCoursePlayers) do
if combine ~=vehicle and combine.cp.convoyActive and vehicle.Waypoints[1] == combine.Waypoints[1] then
total = total+1
if ownWaypoint < combine.cp.waypointIndex then
position = position + 1
distance = (combine.cp.waypointIndex - ownWaypoint)*5
if distance < closestDistance then
closestDistance = distance
end
end
end
end
--when I'm too close to the combine before me, then stop
if position > 1 then
if closestDistance < 100 then
allowedToDrive = false
end
else
closestDistance = 0
end
--print(string.format("%s: update convoy pos: %s dist: %s",nameNum(vehicle),tostring(position),tostring(closestDistance)))
if vehicle.cp.convoy.distance ~= closestDistance then
vehicle:setCpVar('convoy.distance',closestDistance)
end
if vehicle.cp.convoy.number ~= position then
vehicle:setCpVar('convoy.number',position)
end
if vehicle.cp.convoy.members ~= total then
vehicle:setCpVar('convoy.members',total)
end
return allowedToDrive, workSpeed
end