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start_stop.lua
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start_stop.lua
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local curFile = 'start_stop.lua';
-- starts driving the course
function courseplay:start(self)
self.currentHelper = HelperUtil.getRandomHelper()
self.isHired = true;
self.isHirableBlocked = true;
self.cp.savedLightsMask = self.aiLightsTypesMask;
self.aiLightsTypesMask = nil;
self.cp.forceIsActiveBackup = self.forceIsActive;
self.forceIsActive = true;
self.cp.stopMotorOnLeaveBackup = self.stopMotorOnLeave;
self.stopMotorOnLeave = false;
self.steeringEnabled = false;
self.disableCharacterOnLeave = false;
if self.vehicleCharacter ~= nil and not g_currentMission.missionDynamicInfo.isMultiplayer then --disabled for MP for further investigation (Nil errors in ingame(draw))
self.vehicleCharacter:delete();
self.vehicleCharacter:loadCharacter(self.currentHelper.xmlFilename, getUserRandomizedMpColor(self.currentHelper.name))
if self.isEntered then
self.vehicleCharacter:setCharacterVisibility(false)
end
end
-- Start the reset character timer.
courseplay:setCustomTimer(self, "resetCharacter", 300);
if courseplay.isClient then
return
end
self.cp.numWayPoints = #self.Waypoints;
--self:setCpVar('numWaypoints', #self.Waypoints,courseplay.isClient);
if self.cp.numWaypoints < 1 then
return
end
courseplay:setEngineState(self, true);
self.cp.saveFuel = false
--print(tableShow(self.attachedImplements[1],"self.attachedImplements",nil,nil,4))
--local id = self.attachedImplements[1].object.unloadTrigger.triggerId
--courseplay:findInTables(g_currentMission ,"g_currentMission", id)
if self.cp.orgRpm == nil then
self.cp.orgRpm = {}
self.cp.orgRpm[1] = self.motor.maxRpm
self.cp.orgRpm[2] = self.motor.maxRpm
self.cp.orgRpm[3] = self.motor.maxRpm
end
self.cpTrafficCollisionIgnoreList = {}
self.CPnumCollidingVehicles = 0;
self.cp.collidingVehicleId = nil
courseplay:debug(string.format("%s: Start/Stop: deleting \"self.cp.collidingVehicleId\"", nameNum(self)), 3);
--self.numToolsCollidingVehicles = {};
self:setIsCourseplayDriving(false);
courseplay:setIsRecording(self, false);
courseplay:setRecordingIsPaused(self, false);
self.cp.calculatedCourseToCombine = false
self.cp.backMarkerOffset = nil
self.cp.aiFrontMarker = nil
courseplay:resetTools(self)
if self.attachedCutters ~= nil then
for cutter, implement in pairs(self.attachedCutters) do
--remove cutter atTrafficCollisionTrigger in case of having changed or removed it while not in CP
if self.cp.trafficCollisionTriggers[0] ~= nil then
removeTrigger(self.cp.trafficCollisionTriggers[0])
self.cp.trafficCollisionTriggerToTriggerIndex[self.cp.trafficCollisionTriggers[0]] = nil
end
--set cutter aiTrafficCollisionTrigger to cp.aiTrafficCollisionTrigger's list
if cutter.aiTrafficCollisionTrigger ~= nil then
if cutter.cpTrafficCollisionTrigger == nil then
cutter.cpTrafficCollisionTrigger = clone(cutter.aiTrafficCollisionTrigger, true);
self.cp.trafficCollisionTriggers[0] = cutter.cpTrafficCollisionTrigger
else
self.cp.trafficCollisionTriggers[0] = cutter.cpTrafficCollisionTrigger
end
addTrigger(self.cp.trafficCollisionTriggers[0], 'cpOnTrafficCollisionTrigger', self);
self.cp.trafficCollisionTriggerToTriggerIndex[self.cp.trafficCollisionTriggers[0]] = 0
self.cp.collidingObjects[0] = {};
courseplay:debug(string.format("%s: Start/Stop: cutter.aiTrafficCollisionTrigger present -> adding %s to self.cp.trafficCollisionTriggers[0]",nameNum(self),tostring(self.cp.trafficCollisionTriggers[0])),3)
--self.cp.numCollidingObjects[0] = 0;
else
courseplay:debug(string.format('## Courseplay: %s: aiTrafficCollisionTrigger in cutter missing. Traffic collision prevention will not work!', nameNum(self)),3);
end
end
end
-- adapt collis height to vehicles height , its a runonce
if self.cp.ColliHeightSet == nil and self.cp.numTrafficCollisionTriggers > 0 then
local height = 0;
local step = (self.sizeLength/2)+1 ;
local stepBehind, stepFront = step, step;
if self.attachedImplements ~= nil then
for index, implement in pairs(self.attachedImplements) do
local tool = implement.object
local x,y,z = getWorldTranslation(tool.rootNode);
local _,_,nz = worldToLocal(self.cp.DirectionNode, x, y, z);
if nz > 0 then
stepFront = stepFront + (tool.sizeLength)+2
else
stepBehind = stepBehind + (tool.sizeLength)+2
end
end
end
local distance = self.sizeLength;
local nx, ny, nz = localDirectionToWorld(self.rootNode, 0, -1, 0);
self.cp.HeightsFound = 0;
self.cp.HeightsFoundColli = 0;
for i=-stepBehind,stepFront,0.5 do
local x,y,z = localToWorld(self.rootNode, 0, distance, i);
raycastAll(x, y, z, nx, ny, nz, "findVehicleHeights", distance, self);
--print("drive raycast "..tostring(i).." end");
--drawDebugLine(x, y, z, 1, 0, 0, x+(nx*distance), y+(ny*distance), z+(nz*distance), 1, 0, 0);
end
local difference = self.cp.HeightsFound - self.cp.HeightsFoundColli;
local trigger = self.cp.trafficCollisionTriggers[1];
local Tx,Ty,Tz = getTranslation(trigger,self.rootNode);
setTranslation(trigger, Tx,Ty+difference,Tz);
self.cp.ColliHeightSet = true;
end
--calculate workwidth for combines in mode7
if self.cp.mode == 7 then
courseplay:calculateWorkWidth(self)
end
-- set default modeState if not in mode 2 or 3
if self.cp.mode ~= 2 and self.cp.mode ~= 3 then
courseplay:setModeState(self, 0);
end;
if self.cp.waypointIndex < 1 then
courseplay:setWaypointIndex(self, 1);
end
-- add do working players if not already added
if self.cp.coursePlayerNum == nil then
self.cp.coursePlayerNum = CpManager:addToTotalCoursePlayers(self)
end;
--add to activeCoursePlayers
CpManager:addToActiveCoursePlayers(self);
self.cp.turnTimer = 8000
-- show arrow
self:setCpVar('distanceCheck',true,courseplay.isClient);
-- current position
local ctx, cty, ctz = getWorldTranslation(self.cp.DirectionNode);
-- position of next waypoint
local cx, cz = self.Waypoints[self.cp.waypointIndex].cx, self.Waypoints[self.cp.waypointIndex].cz
-- distance (in any direction)
local dist = courseplay:distance(ctx, ctz, cx, cz)
local setLaneNumber = false;
local isFrontAttached = false;
local isReversePossible = true;
local tailerCount = 0;
for k,workTool in pairs(self.cp.workTools) do --TODO temporary solution (better would be Tool:getIsAnimationPlaying(animationName))
if courseplay:isFolding(workTool) then
if self.aiLower ~= nil then
workTool:aiLower(true)
elseif self.setFoldState ~= nil then
self:setFoldState(-1, true)
end
end;
--DrivingLine spec: set lane numbers
if self.cp.mode == 4 and not setLaneNumber and workTool.cp.hasSpecializationDrivingLine and not workTool.manualDrivingLine then
setLaneNumber = true;
end;
if self.cp.mode == 10 then
local x,y,z = getWorldTranslation(workTool.rootNode)
local _,_,tz = worldToLocal(self.cp.DirectionNode,x,y,z)
if tz > 0 then
isFrontAttached = true
end
end
if workTool.cp.hasSpecializationTrailer then
tailerCount = tailerCount + 1
if tailerCount > 1 then
isReversePossible = false
end
end
if workTool.sprayer ~= nil and self.cp.hasFertilizerSowingMachine then
if workTool.cp.orignalAllowsSpraying == nil then
workTool.cp.orignalAllowsSpraying = workTool.allowsSpraying
end
workTool.allowsSpraying = self.cp.fertilizerOption
end
if workTool.cp.isSugarCaneAugerWagon then
isReversePossible = false
end
end;
self.cp.isReversePossible = isReversePossible
self.cp.mode10.levelerIsFrontAttached = isFrontAttached
if self.cp.mode == 10 then
if self.cp.mode10.OrigCompactScale == nil then
self.cp.mode10.OrigCompactScale = self.bunkerSiloCompactingScale
self.bunkerSiloCompactingScale = self.bunkerSiloCompactingScale*5
end
end
local mapIconPath = Utils.getFilename('img/mapWaypoint.png', courseplay.path);
local mapIconHeight = 2 / 1080;
local mapIconWidth = mapIconHeight / g_screenAspectRatio;
local numWaitPoints = 0
local numUnloadPoints = 0
local numCrossingPoints = 0
self.cp.waitPoints = {};
self.cp.unloadPoints = {};
self.cp.shovelFillStartPoint = nil
self.cp.shovelFillEndPoint = nil
self.cp.shovelEmptyPoint = nil
self.cp.mode9SavedLastFillLevel = 0;
self.cp.workDistance = 0
self.cp.mediumWpDistance = 0
self.cp.mode10.alphaList = {}
local nearestpoint = dist
local nearestWpIx = 0
local curLaneNumber = 1;
local hasReversing = false;
local lookForNearestWaypoint = self.cp.startAtPoint == courseplay.START_AT_NEAREST_POINT and (self.cp.modeState == 0 or self.cp.modeState == 99); --or self.cp.modeState == 1
local lookForNextWaypoint = self.cp.startAtPoint == courseplay.START_AT_NEXT_POINT and (self.cp.modeState == 0 or self.cp.modeState == 99);
local nx, _, nz = localDirectionToWorld( self.cp.DirectionNode, 0, 0, 1 )
local myDirection = math.atan2( nx, nz )
-- one of the remaining waypoints of the course, closest in front of us
local nextWaypointIx = 1
local foundNextWaypoint = false
local distNextWaypoint = math.huge
-- any waypoint of the course, closest in front of us
local nearestWaypointInSameDirectionIx = 1
local foundNearestWaypointInSameDirection = false
local distNearestWaypointInSameDirection = math.huge
for i,wp in pairs(self.Waypoints) do
local cx, cz = wp.cx, wp.cz;
-- find nearest waypoint regardless of its rotation and direction from us
if lookForNearestWaypoint or lookForNextWaypoint then
dist = courseplay:distance(ctx, ctz, cx, cz)
if dist <= nearestpoint then
nearestpoint = dist
nearestWpIx = i
end;
end;
-- find next waypoint
if lookForNextWaypoint then
local _, _, dz = worldToLocal( self.cp.DirectionNode, cx, 0, cz )
local deltaAngle = math.huge
if wp.angle ~= nil then
deltaAngle = math.abs( getDeltaAngle( math.rad( wp.angle ), myDirection ))
end
-- we don't want to deal with anything closer than 5 m to avoid circling
-- also, we want the waypoint which points into the direction we are currently heading to
if dist < 30 and dz > 5 and deltaAngle < math.rad( 45 ) then
if dist < distNearestWaypointInSameDirection then
nearestWaypointInSameDirectionIx = i
distNearestWaypointInSameDirection = dist
foundNearestWaypointInSameDirection = true
courseplay:debug(string.format('%s: found waypoint %d anywhere, distance = %.1f, deltaAngle = %.1f', nameNum(self), i, dist, math.deg( deltaAngle )), 12);
end
if dist < distNextWaypoint and i >= self.cp.waypointIndex and i <= self.cp.waypointIndex + 10 then
foundNextWaypoint = true
distNextWaypoint = dist
nextWaypointIx = i
courseplay:debug(string.format('%s: found waypoint %d next, distance = %.1f, deltaAngle = %.1f', nameNum(self), i, dist, math.deg( deltaAngle )), 12);
end
end
end
if wp.wait then
numWaitPoints = numWaitPoints + 1;
self.cp.waitPoints[numWaitPoints] = i;
end;
if wp.unload then
numUnloadPoints = numUnloadPoints + 1;
self.cp.unloadPoints[numUnloadPoints] = i;
end;
if wp.crossing then
numCrossingPoints = numCrossingPoints + 1;
self.cp.crossingPoints[numCrossingPoints] = i;
end;
-- has reversing part
if self.cp.mode ~= 9 and wp.rev then
hasReversing = true;
end;
-- specific Workzone
if self.cp.mode == 4 or self.cp.mode == 6 then
if numWaitPoints == 1 and (self.cp.startWork == nil or self.cp.startWork == 0) then
self.cp.startWork = i
end
if numWaitPoints > 1 and (self.cp.stopWork == nil or self.cp.stopWork == 0) then
self.cp.stopWork = i
end
if self.cp.startWork and not self.cp.stopWork then
if i > 1 then
local dist = courseplay:distance(cx, cz, self.Waypoints[i-1].cx, self.Waypoints[i-1].cz)
self.cp.workDistance = self.cp.workDistance + dist
self.cp.mediumWpDistance = self.cp.workDistance/i
end
end
if numUnloadPoints == 1 and (self.cp.heapStart == nil or self.cp.heapStart == 0) then
self.cp.heapStart = i
self.cp.makeHeaps = false
end
if numUnloadPoints > 1 and (self.cp.heapStop == nil or self.cp.heapStop == 0) then
self.cp.heapStop = i
self.cp.makeHeaps = true
end
elseif self.cp.mode == 7 then--combineUnloadMode
if numUnloadPoints == 1 and (self.cp.heapStart == nil or self.cp.heapStart == 0) then
self.cp.heapStart = i
self.cp.makeHeaps = false
end
if numUnloadPoints > 1 and (self.cp.heapStop == nil or self.cp.heapStop == 0) then
self.cp.heapStop = i
self.cp.makeHeaps = true
end
--unloading point for transporter
elseif self.cp.mode == 8 then
--
--work points for shovel
elseif self.cp.mode == 9 then
if numWaitPoints == 1 and self.cp.shovelFillStartPoint == nil then
self.cp.shovelFillStartPoint = i;
end;
if numWaitPoints == 2 and self.cp.shovelFillEndPoint == nil then
self.cp.shovelFillEndPoint = i;
end;
if numWaitPoints == 3 and self.cp.shovelEmptyPoint == nil then
self.cp.shovelEmptyPoint = i;
end;
end;
-- laneNumber (for seeders)
if setLaneNumber and wp.generated ~= nil and wp.generated == true then
if wp.turnEnd ~= nil and wp.turnEnd == true then
curLaneNumber = curLaneNumber + 1;
courseplay:debug(string.format('%s: waypoint %d: turnEnd=true -> new curLaneNumber=%d', nameNum(self), i, curLaneNumber), 12);
end;
wp.laneNum = curLaneNumber;
end;
end; -- END for wp in self.Waypoints
-- modes 4/6 without start and stop point, set them at start and end, for only-on-field-courses
if (self.cp.mode == 4 or self.cp.mode == 6) then
if numWaitPoints == 0 or self.cp.startWork == nil then
self.cp.startWork = 1;
end;
if numWaitPoints == 0 or self.cp.stopWork == nil then
self.cp.stopWork = self.cp.numWaypoints;
end;
end;
self.cp.numWaitPoints = numWaitPoints;
self.cp.numUnloadPoints = numUnloadPoints;
self.cp.numCrossingPoints = numCrossingPoints;
courseplay:debug(string.format("%s: numWaitPoints=%d, waitPoints[1]=%s, numCrossingPoints=%d", nameNum(self), self.cp.numWaitPoints, tostring(self.cp.waitPoints[1]), numCrossingPoints), 12);
-- set waitTime to 0 if necessary
if not courseplay:getCanHaveWaitTime(self) and self.cp.waitTime > 0 then
courseplay:changeWaitTime(self, -self.cp.waitTime);
end;
if lookForNextWaypoint then
if foundNextWaypoint then
courseplay:debug(string.format('%s: found next waypoint: %d', nameNum(self), nextWaypointIx ), 12);
courseplay:safeSetWaypointIndex( self, nextWaypointIx )
elseif foundNearestWaypointInSameDirection then
courseplay:debug(string.format('%s: no next waypoint found, using the closest one in the same direction: %d', nameNum(self), nearestWaypointInSameDirectionIx), 12);
courseplay:safeSetWaypointIndex( self, nearestWaypointInSameDirectionIx )
else
courseplay:debug(string.format('%s: no next waypoint found, none found in the same direction, falling back to the nearest: %d',
nameNum(self), nearestWpIx ), 12);
courseplay:safeSetWaypointIndex( self, nearestWpIx )
end
end
if lookForNearestWaypoint then
courseplay:safeSetWaypointIndex( self, nearestWpIx )
end --END if modeState == 0
if self.cp.waypointIndex > 2 and self.cp.mode ~= 4 and self.cp.mode ~= 6 and self.cp.mode ~= 8 then
courseplay:setIsLoaded(self, true);
elseif self.cp.mode == 4 or self.cp.mode == 6 then
courseplay:setIsLoaded(self, false);
self.cp.hasUnloadingRefillingCourse = self.cp.numWaypoints > self.cp.stopWork + 7;
self.cp.hasTransferCourse = self.cp.startWork > 5
if self.Waypoints[self.cp.stopWork].cx == self.Waypoints[self.cp.startWork].cx
and self.Waypoints[self.cp.stopWork].cz == self.Waypoints[self.cp.startWork].cz then -- TODO: VERY unsafe, there could be LUA float problems (e.g. 7 + 8 = 15.000000001)
self.cp.finishWork = self.cp.stopWork-5
else
self.cp.finishWork = self.cp.stopWork
end
-- NOTE: if we want to start the course but catch one of the last 5 points ("returnToStartPoint"), make sure we get wp 2
if self.cp.startAtPoint == courseplay.START_AT_NEAREST_POINT and self.cp.finishWork ~= self.cp.stopWork and self.cp.waypointIndex > self.cp.finishWork and self.cp.waypointIndex <= self.cp.stopWork then
courseplay:setWaypointIndex(self, 2);
end
courseplay:debug(string.format("%s: numWaypoints=%d, stopWork=%d, finishWork=%d, hasUnloadingRefillingCourse=%s,hasTransferCourse=%s, waypointIndex=%d", nameNum(self), self.cp.numWaypoints, self.cp.stopWork, self.cp.finishWork, tostring(self.cp.hasUnloadingRefillingCourse),tostring(self.cp.hasTransferCourse), self.cp.waypointIndex), 12);
elseif self.cp.mode == 8 then
courseplay:setIsLoaded(self, false);
end
if self.cp.mode == 9 then
courseplay:setWaypointIndex(self, 1);
self.cp.shovelState = 1;
for i,_ in pairs(self.attachedImplements) do
local object = self.attachedImplements[i].object
if object.ignoreVehicleDirectionOnLoad ~= nil then
object.ignoreVehicleDirectionOnLoad = true
end
if object.attachedImplements ~= nil then
for k,_ in pairs(object.attachedImplements) do
if object.attachedImplements[k].object.ignoreVehicleDirectionOnLoad ~= nil then
object.attachedImplements[k].object.ignoreVehicleDirectionOnLoad = true
end
end
end
end
elseif self.cp.startAtPoint == courseplay.START_AT_FIRST_POINT then
if self.cp.mode == 2 or self.cp.mode == 3 then
courseplay:setWaypointIndex(self, 3);
courseplay:setIsLoaded(self, true);
else
courseplay:setWaypointIndex(self, 1);
local distToFirst = courseplay:distanceToPoint( self, self.Waypoints[ 1 ].cx, 0, self.Waypoints[ 1 ].cz )
if distToFirst > self.cp.turnDiameter then
courseplay:startAlignmentCourse( self, self.Waypoints[ 1 ])
end
end
end;
-- Reset pathfinding for mode 4 and 6 if resuming from a waypoint other than the current one
if (self.cp.mode == 4 or self.cp.mode == 6) and self.cp.realisticDriving == true and #(self.cp.nextTargets) > 0 and self.cp.startAtPoint ~= courseplay.START_AT_CURRENT_POINT then
self.cp.nextTargets = {}
self.cp.isNavigatingPathfinding = false
end
courseplay:updateAllTriggers();
self.cp.cruiseControlSpeedBackup = self.cruiseControl.speed;
if self.cp.hasDriveControl then
local changed = false;
if self.cp.driveControl.hasFourWD then
self.cp.driveControl.fourWDBackup = self.driveControl.fourWDandDifferentials.fourWheel;
if self.cp.driveControl.alwaysUseFourWD and not self.driveControl.fourWDandDifferentials.fourWheel then
self.driveControl.fourWDandDifferentials.fourWheel = true;
changed = true;
end;
end;
if self.cp.driveControl.hasHandbrake then
if self.driveControl.handBrake.isActive == true then
self.driveControl.handBrake.isActive = false;
changed = true;
end;
end;
if self.cp.driveControl.hasShuttleMode and self.driveControl.shuttle.isActive then
if self.driveControl.shuttle.direction < 1.0 then
self.driveControl.shuttle.direction = 1.0;
changed = true;
end;
end;
if changed and driveControlInputEvent ~= nil then
driveControlInputEvent.sendEvent(self);
end;
end;
--check Crab Steering mode and set it to default
if self.crabSteering and (self.crabSteering.state ~= self.crabSteering.aiSteeringModeIndex or self.cp.useCrabSteeringMode ~= nil) then
local crabSteeringMode = self.cp.useCrabSteeringMode or self.crabSteering.aiSteeringModeIndex;
self:setCrabSteering(crabSteeringMode);
end
-- ok i am near the waypoint, let's go
self.cp.savedCheckSpeedLimit = self.checkSpeedLimit;
self.checkSpeedLimit = false
self.cp.runOnceStartCourse = true;
self:setIsCourseplayDriving(true);
courseplay:setIsRecording(self, false);
self:setCpVar('distanceCheck',false,courseplay.isClient);
self.cp.totalLength, self.cp.totalLengthOffset = courseplay:getTotalLengthOnWheels(self);
courseplay:validateCanSwitchMode(self);
-- deactivate load/add/delete course buttons
courseplay.buttons:setActiveEnabled(self, 'page2');
-- add ingameMap icon
if CpManager.ingameMapIconActive then
courseplay:createMapHotspot(self);
end;
-- Disable crop destruction if 4Real Module 01 - Crop Destruction mod is installed
if self.cropDestruction then
courseplay:disableCropDestruction(self);
end;
-- Initialize pure pursuit controller
self.cp.ppc:initialize()
--print("startStop "..debug.getinfo(1).currentline)
end;
function courseplay:getCanUseCpMode(vehicle)
-- check engine running state
if not courseplay:getIsEngineReady(vehicle) then
return false;
end;
local mode = vehicle.cp.mode;
if (mode == 7 and not vehicle.cp.isCombine and not vehicle.cp.isChopper and not vehicle.cp.isHarvesterSteerable)
or ((mode == 1 or mode == 2 or mode == 3 or mode == 4 or mode == 8 or mode == 9) and (vehicle.cp.isCombine or vehicle.cp.isChopper or vehicle.cp.isHarvesterSteerable))
or ((mode ~= 5) and (vehicle.cp.isWoodHarvester or vehicle.cp.isWoodForwarder)) then
courseplay:setInfoText(vehicle, 'COURSEPLAY_MODE_NOT_SUPPORTED_FOR_VEHICLETYPE');
return false;
end;
if mode ~= 5 and mode ~= 7 and not vehicle.cp.workToolAttached then
if mode == 4 or mode == 6 then
courseplay:setInfoText(vehicle, 'COURSEPLAY_WRONG_TOOL');
elseif mode == 9 then
courseplay:setInfoText(vehicle, 'COURSEPLAY_SHOVEL_NOT_FOUND');
elseif mode == 10 then
courseplay:setInfoText(vehicle, 'COURSEPLAY_MODE10_NOBLADE');
else
courseplay:setInfoText(vehicle, 'COURSEPLAY_WRONG_TRAILER');
end;
return false;
end;
if mode == 10 and vehicle.cp.mode10.levelerIsFrontAttached then
courseplay:setInfoText(vehicle, 'COURSEPLAY_MODE10_NOFRONTBLADE');
return false;
end
local minWait, maxWait, minUnload, maxUnload;
if (mode == 1 and vehicle.cp.hasAugerWagon) or mode == 3 or mode == 8 or mode == 10 then
minWait, maxWait = 1, 1;
if vehicle.cp.hasWaterTrailer then
maxWait = 10
end
if vehicle.cp.numWaitPoints < minWait then
courseplay:setInfoText(vehicle, string.format("COURSEPLAY_WAITING_POINTS_TOO_FEW;%d",minWait));
return false;
elseif vehicle.cp.numWaitPoints > maxWait then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_WAITING_POINTS_TOO_MANY;%d',maxWait));
return false;
end;
if mode == 3 then
maxUnload = 0
if vehicle.cp.workTools[1] == nil or vehicle.cp.workTools[1].cp == nil or not vehicle.cp.workTools[1].cp.isAugerWagon then
courseplay:setInfoText(vehicle, 'COURSEPLAY_WRONG_TRAILER');
return false;
elseif vehicle.cp.numUnloadPoints > maxUnload then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_UNLOADING_POINTS_TOO_MANY;%d',maxUnload));
return false;
end;
elseif mode == 8 then
if vehicle.cp.workTools[1] == nil then
courseplay:setInfoText(vehicle, 'COURSEPLAY_WRONG_TRAILER');
return false;
end;
end;
elseif mode == 7 then
minWait, maxWait = 1, 1;
if vehicle.cp.numUnloadPoints == 0 and vehicle.cp.numWaitPoints < minWait then
courseplay:setInfoText(vehicle, string.format("COURSEPLAY_WAITING_POINTS_TOO_FEW;%d",minWait));
return false;
elseif vehicle.cp.numWaitPoints > maxWait then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_WAITING_POINTS_TOO_MANY;%d',maxWait));
return false;
end;
minUnload, maxUnload = 2, 2;
if vehicle.cp.numWaitPoints == 0 and vehicle.cp.numUnloadPoints < minUnload then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_UNLOADING_POINTS_TOO_FEW;%d',minUnload));
return false;
elseif vehicle.cp.numUnloadPoints > maxUnload then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_UNLOADING_POINTS_TOO_MANY;%d',maxUnload));
return false;
end;
elseif mode == 4 or mode == 6 then
if vehicle.cp.startWork == nil or vehicle.cp.stopWork == nil then
courseplay:setInfoText(vehicle, 'COURSEPLAY_NO_WORK_AREA');
return false;
end;
if mode == 6 then
maxUnload = 0;
if vehicle.cp.hasBaleLoader then
minWait, maxWait = 2, 3;
if vehicle.cp.numWaitPoints < minWait then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_WAITING_POINTS_TOO_FEW;%d',minWait));
return false;
elseif vehicle.cp.numWaitPoints > maxWait then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_WAITING_POINTS_TOO_MANY;%d',maxWait));
return false;
end; --TODO: Remove when tippers are supported with 2 unload points
elseif (vehicle.cp.isCombine or vehicle.cp.isHarvesterSteerable or vehicle.cp.hasHarvesterAttachable) and not vehicle.cp.hasSpecialChopper then
maxUnload = 2;
else
maxUnload = 1;
end;
if vehicle.cp.numUnloadPoints > maxUnload then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_UNLOADING_POINTS_TOO_MANY;%d',maxUnload));
return false;
end;
end;
elseif mode == 9 then
minWait, maxWait = 3, 3;
if vehicle.cp.numWaitPoints < minWait then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_WAITING_POINTS_TOO_FEW;%d',minWait));
return false;
elseif vehicle.cp.numWaitPoints > maxWait then
courseplay:setInfoText(vehicle, string.format('COURSEPLAY_WAITING_POINTS_TOO_MANY;%d',maxWait));
return false;
elseif vehicle.cp.shovelStatePositions == nil or vehicle.cp.shovelStatePositions[2] == nil or vehicle.cp.shovelStatePositions[3] == nil or vehicle.cp.shovelStatePositions[4] == nil or vehicle.cp.shovelStatePositions[5] == nil then
courseplay:setInfoText(vehicle, 'COURSEPLAY_SHOVEL_POSITIONS_MISSING');
return false;
elseif vehicle.cp.shovelFillStartPoint == nil or vehicle.cp.shovelFillEndPoint == nil or vehicle.cp.shovelEmptyPoint == nil then
courseplay:setInfoText(vehicle, 'COURSEPLAY_NO_VALID_COURSE');
return false;
end;
end;
return true;
end;
-- stops driving the course
function courseplay:stop(self)
self.isHired = false;
self.isHirableBlocked = false;
self.aiLightsTypesMask = self.cp.savedLightsMask;
self.forceIsActive = self.cp.forceIsActiveBackup;
self.stopMotorOnLeave = self.cp.stopMotorOnLeaveBackup;
self.steeringEnabled = true;
self.disableCharacterOnLeave = true;
if g_currentMission.missionInfo.automaticMotorStartEnabled and self.cp.saveFuel and not self.isMotorStarted then
courseplay:setEngineState(self, true);
self.cp.saveFuel = false;
end
if courseplay:getCustomTimerExists(self,'fuelSaveTimer') then
--print("reset existing timer")
courseplay:resetCustomTimer(self,'fuelSaveTimer',true)
end
if self.cp.runReset == true then
self.cp.runCounter = 0;
self.cp.runReset = false;
courseplay:changeRunCounter(self, false)
end;
-- Reset the reset character timer.
courseplay:resetCustomTimer(self, "resetCharacter", true);
if self.vehicleCharacter ~= nil then
self.vehicleCharacter:delete();
end
courseplay:endAlignmentCourse( self )
if self.isEntered or self.isControlled then
if self.vehicleCharacter ~= nil then
----------------------------------
--- Fix Missing playerIndex and playerColorIndex that some times happens for unknow reasons
local playerIndex = Utils.getNoNil(self.playerIndex, g_currentMission.missionInfo.playerIndex);
local playerColorIndex = Utils.getNoNil(self.playerColorIndex, g_currentMission.missionInfo.playerColorIndex);
--- End Fix
----------------------------------
self.vehicleCharacter:loadCharacter(PlayerUtil.playerIndexToDesc[playerIndex].xmlFilename, playerColorIndex)
self.vehicleCharacter:setCharacterVisibility(not self.isEntered)
end
end;
self.currentHelper = nil
--stop special tools
for _, tool in pairs (self.cp.workTools) do
-- vehicle, workTool, unfold, lower, turnOn, allowedToDrive, cover, unload, ridgeMarker,forceSpeedLimit)
courseplay:handleSpecialTools(self, tool, false, false, false, false, false, nil,nil,0);
if tool.cp.originalCapacities then
for index,fillUnit in pairs(tool.fillUnits) do
fillUnit.capacity = tool.cp.originalCapacities[index]
end
tool.cp.originalCapacities = nil
end
if tool.cp.orignalAllowsSpraying ~= nil then
tool.allowsSpraying = tool.cp.orignalAllowsSpraying
tool.cp.orignalAllowsSpraying = nil
end
end
self.cp.lastInfoText = nil
if courseplay.isClient then
return
end
--mode10 restore original compactingScales
if self.cp.mode10.OrigCompactScale ~= nil then
self.bunkerSiloCompactingScale = self.cp.mode10.OrigCompactScale
self.cp.mode10.OrigCompactScale = nil
end
-- Enable crop destruction if 4Real Module 01 - Crop Destruction mod is installed
if self.cropDestruction then
courseplay:enableCropDestruction(self);
end;
-- MR and Real Fill Type Mass mod combatiablity
if self.cp.useProgessiveBraking then
self.cp.mrAccelrator = nil
end
if self.cp.hasDriveControl then
local changed = false;
if self.cp.driveControl.hasFourWD and self.driveControl.fourWDandDifferentials.fourWheel ~= self.cp.driveControl.fourWDBackup then
self.driveControl.fourWDandDifferentials.fourWheel = self.cp.driveControl.fourWDBackup;
self.driveControl.fourWDandDifferentials.diffLockFront = false;
self.driveControl.fourWDandDifferentials.diffLockBack = false;
changed = true;
end;
if changed and driveControlInputEvent ~= nil then
driveControlInputEvent.sendEvent(self);
end;
end;
if self.cp.cruiseControlSpeedBackup then
self.cruiseControl.speed = self.cp.cruiseControlSpeedBackup; -- NOTE JT: no need to use setter or event function - Drivable's update() checks for changes in the var and calls the event itself
self.cp.cruiseControlSpeedBackup = nil;
end;
if self.cp.takeOverSteering then
self.cp.takeOverSteering = false
end
courseplay:releaseCombineStop(self)
self.cp.BunkerSiloMap = nil
self.cp.mode9TargetSilo = nil
self.cp.mode10.lowestAlpha = 99
self:setCruiseControlState(Drivable.CRUISECONTROL_STATE_OFF)
self.cruiseControl.minSpeed = 1
self.cp.forcedToStop = false
self.cp.waitingForTrailerToUnload = false
courseplay:setIsRecording(self, false);
courseplay:setRecordingIsPaused(self, false);
if self.cp.modeState > 4 then
courseplay:setModeState(self, 1);
end
self.cp.isTurning = nil;
courseplay:clearTurnTargets(self);
self.cp.backMarkerOffset = nil
self.cp.aiFrontMarker = nil
self.cp.aiTurnNoBackward = false
self.cp.noStopOnEdge = false
self.cp.fillTrigger = nil;
self.cp.factoryScriptTrigger = nil;
self.cp.tipperLoadMode = 0;
self.cp.hasMachineToFill = false;
self.cp.unloadOrder = false
self.cp.isUnloadingStopped = false
self.cp.foundColli = {}
self.cp.inTraffic = false
self.cp.bypassWaypointsSet = false
-- deactivate beacon and hazard lights
if self.beaconLightsActive then
self:setBeaconLightsVisibility(false);
end;
if self.turnLightState and self.turnLightState ~= Lights.TURNLIGHT_OFF then
self:setTurnLightState(Lights.TURNLIGHT_OFF);
end;
--open all covers
if self.cp.workToolAttached and self.cp.tipperHasCover and self.cp.mode == 1 or self.cp.mode == 2 or self.cp.mode == 5 or self.cp.mode == 6 then
courseplay:openCloseCover(self,60,false,false,true);
end;
-- resetting variables
self.cp.ColliHeightSet = nil
self.cp.tempCollis = {}
self.checkSpeedLimit = self.cp.savedCheckSpeedLimit;
courseplay:resetTipTrigger(self);
self:setIsCourseplayDriving(false);
self:setCpVar('canDrive',true,courseplay.isClient)
self:setCpVar('distanceCheck',false,courseplay.isClient);
self.cp.mode7GoBackBeforeUnloading = false
if self.cp.checkReverseValdityPrinted then
self.cp.checkReverseValdityPrinted = false
end
self.cp.lastMode8UnloadTriggerId = nil
self.cp.curSpeed = 0;
self.motor.maxRpmOverride = nil;
self.cp.heapStart = nil
self.cp.heapStop = nil
self.cp.startWork = nil
self.cp.stopWork = nil
self.cp.hasFinishedWork = nil
self.cp.turnTimeRecorded = nil;
self.cp.hasUnloadingRefillingCourse = false;
self.cp.hasTransferCourse = false
courseplay:setStopAtEnd(self, false);
self.cp.stopAtEndMode1 = false;
self.cp.isTipping = false;
self.cp.isUnloaded = false;
self.cp.prevFillLevelPct = nil;
self.cp.isInRepairTrigger = nil;
self.cp.curMapWeightStation = nil;
courseplay:setSlippingStage(self, 0);
courseplay:resetCustomTimer(self, 'slippingStage1');
courseplay:resetCustomTimer(self, 'slippingStage2');
courseplay:resetCustomTimer(self, 'foldBaleLoader', true);
self.cp.hasBaleLoader = false;
self.cp.hasPlough = false;
self.cp.hasRotateablePlough = false;
self.cp.hasSowingMachine = false;
self.cp.hasSprayer = false;
if self.cp.tempToolOffsetX ~= nil then
courseplay:changeToolOffsetX(self, nil, self.cp.tempToolOffsetX, true);
self.cp.tempToolOffsetX = nil
end;
if self.cp.manualWorkWidth ~= nil then
courseplay:changeWorkWidth(self, nil, self.cp.manualWorkWidth, true)
if self.cp.hud.currentPage == courseplay.hud.PAGE_COURSE_GENERATION then
courseplay.hud:setReloadPageOrder(self, self.cp.hud.currentPage, true);
end
end
self.cp.totalLength, self.cp.totalLengthOffset = 0, 0;
self.cp.numWorkTools = 0;
self.cp.movingToolsPrimary, self.cp.movingToolsSecondary = nil, nil;
self.cp.attachedFrontLoader = nil
courseplay:deleteFixedWorldPosition(self);
--remove any local and global info texts
if g_server ~= nil then
courseplay:setInfoText(self, nil);
for refIdx,_ in pairs(CpManager.globalInfoText.msgReference) do
if self.cp.activeGlobalInfoTexts[refIdx] ~= nil then
CpManager:setGlobalInfoText(self, refIdx, true);
end;
end;
end
--restart helper in mode7 after stopping CP
--vehicle works now in pure helper mode
if self.cp.mode == 7 then
if self.aiIsStarted then
self:startAIVehicle();
end
end
-- remove ingame map hotspot
if CpManager.ingameMapIconActive then
courseplay:deleteMapHotspot(self);
end;
--remove from activeCoursePlayers
CpManager:removeFromActiveCoursePlayers(self);
--validation: can switch mode?
courseplay:validateCanSwitchMode(self);
-- reactivate load/add/delete course buttons
courseplay.buttons:setActiveEnabled(self, 'page2');
end
function courseplay:findVehicleHeights(transformId, x, y, z, distance)
local height = self.sizeLength - distance
local vehicle = false
--print(string.format("found %s (%s)",tostring(getName(transformId)),tostring(transformId)))
if self.cp.trafficCollisionTriggerToTriggerIndex[transformId] ~= nil then
if self.cp.HeightsFoundColli < height then
self.cp.HeightsFoundColli = height
end
elseif transformId == self.rootNode then
vehicle = true
elseif getParent(transformId) == self.rootNode and self.aiTrafficCollisionTrigger ~= transformId then
vehicle = true
elseif self.cpTrafficCollisionIgnoreList[transformId] or self.cpTrafficCollisionIgnoreList[getParent(transformId)] then
vehicle = true
end
if vehicle and self.cp.HeightsFound < height then
self.cp.HeightsFound = height
end
return true
end
function courseplay:checkSaveFuel(vehicle,allowedToDrive)
if (not vehicle.cp.saveFuelOptionActive)
or (vehicle.cp.mode == courseplay.MODE_COMBI and vehicle.cp.activeCombine ~= nil)
or (vehicle.cp.mode == courseplay.MODE_FIELDWORK and ((vehicle.courseplayers ~= nil and #vehicle.courseplayers > 0) or vehicle.cp.convoyActive))
or ((vehicle.cp.mode == courseplay.MODE_LIQUIDMANURE_TRANSPORT or vehicle.cp.mode == courseplay.MODE_OVERLOADER) and vehicle.Waypoints[vehicle.cp.previousWaypointIndex].wait)
then
if vehicle.cp.saveFuel then
vehicle.cp.saveFuel = false
end
courseplay:resetCustomTimer(vehicle,'fuelSaveTimer',true)
return
end
if allowedToDrive then
if courseplay:getCustomTimerExists(vehicle,'fuelSaveTimer') then
--print("reset existing timer")
courseplay:resetCustomTimer(vehicle,'fuelSaveTimer',true)
end
if vehicle.cp.saveFuel then
--print("reset saveFuel")
vehicle.cp.saveFuel = false
end
else
-- set fuel save timer
if not vehicle.cp.saveFuel then
if courseplay:timerIsThrough(vehicle,'fuelSaveTimer',false) then
--print(" timer is throught and not nil")
--print("set saveFuel")
vehicle.cp.saveFuel = true
elseif courseplay:timerIsThrough(vehicle,'fuelSaveTimer') then
--print(" set timer ")
courseplay:setCustomTimer(vehicle,'fuelSaveTimer',30)
end
end
end
end
function courseplay:safeSetWaypointIndex( vehicle, newIx )
for i = newIx, newIx + 3 do
-- don't set it too close to a turn start,
if vehicle.Waypoints[ i ] ~= nil and vehicle.Waypoints[ i ].turnStart then
-- set it to after the turn
newIx = i + 2
break
end
end
if vehicle.cp.waypointIndex > vehicle.cp.numWaypoints then
courseplay:setWaypointIndex(vehicle, 1);
else
courseplay:setWaypointIndex( vehicle, newIx );
end
end
-- do not remove this comment
-- vim: set noexpandtab: