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BaleLoaderAIDriver.lua
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BaleLoaderAIDriver.lua
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--[[
This file is part of Courseplay (https://github.com/Courseplay/courseplay)
Copyright (C) 2019 Peter Vaiko
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
]]
---@class BaleLoaderAIDriver : UnloadableFieldworkAIDriver
BaleLoaderAIDriver = CpObject(UnloadableFieldworkAIDriver)
BaleLoaderAIDriver.myStates = {
APPROACHING_UNLOAD_POINT = {},
UNLOADING = {},
MOVE_FORWARD_AFTER_UNLOADING = {}
}
--- Make sure the the bale loader behaves like a proper AIImplement and reacts on AIImplementStart/End
--- events so there's no special handling is needed elsewhere.
function BaleLoaderAIDriver.register()
BaleLoader.onAIImplementStart = Utils.overwrittenFunction(BaleLoader.onAIImplementStart,
function(self, superFunc)
if superFunc ~= nil then superFunc(self) end
self:doStateChange(BaleLoader.CHANGE_MOVE_TO_WORK);
end)
BaleLoader.onAIImplementEnd = Utils.overwrittenFunction(BaleLoader.onAIImplementEnd,
function(self, superFunc)
if superFunc ~= nil then superFunc(self) end
local spec = self.spec_baleLoader
if not spec.grabberIsMoving and spec.grabberMoveState == nil and spec.isInWorkPosition then
self:doStateChange(BaleLoader.CHANGE_MOVE_TO_TRANSPORT);
end
end)
local baleLoaderRegisterEventListeners = function(vehicleType)
print('## Courseplay: Registering event listeners for bale loader')
SpecializationUtil.registerEventListener(vehicleType, "onAIImplementStart", BaleLoader)
SpecializationUtil.registerEventListener(vehicleType, "onAIImplementEnd", BaleLoader)
end
print('## Courseplay: Appending event listener for bale loaders')
BaleLoader.registerEventListeners = Utils.appendedFunction(BaleLoader.registerEventListeners, baleLoaderRegisterEventListeners)
end
function BaleLoaderAIDriver:init(vehicle)
courseplay.debugVehicle(courseplay.DBG_AI_DRIVER,vehicle,'BaleLoaderAIDriver:init()')
UnloadableFieldworkAIDriver.init(self, vehicle)
self:initStates(BaleLoaderAIDriver.myStates)
self.unloadDoneX, self.unloadDoneZ = 0, 0
end
function BaleLoaderAIDriver:start(startingPoint)
self:initializeBaleLoader()
self.unloadRefillState = nil
UnloadableFieldworkAIDriver.start(self, startingPoint)
end
function BaleLoaderAIDriver:initializeBaleLoader()
self.baleLoader = AIDriverUtil.getImplementWithSpecialization(self.vehicle, BaleLoader)
if self.baleLoader then
self:debug('baleloader %s', tostring(self.baleLoader))
-- Bale loaders have no AI markers (as they are not AIImplements according to Giants) so add a function here
-- to get the markers
self.baleLoader.getAIMarkers = function(object)
return UnloadableFieldworkAIDriver.getAIMarkersFromGrabberNode(object, object.spec_baleLoader)
end
self.manualUnloadNode = WaypointNode(self.vehicle:getName() .. 'unloadNode')
if self.baleLoader.cp.realUnloadOrFillNode then
-- use that realUnloadOrFillNode for now as it includes the balerUnloadDistance config value
-- TODO: can we just use the back marker node here as well?
self.baleFinderProximitySensorPack = BackwardLookingProximitySensorPack(
self.vehicle, self.ppc, self.baleLoader.cp.realUnloadOrFillNode, 5, 1)
end
self:debug('Initialized, bale loader: %s', self.baleLoader:getName())
else
self:debug('Has now bale loader specialization')
end
end
---@return boolean true if unload took over the driving
function BaleLoaderAIDriver:driveUnloadOrRefill(dt)
self:updateOffset()
self:updateFillType()
-- by default, drive street/recorded speed.
self:setSpeed(self:getRecordedSpeed())
if not self.ppc:isReversing() then
-- 'cause reverse does the raycasting for us
self:searchForTipTriggers()
end
-- use the relevant node, not the current one to determine we are around the unload point as the current changes
-- when we change direction
local nearUnloadPoint, unloadPointIx = self.course:hasUnloadPointWithinDistance(self.ppc:getRelevantWaypointIx(), 50)
if self:hasTipTrigger() or nearUnloadPoint then
self:setSpeed(self.vehicle.cp.speeds.approach)
if self:haveBales() and self.unloadRefillState == nil then
self.unloadRefillState = self.states.APPROACHING_UNLOAD_POINT
self:debug('Approaching unload point.')
elseif self:haveBales() and self.unloadRefillState == self.states.APPROACHING_UNLOAD_POINT then
local d = self:getDistanceFromUnloadNode(nearUnloadPoint, unloadPointIx)
self:debugSparse('distance to unload point: %.1f', d)
if math.abs(d) < 1 or self:tooCloseToOtherBales() then
self:debug('Unload point reached.')
self.unloadRefillState = self.states.UNLOADING
end
elseif self.unloadRefillState == self.states.MOVE_FORWARD_AFTER_UNLOADING then
self:setSpeed(self.vehicle.cp.speeds.approach)
local x, _, z = getWorldTranslation(self.vehicle.rootNode)
local dFromUnloadDonePosition = courseplay:distance(x, z, self.unloadDoneX, self.unloadDoneZ)
if math.abs(dFromUnloadDonePosition) > 3 then
self:debug('Moved away from unload point')
-- transition to the next stage (out of EMPTY_WAIT_TO_SINK)
g_client:getServerConnection():sendEvent(BaleLoaderStateEvent:new(self.baleLoader, BaleLoader.CHANGE_BUTTON_EMPTY))
-- continue pressing the button until we folded everything back
self.unloadRefillState = self.states.UNLOADING
end
elseif self.unloadRefillState == self.states.UNLOADING then
self:setSpeed(0)
-- don't do this in every update loop, sending events does not make sense so often
if g_updateLoopIndex % 100 == 0 then
self:debug('Unloading, emptyState=%d.', self.baleLoader.spec_baleLoader.emptyState)
if self.baleLoader.spec_baleLoader.emptyState == BaleLoader.EMPTY_WAIT_TO_SINK then
self:debug('Bales unloaded, moving forward a bit, emptyState: %d...', self.baleLoader.spec_baleLoader.emptyState)
self.unloadRefillState = self.states.MOVE_FORWARD_AFTER_UNLOADING
self.unloadDoneX, _, self.unloadDoneZ = getWorldTranslation(self.vehicle.rootNode)
-- make sure we are driving forward now
self.ppc:initialize(self.course:getNextFwdWaypointIx(self.ppc:getCurrentWaypointIx()));
-- EMPTY_NONE is the base position (loaded or unloaded)
elseif self:haveBales() or self.baleLoader.spec_baleLoader.emptyState ~= BaleLoader.EMPTY_NONE then
-- this is like keep pressing the 'Unload' button. Not nice, should probably check the current state
-- of the bale loader, but it is so simple like this and works ...
self:debug('Press unload button, emptyState: %d...', self.baleLoader.spec_baleLoader.emptyState)
g_client:getServerConnection():sendEvent(BaleLoaderStateEvent:new(self.baleLoader, BaleLoader.CHANGE_BUTTON_EMPTY))
else
self:debug('Bales unloaded, continue course.')
courseplay:resetTipTrigger(self.vehicle)
self.unloadRefillState = nil
self.ppc:initialize(self.course:getNextFwdWaypointIx(self.ppc:getCurrentWaypointIx()));
end
end
end
else
-- for some bale loaders the onAIImplementEnd() does not work seemingly because the grabber is still busy
-- with the last bale when switching to the unload course. Make sure here that it is moved to transport
-- position on the unload course
local spec = self.baleLoader.spec_baleLoader
if not spec.grabberIsMoving and spec.grabberMoveState == nil and spec.isInWorkPosition then
self:debug('Move grabber to transport position')
self.baleLoader:doStateChange(BaleLoader.CHANGE_MOVE_TO_TRANSPORT);
end
end
return false
end
function BaleLoaderAIDriver:haveBales()
return self.baleLoader:getFillUnitFillLevel(self.baleLoader.spec_baleLoader.fillUnitIndex) > 0
end
function BaleLoaderAIDriver:updateFillType()
if not self.fillType then
self.fillType = self:getFillType()
end
-- This is an ugly hack here here to overwrite the legacy CP code's fillType as it is not
-- able to handle the bale loaders. TODO: needs a more professional approach
self.baleLoader.cp.fillType = self.fillType
self:debugSparse('Bale filltype %s', self.fillType)
end
-- Getting fill type for bale loaders is not straightforward as the bales have the actual fill type,
-- the fill type what the trigger has, like STRAW, so just go through our bales and pick the first
-- fill type we find.
function BaleLoaderAIDriver:getFillType()
local spec = self.baleLoader.spec_baleLoader
for _, balePlace in pairs(spec.balePlaces) do
if balePlace.bales then
for _, baleServerId in pairs(balePlace.bales) do
local bale = NetworkUtil.getObject(baleServerId)
if bale ~= nil then
return bale:getFillType()
end
end
end
end
end
--- Unload node is either an unload waypoint or an unload trigger
function BaleLoaderAIDriver:getDistanceFromUnloadNode(isUnloadpoint, unloadPointIx)
if isUnloadpoint then
self:debugSparse('manual unload point at ix = %d', unloadPointIx)
self.manualUnloadNode:setToWaypoint(self.course, unloadPointIx)
-- don't use dz here as the course to the manual unload point as it is often on a reverse
-- section and other parts of the course may be very close to the unload point, triggering
-- this way too early
return calcDistanceFrom(self.manualUnloadNode.node, self.baleLoader.cp.realUnloadOrFillNode)
else
local _, _, d = localToLocal(self.vehicle.cp.currentTipTrigger.triggerId,
self.baleLoader.cp.realUnloadOrFillNode, 0, 0, 0)
return d
end
end
--- When backing up to unload, see if we have to stop because there are bales already there
function BaleLoaderAIDriver:tooCloseToOtherBales()
if self.baleFinderProximitySensorPack then
local distance, _, object = self.baleFinderProximitySensorPack:getClosestObjectDistanceAndRootVehicle()
if object and object:isa(Bale) then
-- round bales have diameter, others height, thanks Giants!
local baleHeight = object.baleDiameter and object.baleDiameter or
(object.baleHeight and object.baleHeight or 0.8)
self:debugSparse('Bale found at d=%.1f, bale height %.1f', distance, baleHeight)
if distance < (baleHeight + 1) then
return true
else
return false
end
end
else
return false
end
end