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BunkerSiloAIDriver.lua
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BunkerSiloAIDriver.lua
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--[[
This file is part of Courseplay (https://github.com/Courseplay/courseplay)
Copyright (C) 2021 Courseplay Dev team
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/>.
]]
--[[
The BunkerSiloAIDriver handles the interaction with a bunker silo for all drivers except unloader.
The driver creates temporary courses into/ out of the silo and handles all the basic interaction with the silo.
- It's possible to have the driver drive forwards or backwards into the silo, which depends on:
BunkerSiloAIDriver:isDriveDirectionReverse(), if this return true the drive direction into the silo is reverse.
- It's also possible to have the driver abort the silo tasked after it has driven out of the silo with:
BunkerSiloAIDriver:getCanContinueDrivingSiloCourse() == false.
- Sub classes/drivers can implement their on logic in:
- BunkerSiloAIDriver:driveIntoSilo(dt)
- BunkerSiloAIDriver:driveOutOfSilo(dt)
- BunkerSiloAIDriver:driveNormalCourse(dt)
and also in for one time setups:
- BunkerSiloAIDriver:beforeDriveIntoSilo()
- BunkerSiloAIDriver:beforeDriveOutOfSilo()
- BunkerSiloAIDriver:beforeMainCourse()
with these functions it also possible to directly force a driving state:
- BunkerSiloAIDriver:setupDriveIntoSiloCourse(forcedStartIx)
- BunkerSiloAIDriver:setupDriveOutOfSiloCourse()
- BunkerSiloAIDriver:setupMainCourse()
- The finding of the silo and the setup of the bunker silo manager gets handled in BunkerSiloAIDriver:checkSilo(),
where it's possible to change multiple sub functions for different functionalities:
- BunkerSiloAIDriver:getTargetNode() : sets the reference node for the silo, to decide if the end is reached.
- BunkerSiloAIDriver:getWorkWidth() : work width for the bunker silo manager columns width
- BunkerSiloAIDriver:getIsHeapSearchAllowed() : are heaps allowed ?
- BunkerSiloAIDriver:getIsEmptySiloAllowed() : if this is false, then the driver stops when the silo is empty.
- BunkerSiloAIDriver:getTargetBunkerSiloMode() : legancy setup options for the bunker silo manager.
- The speed while driving into/out of the silo is this function:
BunkerSiloAIDriver:getBunkerSiloSpeed()
]]
---@class BunkerSiloAIDriver : AIDriver
BunkerSiloAIDriver = CpObject(AIDriver)
BunkerSiloAIDriver.myStates = {
DRIVING_NORMAL_COURSE = {checkForTrafficConflict = true, enableProximitySpeedControl = true, enableProximitySwerve = true},
DRIVING_NORMAL_COURSE_TO_SILO = {checkForTrafficConflict = true, enableProximitySpeedControl = true, enableProximitySwerve = true},
DRIVING_INTO_SILO = {},
DRIVING_OUT_OF_SILO ={},
CHECK_SILO = {},
SILO_IS_EMPTY = {}
}
--- Creates BunkerSiloAIDriver
---@param vehicle table
function BunkerSiloAIDriver.create(vehicle)
if AIDriverUtil.hasImplementWithSpecialization(vehicle, Leveler) then
return ShieldAIDriver(vehicle)
end
return CompactingAIDriver(vehicle)
end
function BunkerSiloAIDriver:init(vehicle)
AIDriver.init(self,vehicle)
self:initStates(BunkerSiloAIDriver.myStates)
self.siloState = self.states.DRIVING_NORMAL_COURSE
self.siloDebugChannel = courseplay.DBG_MODE_10
self.siloDebugTicks = 100
self.transitionCourseOffset = 10
end
function BunkerSiloAIDriver:start(startingPoint)
--- On start reset old variables
self.bunkerSiloManager = nil
self:deleteBestTarget()
self:changeSiloState(self.states.DRIVING_NORMAL_COURSE)
AIDriver.start(self,startingPoint)
end
function BunkerSiloAIDriver:drive(dt)
self:drawSiloMap()
if self:isDrivingNormalCourse() then
self:driveNormalCourse(dt)
elseif self:isDrivingIntoSilo() then
self:driveIntoSilo(dt)
elseif self:isDrivingOutOfSilo() then
self:driveOutOfSilo(dt)
elseif self:isCheckingSilo() then
---If setup of the course was successful, then start.
self:setupSiloCourse()
elseif self:isWorkFinished() then
-- self:hold()
self:setInfoText('WORK_END')
elseif self:isSiloEmpty() then
self:hold()
self:setInfoText('WORK_END')
end
AIDriver.drive(self,dt)
end
function BunkerSiloAIDriver:isDrivingIntoSilo()
return self.siloState == self.states.DRIVING_INTO_SILO
end
function BunkerSiloAIDriver:isDrivingOutOfSilo()
return self.siloState == self.states.DRIVING_OUT_OF_SILO
end
function BunkerSiloAIDriver:isCheckingSilo()
return self.siloState == self.states.CHECK_SILO
end
function BunkerSiloAIDriver:isDrivingNormalCourse()
return self.siloState == self.states.DRIVING_NORMAL_COURSE
end
function BunkerSiloAIDriver:isWorkFinished()
return self.siloState == self.states.FINISHED
end
function BunkerSiloAIDriver:isSiloEmpty()
return self.siloState == self.states.SILO_IS_EMPTY
end
function BunkerSiloAIDriver:isDrivingTransitionCourse()
return self.siloState == self.states.DRIVING_NORMAL_COURSE_TO_SILO
end
function BunkerSiloAIDriver:driveNormalCourse(dt)
--- override
end
function BunkerSiloAIDriver:driveIntoSilo(dt)
self:updateBestTarget()
if self:isStuck() or self:isNearEnd() then
self:setupDriveOutOfSiloCourse()
end
end
function BunkerSiloAIDriver:updateBestTarget()
self.bunkerSiloManager:updateTarget(self.bestTarget)
end
function BunkerSiloAIDriver:driveOutOfSilo(dt)
--- override
end
function BunkerSiloAIDriver:checkSilo()
if self.bunkerSiloManager == nil then
--- Search for a silo or heap, if allowed.
local silo,isHeap = BunkerSiloManagerUtil.getTargetBunkerSiloAtWaypoint(self.vehicle,self.course,1,self:isHeapSearchAllowed())
if silo then
self:debug("silo was found")
--- Creates a bunker silo manager.
self.bunkerSiloManager = BunkerSiloManager(self.vehicle,silo,self:getWorkWidth(),self:getTargetNode(),self:getTargetBunkerSiloMode(),isHeap)
--- If empty silos are not allowed, then check if it is empty and got to state SILO_IS_EMPTY.
if self.bunkerSiloManager and self.bunkerSiloManager:isSiloMapValid() or self:isEmptySiloAllowed() then
return true
else
self.bunkerSiloManager = nil
self:debug("silo map setup is not valid")
self:changeSiloState(self.states.SILO_IS_EMPTY)
end
else
courseplay:setInfoText(self.vehicle, courseplay:loc('COURSEPLAY_MODE10_NOSILO'));
end
--- Reevaluate the silo if empty silos are not allowed.
elseif self.bunkerSiloManager:isSiloMapValid() or self:isEmptySiloAllowed() then
return true
else
self.bunkerSiloManager = nil
self:debug("silo map setup is not valid")
self:changeSiloState(self.states.FINISHED)
end
end
--- Can the silo be empty or not ?
function BunkerSiloAIDriver:isEmptySiloAllowed()
return true
end
function BunkerSiloAIDriver:getTargetBunkerSiloMode()
return BunkerSiloManager.MODE.COMPACTING
end
--- Returns the reference node for the progress detection.
function BunkerSiloAIDriver:getTargetNode()
return self:getBackMarkerNode(self.vehicle)
end
function BunkerSiloAIDriver:isHeapSearchAllowed()
return false
end
function BunkerSiloAIDriver:getWorkWidth()
return math.max(self.courseGeneratorSettings.workWidth:get(),3)
end
--- If true then the drive into silo course is reverse and
--- the drive out of silo course is forwards.
function BunkerSiloAIDriver:isDriveDirectionReverse()
return true
end
--- Does the driver needs some space
--- before driving into the silo for the first time ?
---@param bestTarget table first target for driving into the silo.
function BunkerSiloAIDriver:isStartDistanceToSiloNeeded(bestTarget)
return false
end
--- Create a straight course into the silo.
---@param targetColumn number silo map column to create the straight course.
---@return course generated course
---@return firstWpIx first waypoint of the course relative to the vehicle position.
function BunkerSiloAIDriver:getDriveIntoSiloCourse(targetColumn)
local driveDirection = self:isDriveDirectionReverse()
local numLines = self.bunkerSiloManager:getNumberOfLines()
local x,z = self.bunkerSiloManager:getSiloPartPosition(1,targetColumn)
local dx,dz = self.bunkerSiloManager:getSiloPartPosition(numLines - 1,targetColumn) --stop a little bit shy of the end to prevent pushing chaff out of open-end bunker
local startOffset = -5
local course = Course.createFromTwoWorldPositions(self.vehicle, x, z, dx, dz, 0, startOffset, 0, 5, driveDirection)
local firstWpIx
if driveDirection then
firstWpIx = course:getNextRevWaypointIxFromVehiclePosition(1, self:getDirectionNode(), 5)
else
firstWpIx = course:getNextFwdWaypointIxFromVehiclePosition(1, self:getDirectionNode(), 5)
end
return course, firstWpIx
end
--- Create a straight course out of the silo.
---@param targetColumn number silo map column to create the straight course.
---@return course generated course
---@return firstWpIx first waypoint of the course relative to the vehicle position.
function BunkerSiloAIDriver:getDriveOutOfSiloCourse(targetColumn,lengthOffset)
local driveDirection = self:isDriveDirectionReverse()
local numLines = self.bunkerSiloManager:getNumberOfLines()
local x,z = self.bunkerSiloManager:getSiloPartPosition(numLines,targetColumn)
local dx,dz = self.bunkerSiloManager:getSiloPartPosition(1,targetColumn)
lengthOffset = lengthOffset or 0
local course = Course.createFromTwoWorldPositions(self.vehicle, x, z, dx, dz, 0, 5, 10 + lengthOffset, 5, not driveDirection)
local firstWpIx
if driveDirection then
firstWpIx = course:getNextFwdWaypointIxFromVehiclePosition(1, self:getDirectionNode(), 5)
else
firstWpIx = course:getNextRevWaypointIxFromVehiclePosition(1, self:getDirectionNode(), 5)
end
return course, firstWpIx
end
--- Setup all necessary conditions at the start of the course,
--- for example lowering the attached implement in compacting mode.
function BunkerSiloAIDriver:beforeDriveIntoSilo()
--- override
self:deleteLastBestTarget()
self.bestTarget,self.firstLine = self:getBestTarget()
end
--- Gets the best target for driving into the silo.
--- Always starts at the right side and then drives to the left/right side.
function BunkerSiloAIDriver:getBestTarget()
if not self.lastDrivenColumn then
local column = math.ceil(self.bunkerSiloManager:getNumberOfColumns()/2)
self:siloDebug("Starting a new approach in the middle at column %d",column)
self.lastDrivenColumnRight = true
return {line=1,column=column},1
else
local numColumns = self.bunkerSiloManager:getNumberOfColumns()
local nextColumn
if self.lastDrivenColumnRight then
nextColumn = self.lastDrivenColumn+1
if nextColumn > numColumns then
nextColumn = math.max(math.floor(self.bunkerSiloManager:getNumberOfColumns()/2),1)
self.lastDrivenColumnRight = false
end
else
nextColumn = self.lastDrivenColumn-1
if nextColumn <= 0 then
nextColumn = math.ceil(self.bunkerSiloManager:getNumberOfColumns()/2)
self.lastDrivenColumnRight = true
end
end
self:siloDebug("Starting at column: %d, last column: %d",nextColumn,self.lastDrivenColumn)
return {line=1,column=nextColumn},1
end
end
--- Setup all necessary conditions at the start of the course,
--- for example raising the attached implement in compacting mode.
function BunkerSiloAIDriver:beforeDriveOutOfSilo()
--- override
end
--- Delete the best target, so after the unloader has unloaded,
--- a new approach for the silo is created.
function BunkerSiloAIDriver:beforeMainCourse()
self:deleteBestTarget()
end
--- Deletes the best target and forces a new approach.
function BunkerSiloAIDriver:deleteBestTarget()
self.lastDrivenColumn = nil
self.bestTarget = nil
self.lastDrivenColumnRight = not self.lastDrivenColumnRight
end
--- Deletes the best target, but saves the last driven column.
function BunkerSiloAIDriver:deleteLastBestTarget()
self.lastDrivenColumn = self.bestTarget and self.bestTarget.column
self.bestTarget = nil
end
--- Sets up silo course.
function BunkerSiloAIDriver:setupSiloCourse()
if self:checkSilo() then
if not self:getCanContinueDrivingSiloCourse() then
self:setupMainCourse()
elseif self:isStartDistanceToSiloNeeded(self:getBestTarget()) then
self:setupTransitionCourse()
else
self:setupDriveIntoSiloCourse(1)
end
end
self:hold()
end
--- Sets up the drive into silo course.
---@param forcedStartIx number forces the driver to start at this waypoint
function BunkerSiloAIDriver:setupDriveIntoSiloCourse(forcedStartIx)
self:beforeDriveIntoSilo()
local course,ix = self:getDriveIntoSiloCourse(self.bestTarget.column)
self:siloDebug("Starting drive into silo course at: %d",forcedStartIx or ix)
self:startCourse(course,forcedStartIx or ix)
self:changeSiloState(self.states.DRIVING_INTO_SILO)
end
--- Sets up the drive out of silo course.
function BunkerSiloAIDriver:setupDriveOutOfSiloCourse()
self:beforeDriveOutOfSilo()
--- Finds the closest column relative to the driver position.
local closestColumn = self.bunkerSiloManager:getClosestColumnToNode(self:getDirectionNode(),1)
local course,ix = self:getDriveOutOfSiloCourse(closestColumn)
self:siloDebug("Starting drive out of silo course at: %d",ix)
self:startCourse(course,course:getNumberOfWaypoints())
self:changeSiloState(self.states.DRIVING_OUT_OF_SILO)
end
--- Sets up the main course, when an unloader approaches.
function BunkerSiloAIDriver:setupMainCourse()
self:beforeMainCourse()
local nextIx
if self:isDriveDirectionReverse() then
nextIx = self.mainCourse:getNextFwdWaypointIxFromVehiclePosition(1, self:getDirectionNode(), 1)
else
nextIx = self.mainCourse:getNextRevWaypointIxFromVehiclePosition(1, self:getDirectionNode(), 1)
end
self:siloDebug("Starting main course at: %d",nextIx)
self:startCourse(self.mainCourse,nextIx)
self:changeSiloState(self.states.DRIVING_NORMAL_COURSE)
end
--- Setups a transition course from the normal course to the first drive into silo course,
--- this should give the driver more room to manoeuver.
function BunkerSiloAIDriver:setupTransitionCourse()
local fistWpIx = 1
local course
local closestColumn,closestDistance = self.bunkerSiloManager:getClosestColumnToNode(self:getDirectionNode(),1)
if self:isDriveDirectionReverse() then
course = self:getStraightForwardCourse(5)
else
local dist = self.transitionCourseOffset - closestDistance
self:siloDebug("Setup transition course = dist: %.2f",dist)
if dist>0 then
local closestColumn = self.bunkerSiloManager:getClosestColumnToNode(self:getDirectionNode(),1)
course = self:getDriveOutOfSiloCourse(closestColumn,5)
fistWpIx = course:getNextRevWaypointIxFromVehiclePosition(1, self:getDirectionNode(), 2)
else
self:setupDriveIntoSiloCourse(1)
return
end
end
self:siloDebug("Starting transition course from main course to silo at: %d",fistWpIx)
self:startCourse(course,fistWpIx)
self:changeSiloState(self.states.DRIVING_NORMAL_COURSE_TO_SILO)
end
function BunkerSiloAIDriver:onEndCourse()
if not self:isDrivingNormalCourse() then
--- The driver is ready to drive into the silo.
if self:isDrivingTransitionCourse() then
self:setupDriveIntoSiloCourse()
return
end
if self:isDrivingIntoSilo() then
---Driver is at the end of the silo.
self:setupDriveOutOfSiloCourse()
else
if not self:getCanContinueDrivingSiloCourse() then
--- Driver isn't allowed to continue driving into the silo,
--- so continue with the main course.
self:setupMainCourse()
else
---Driver has returned out of the silo.
self:setupDriveIntoSiloCourse()
end
end
else
---Driver has reached the silo after driving the normal course.
self:changeSiloState(self.states.CHECK_SILO)
end
end
--- Is the driver allowed to continue driving the silo course ?
function BunkerSiloAIDriver:getCanContinueDrivingSiloCourse()
return true
end
---Never use alignment course.
function BunkerSiloAIDriver:isAlignmentCourseNeeded(course,ix)
return false
end
--- Is the Driver at the end of the silo?
function BunkerSiloAIDriver:isNearEnd()
local referenceNode = self:getTargetNode()
--- We us the last line of the silo map as reference.
--- TODO: This should be improved once the silo map is adjusted to be more precise.
local line,column = self.bunkerSiloManager:getNumberOfLines(),self.bestTarget.column
local x,z = self.bunkerSiloManager:getSiloPartStartWidthHeightPositions(line,column)
local y = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, x, 1, z);
local _,_,dz = worldToLocal(referenceNode,x,y,z)
return math.abs(dz)<0.1
end
function BunkerSiloAIDriver:changeSiloState(newState)
if self.siloState ~= newState then
self.siloState = newState
self:siloDebug("New siloState => %s",newState.name)
end
end
function BunkerSiloAIDriver:siloDebug(...)
courseplay.debugVehicle(self.siloDebugChannel, self.vehicle,...)
end
function BunkerSiloAIDriver:siloDebugSparse(...)
if g_updateLoopIndex % self.siloDebugTicks ==0 then self:siloDebug(...) end
end
function BunkerSiloAIDriver:drawSiloMap()
if self:isSiloDebugActive() and self.bunkerSiloManager then
self.bunkerSiloManager:drawMap()
end
end
function BunkerSiloAIDriver:isSiloDebugActive()
return courseplay.debugChannels[self.siloDebugChannel]
end
function BunkerSiloAIDriver:isTrafficConflictDetectionEnabled()
return AIDriver.isTrafficConflictDetectionEnabled(self) and self.siloState and self.siloState.properties.checkForTrafficConflict
end
function BunkerSiloAIDriver:isProximitySwerveEnabled()
return AIDriver.isProximitySwerveEnabled(self) and self.siloState and self.siloState.properties.enableProximitySwerve
end
function BunkerSiloAIDriver:isProximitySpeedControlEnabled()
return AIDriver.isProximitySpeedControlEnabled(self) and self.siloState and self.siloState.properties.enableProximitySpeedControl
end
function BunkerSiloAIDriver:getSpeed()
if self:isDrivingIntoSilo() or self:isDrivingOutOfSilo() then
return self:getBunkerSiloSpeed()
else
return AIDriver.getSpeed(self)
end
end
function BunkerSiloAIDriver:getBunkerSiloSpeed()
return self.settings.bunkerSpeed:get()
end
function BunkerSiloAIDriver:isStuck()
if self:doesNotMove() then
if self.vehicle.cp.timers.slipping == nil or self.vehicle.cp.timers.slipping == 0 then
courseplay:setCustomTimer(self.vehicle, 'slipping', 3);
--courseplay:debug(('%s: setCustomTimer(..., "slippingStage", courseplay.DBG_TRAFFIC)'):format(nameNum(self.vehicle)), courseplay.DBG_MODE_10);
elseif courseplay:timerIsThrough(self.vehicle, 'slipping') then
--courseplay:debug(('%s: timerIsThrough(..., "slippingStage") -> return isStuck(), reset timer'):format(nameNum(self.vehicle)), courseplay.DBG_MODE_10);
courseplay:resetCustomTimer(self.vehicle, 'slipping');
self:debug("dropout isStuck")
return true
end;
else
courseplay:resetCustomTimer(self.vehicle, 'slipping');
end
end
function BunkerSiloAIDriver:doesNotMove()
-- giants supplied last speed is in mm/s;
-- does not move if we are less than 1km/h
return AIDriverUtil.isStopped(self.vehicle) and self.bestTarget.line > self.firstLine+1
end
function BunkerSiloAIDriver:setLightsMask(vehicle)
vehicle:setLightsTypesMask(courseplay.lights.HEADLIGHT_FULL)
end