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ShovelAIDriver.lua
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ShovelAIDriver.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/>.
]]
---@class ShovelAIDriver : BunkerSiloAIDriver
ShovelAIDriver = CpObject(BunkerSiloAIDriver)
ShovelAIDriver.myStates = {
DRIVING_UNLOADING_COURSE = {checkForTrafficConflict = true, enableProximitySpeedControl = true, enableProximitySwerve = true},
WAITING_FOR_TRAILER = {},
DRIVING_TO_TRAILER = {},
DRIVING_TO_UNLOADING_TRIGGER = {},
UNLOADING_AT_TRAILER = {},
UNLOADING_AT_TRIGGER = {},
DRIVING_BACK_FROM_UNLOADING_POINT = {checkForTrafficConflict = true, enableProximitySpeedControl = true, enableProximitySwerve = true}
}
ShovelAIDriver.WORKING_TOOL_POSITIONS = {}
ShovelAIDriver.WORKING_TOOL_POSITIONS.LOADING = 1
ShovelAIDriver.WORKING_TOOL_POSITIONS.TRANSPORT = 2
ShovelAIDriver.WORKING_TOOL_POSITIONS.PRE_UNLOADING = 3
ShovelAIDriver.WORKING_TOOL_POSITIONS.UNLOADING = 4
--- Distance to unloading point to start the unloading progress.
ShovelAIDriver.WAIT_DISTANCE_TO_THE_UNLOAD_POINT = 5
--- Distance to disable the collision detection for unloading at trailers.
ShovelAIDriver.DISABLE_TRAFFIC_DETECTION_DISTANCE = 15
function ShovelAIDriver.create(vehicle)
if AIDriverUtil.hasImplementWithSpecialization(vehicle, ConveyorBelt) or vehicle.spec_conveyorBelt then
return BunkerSiloLoaderAIDriver(vehicle)
end
if AIDriverUtil.hasImplementWithSpecialization(vehicle, MixerWagon) or vehicle.spec_mixerWagon then
return MixerWagonAIDriver(vehicle)
end
if vehicle.cp.settings.shovelModeAIDriverTriggerHandlerIsActive:is(false) then
return ShovelAIDriver(vehicle)
else
return TriggerShovelAIDriver(vehicle)
end
end
function ShovelAIDriver:init(vehicle)
BunkerSiloAIDriver.init(self,vehicle)
self:initStates(ShovelAIDriver.myStates)
self.shovelState = self.states.DRIVING_UNLOADING_COURSE
self.shovelDebugChannel = courseplay.DBG_MODE_9
self.transitionCourseOffset = 20
self.mode = courseplay.MODE_SHOVEL_FILL_AND_EMPTY
end
function ShovelAIDriver:setHudContent()
BunkerSiloAIDriver.setHudContent(self)
courseplay.hud:setShovelModeAIDriverContent(self.vehicle)
end
function ShovelAIDriver:start(startingPoint)
self:findShovelRecursive(self.vehicle)
if not self.shovel then
self:error("Error: shovel not found!!")
courseplay.onStopCpAIDriver(self.vehicle,AIVehicle.STOP_REASON_UNKOWN)
return
end
self.currentDischargeNode = self.shovel:getCurrentDischargeNode()
self.targetUnloadingNode = nil
self.lastDistanceToEmptyPoint = math.huge
self:changeShovelState(self.states.DRIVING_UNLOADING_COURSE)
self.oldCanDischargeToGround = self.currentDischargeNode.canDischargeToGround
self.currentDischargeNode.canDischargeToGround = false
--- Not sure what this is for, old code ?
local vAI = self.vehicle:getAttachedImplements()
for i,_ in pairs(vAI) do
local object = vAI[i].object
if object.ignoreVehicleDirectionOnLoad ~= nil then
object.ignoreVehicleDirectionOnLoad = true
end
local oAI = object:getAttachedImplements()
if oAI ~= nil then
for k,_ in pairs(oAI) do
if oAI[k].object.ignoreVehicleDirectionOnLoad ~= nil then
oAI[k].object.ignoreVehicleDirectionOnLoad = true
end
end
end
end
BunkerSiloAIDriver.start(self,startingPoint)
if not self:checkForWaitPoints() then
self:displayWarning("COURSEPLAY_NO_VALID_COURSE")
courseplay.onStopCpAIDriver(self.vehicle,AIVehicle.STOP_REASON_UNKOWN)
return
end
end
function ShovelAIDriver:findShovelRecursive(object)
if SpecializationUtil.hasSpecialization(Shovel, object.specializations) and not self.shovel then
self.shovel = object
return
end
for _,impl in pairs(object:getAttachedImplements()) do
self:findShovelRecursive(impl.object)
end
end
function ShovelAIDriver:stop(msg)
self.currentDischargeNode.canDischargeToGround = self.oldCanDischargeToGround
self.oldCanDischargeToGround = nil
BunkerSiloAIDriver.stop(self,msg)
end
--- Check if one wait point is present for the unloading.
function ShovelAIDriver:checkForWaitPoints()
self.emptyWaitPoint = self.mainCourse:getNextWaitPointFromIx(1)
return self.emptyWaitPoint
end
function ShovelAIDriver:isDrivingUnloadingCourse()
return self.shovelState == self.states.DRIVING_UNLOADING_COURSE
end
function ShovelAIDriver:isWaitingForTrailer()
return self.shovelState == self.states.WAITING_FOR_TRAILER
end
function ShovelAIDriver:isDrivingToTrailer()
return self.shovelState == self.states.DRIVING_TO_TRAILER
end
function ShovelAIDriver:isDrivingToUnloadingTrigger()
return self.shovelState == self.states.DRIVING_TO_UNLOADING_TRIGGER
end
function ShovelAIDriver:isUnloadingAtTrailer()
return self.shovelState == self.states.UNLOADING_AT_TRAILER
end
function ShovelAIDriver:isUnloadingAtTrigger()
return self.shovelState == self.states.UNLOADING_AT_TRIGGER
end
function ShovelAIDriver:isDrivingBackFromUnloadingPoint()
return self.shovelState == self.states.DRIVING_BACK_FROM_UNLOADING_POINT
end
function ShovelAIDriver:drive(dt)
if not self:areWorkingToolPositionsValid() then
self:hold()
end
if self:isDrivingUnloadingCourse() then
self:driveUnloadingCourse(dt)
elseif self:isWaitingForTrailer() then
self:holdWithFuelSave()
elseif self:isDrivingToTrailer() then
self:driveToTrailer(dt)
elseif self:isDrivingToUnloadingTrigger() then
self:driveToUnloadingTrigger(dt)
elseif self:isUnloadingAtTrailer() then
self:unloadingAtTrailer(dt)
elseif self:isUnloadingAtTrigger() then
self:unloadingAtTrigger(dt)
elseif self:isDrivingBackFromUnloadingPoint() then
self:driveBackFromUnloadingPoint(dt)
end
BunkerSiloAIDriver.drive(self,dt)
end
function ShovelAIDriver:driveIntoSilo(dt)
if not self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.LOADING) then
--- Waiting until the working position is reached.
if self.settings.alwaysWaitForShovelPositions:get() then
--- Only wait for the shovel position, if the setting is true.
self:hold()
end
end
--- If the shovel is full drive back out of the silo and then drive the unloading course.
if self:getIsShovelFull() then
self:setupDriveOutOfSiloCourse()
end
BunkerSiloAIDriver.driveIntoSilo(self,dt)
end
function ShovelAIDriver:driveOutOfSilo(dt)
self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.TRANSPORT)
end
function ShovelAIDriver:driveUnloadingCourse(dt)
self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.TRANSPORT)
end
--- Is the unloading point reached for unloading in a trailer.
---@param positionDistLeft number moving distance left of shovel position
function ShovelAIDriver:isUnloadingPointReached(positionDistLeft)
if self.targetUnloadingNode then
local directionNode = self:getDirectionNode()
local shovelNode = self:getTargetNode()
local dischargeNode = self.currentDischargeNode.node
local inputAttacherJoints = self.shovel:getInputAttacherJoints()
local relevantAttacherJointNode = inputAttacherJoints[1].node
---offset between shovel attacherNode and dischargeNode
local nx,_,nz = localToLocal(relevantAttacherJointNode,dischargeNode,0,0,0)
---get the world coordinates
local ax,ay,az = localToWorld(dischargeNode,0,0,nz/2)
local bx,by,bz = localToWorld(relevantAttacherJointNode,0,0,0)
local dx,dy,dz = localToWorld(self.targetUnloadingNode,0,0,0)
local distance = courseplay:distance(dx,dz,ax,az)
if self:isShovelDebugActive() then
DebugUtil.drawDebugNode(relevantAttacherJointNode, 'relevantAttacherJointNode')
DebugUtil.drawDebugNode(self.targetUnloadingNode, 'exactFillRootNode')
DebugUtil.drawDebugNode(shovelNode, 'shovelNode')
DebugUtil.drawDebugNode(self:getDirectionNode(), 'driverNode')
end
self:shovelDebug("distanceToTrailer: %.2f, positionDistLeft: %.2f",distance,positionDistLeft)
--- Slow down the driver to reach the trailer with the position already reached.
local speed = MathUtil.clamp(2*(distance-positionDistLeft),0.5,self:getRecordedSpeed())
self:setSpeed(speed)
if distance < 1.2 then
return true
end
end
end
--- Driving to the trailer for unloading.
function ShovelAIDriver:driveToTrailer(dt)
local positionOkay,positionDistLeft = self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.PRE_UNLOADING)
if not positionOkay then
if self.settings.alwaysWaitForShovelPositions:get() then
--- Only wait for the shovel position, if the setting is true.
self:hold()
end
end
--- Waiting until the driver has reached the correct unloading position.
if self:isUnloadingPointReached(positionDistLeft) then
self:changeShovelState(self.states.UNLOADING_AT_TRAILER)
end
end
--- Driving to the unload trigger for unloading.
function ShovelAIDriver:driveToUnloadingTrigger(dt)
if not self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.PRE_UNLOADING) then
if self.settings.alwaysWaitForShovelPositions:get() then
--- Only wait for the shovel position, if the setting is true.
self:hold()
end
end
--- If an unload trigger was found (dischargeObject) then we drive 2 additional meters,
--- to make sure the unloading point is in the bounds of the trigger.
--- The calculation of the 2 additional meters is done by checking if the driver
--- has driven the additional meters.
if self.distanceTraveledUntilTriggerWasFound then
if self:getDistanceMovedSinceStart() - self.distanceTraveledUntilTriggerWasFound > 2 then
self:changeShovelState(self.states.UNLOADING_AT_TRIGGER)
self.distanceTraveledUntilTriggerWasFound = nil
end
elseif self.currentDischargeNode.dischargeObject then
self.distanceTraveledUntilTriggerWasFound = self:getDistanceMovedSinceStart()
end
end
--- Handles unloading in to trailers.
function ShovelAIDriver:unloadingAtTrailer(dt)
self:hold()
if self:getIsShovelEmpty() or self.currentDischargeNode.dischargeObject == nil or self.currentDischargeNode.dischargeFailedReason == Dischargeable.DISCHARGE_REASON_NO_FREE_CAPACITY then
self:setupDriveBackFromUnloadingPointCourse()
return
end
-- discharge node can unload and dischargeObject was found
if self.shovel:getCanDischargeToObject(self.currentDischargeNode) then
self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.UNLOADING)
end
end
--- Handles unloading in to triggers.
function ShovelAIDriver:unloadingAtTrigger(dt)
self:hold()
if self:getIsShovelEmpty() then
self:setupDriveBackFromUnloadingPointCourse()
return
end
local isUnloading = self.currentDischargeNode.isEffectActive
--- Discharge node can unload or dischargeObject was found.
if self.shovel:getCanDischargeToObject(self.currentDischargeNode) or self.currentDischargeNode.dischargeObject then
local objectAlmostFilled = self:isUnloadingTargetAlmostFilled()
local objectHasEnoughSpace = self:hasUnloadingTargetEnoughFreeSpace()
if objectAlmostFilled then
self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.PRE_UNLOADING)
return
end
if objectHasEnoughSpace and not isUnloading then
self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.UNLOADING)
return
end
if isUnloading then
self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.UNLOADING)
end
end
end
--- Driving back from the unloading point.
function ShovelAIDriver:driveBackFromUnloadingPoint(dt)
if not self:isWorkingToolPositionReached(dt,self.WORKING_TOOL_POSITIONS.PRE_UNLOADING) then
self:hold()
end
local currentIx = self.ppc:getCurrentWaypointIx()
if not self.course:isReverseAt(currentIx) then
self:changeShovelState(self.states.DRIVING_UNLOADING_COURSE)
end
end
--- If the driver is waiting for a trailer then create raycasts to search for trailers / triggers.
function ShovelAIDriver:updateTick(dt)
if self:isWaitingForTrailer() then
self:searchForUnloadingObjectRaycast()
end
BunkerSiloAIDriver.updateTick(self,dt)
end
--- Setups a driving to trailer course.
---@param trailer table
---@param exactFillRootNode number
function ShovelAIDriver:setupDrivingToTrailerCourse(trailer,exactFillRootNode)
local course = Course.createFromNodeToNode(self.vehicle, self:getDirectionNode(), exactFillRootNode, 0, 0, 5, 5, false)
local startIx = course:getNextFwdWaypointIxFromVehiclePosition(1,self:getDirectionNode(),2)
self:startCourse(course,startIx)
self.targetUnloadingNode = exactFillRootNode
self:changeShovelState(self.states.DRIVING_TO_TRAILER)
end
--- Setups a driving to unloading trigger course.
--- This is used to have the driver drive straight to the trigger,
--- as this is not always working,
--- the driver might try to reverse back before it can unload on the main course.
---@param trigger table
function ShovelAIDriver:setupDrivingToUnloadingTriggerCourse(trigger)
local x,_,z = getWorldTranslation(self:getDirectionNode())
local dx,_,dz = self.mainCourse:getWaypointPosition(self.emptyWaitPoint)
local course = Course.createFromTwoWorldPositions(self.vehicle, x, z, dx, dz, 0, 0, 5, 5, false)
local startIx = course:getNextFwdWaypointIxFromVehiclePosition(1,self:getDirectionNode(),2)
self:startCourse(course,startIx)
self.targetUnloadingNode = trigger:getFillUnitExactFillRootNode()
self:changeShovelState(self.states.DRIVING_TO_UNLOADING_TRIGGER)
end
--- Setups a driving back from unloading point course.
function ShovelAIDriver:setupDriveBackFromUnloadingPointCourse()
local nextIx = self.mainCourse:getNextRevWaypointIxFromVehiclePosition(self.emptyWaitPoint,self:getDirectionNode(),3)
self:startCourse(self.mainCourse,nextIx)
self:shovelDebug("Start drive back from unloading point course at %d",nextIx)
self:changeShovelState(self.states.DRIVING_BACK_FROM_UNLOADING_POINT)
end
--- Checks if the current dischargeObject has enough free space.
---@return boolean object has enough free space, freeSpace > self:getMinNeededFreeCapacity()
function ShovelAIDriver:hasUnloadingTargetEnoughFreeSpace()
local fillType = self.shovel:getDischargeFillType(self.currentDischargeNode)
local object = self.currentDischargeNode.dischargeObject
local freeSpace = object.getFillUnitFreeCapacity ~= nil and object:getFillUnitFreeCapacity(self.currentDischargeNode.dischargeFillUnitIndex, fillType, self.vehicle:getActiveFarm())
local minNeededFreeSpace = self:getFreeCapacityToStartUnloading()
if freeSpace then
if freeSpace >= minNeededFreeSpace then
self:shovelDebug("Free capacity: %.2f, min needed free capacity to start: %.2f",freeSpace,minNeededFreeSpace)
return true
end
else
return true
end
end
---Check if the current dischargeObject is almost filled ?
---@return boolean object is almost filled, free capacity < 300*1/self.shovel:getDischargeNodeEmptyFactor()
--- the factor is used to compensate for shovels that unload to fast
function ShovelAIDriver:isUnloadingTargetAlmostFilled()
local fillType = self.shovel:getDischargeFillType(self.currentDischargeNode)
local object = self.currentDischargeNode.dischargeObject
local freeCapacity = object.getFillUnitFreeCapacity ~= nil and object:getFillUnitFreeCapacity(self.currentDischargeNode.dischargeFillUnitIndex, fillType, self.vehicle:getActiveFarm())
local minNeededFreeSpace = self:getFreeCapacityToStopUnloading()
if freeCapacity and freeCapacity <= minNeededFreeSpace then
self:shovelDebug("Free capacity: %.2f, min needed free capacity : %.2f",freeCapacity,minNeededFreeSpace)
return true
end
end
---Get the minimum required free space to start unloading,
---so we are not constantly starting to unload and the stop again directly
---@return number minimum required free space, shovel min(capacity/5,fillLevel)
function ShovelAIDriver:getFreeCapacityToStartUnloading()
return math.min(2*self.shovel:getFillUnitCapacity(1)/5,self.shovel:getFillUnitFillLevel(1))
end
---Get the minimum required free space to continue unloading,
---so we are not constantly starting to unload and the stop again directly
---@return number minimum required free space, shovel min(capacity/5,fillLevel)
function ShovelAIDriver:getFreeCapacityToStopUnloading()
return math.min(self.shovel:getFillUnitCapacity(1)/5,self.shovel:getFillUnitFillLevel(1))
end
function ShovelAIDriver:getIsShovelFull()
return self.shovel:getFillUnitFillLevel(1) >= self.shovel:getFillUnitCapacity(1)*0.98
end
function ShovelAIDriver:getIsShovelEmpty()
return self.shovel:getFillUnitFillLevel(1) <= self.shovel:getFillUnitCapacity(1)*0.01
end
--- Creates raycasts for searching of trailers/triggers near the shovelEmptyPoint (first wait point).
function ShovelAIDriver:searchForUnloadingObjectRaycast()
local ix = self.emptyWaitPoint
local node = WaypointNode('proxyNode')
node:setToWaypoint(self.course, ix, true)
setRotation(node.node, 0, self.course:getWaypointYRotation(ix-1), 0)
local lx, lz = MathUtil.getDirectionFromYRotation(self.course:getWaypointYRotation(ix-1))
local ly = -5
for i=1,12 do
if self:isWaitingForTrailer() then
local x,y,z = localToWorld(node.node,0,8,i/2);
raycastAll(x, y, z, lx, ly, lz, "searchForUnloadingObjectRaycastCallback", 10, self);
if self:isShovelDebugActive() then
cpDebug:drawLine(x, y, z, 1, 0, 0, x+lx*10, y+ly*10, z+lz*10);
end;
end
end;
node:destroy()
end
--- Raycast callback for searching of trailers/triggers near the shovelEmptyPoint (first wait point).
function ShovelAIDriver:searchForUnloadingObjectRaycastCallback(transformId, x, y, z, distance, nx, ny, nz, subShapeIndex, hitShapeId)
local object = g_currentMission:getNodeObject(transformId)
local unloadTriggers = Triggers.getUnloadingTriggers()
local baleUnloadTriggers = Triggers.getBaleUnloadTriggers()
local trigger = unloadTriggers[transformId] or baleUnloadTriggers[transformId]
--- Has the target already been hit ?
if not self:isWaitingForTrailer() then
return
end
if object then
--is object a vehicle, trailer,...
if object:isa(Vehicle) then
--check if the vehicle is stopped
local rootVehicle = object:getRootVehicle()
if not AIDriverUtil.isStopped(rootVehicle) then
return
end
--object supports filltype, bassicly trailer and so on
if object.getFillUnitSupportsToolType then
for fillUnitIndex,fillUnit in pairs(object:getFillUnits()) do
--object supports filling by shovel
local allowedToFillByShovel = object:getFillUnitSupportsToolType(fillUnitIndex, ToolType.DISCHARGEABLE)
local fillType = self.shovel:getDischargeFillType(self.currentDischargeNode)
--object supports fillType
local supportedFillType = object:getFillUnitSupportsFillType(fillUnitIndex,fillType)
if allowedToFillByShovel then
self:shovelDebug("allowedToFillByShovel")
if supportedFillType then
--valid trailer/ fillableObject found
local exactFillRootNode = object:getFillUnitExactFillRootNode(fillUnitIndex) or object.rootNode
self:shovelDebug("supportedFillType")
self:shovelDebug("Trailer found!")
self:setupDrivingToTrailerCourse(object,exactFillRootNode)
return
else
self:shovelDebug("not supportedFillType")
end
else
self:shovelDebug("not allowedToFillByShovel")
end
end
else
self:shovelDebug("FillUnit not found!")
end
return
elseif trigger then
self:shovelDebug("UnloadTrigger found!")
if trigger.getIsFillTypeAllowed and trigger.getIsToolTypeAllowed then
local fillType = self.shovel:getDischargeFillType(self.currentDischargeNode)
if trigger:getIsFillTypeAllowed(fillType) and trigger:getIsToolTypeAllowed(ToolType.DISCHARGEABLE) then
self:shovelDebug("UnloadTrigger is valid!")
self:setupDrivingToUnloadingTriggerCourse(trigger)
end
end
end
else
self:shovelDebug("Nothing found!")
return
end
end
function ShovelAIDriver:changeShovelState(newState)
if self.shovelState ~= newState then
self.shovelState = newState
self:siloDebug("New siloState => %s",newState.name)
end
end
function ShovelAIDriver:isShovelDebugActive()
return courseplay.debugChannels[courseplay.DBG_MODE_9]
end
function ShovelAIDriver:shovelDebug(...)
courseplay.debugVehicle(self.shovelDebugChannel, self.vehicle,...)
end
function ShovelAIDriver:getWorkingToolPositionsSetting()
return self.settings.frontloaderToolPositions
end
function ShovelAIDriver:getTargetNode()
return self.shovel.spec_shovel.shovelNodes[1].node
end
--- The driver always drives into the silo forwards.
function ShovelAIDriver:isDriveDirectionReverse()
return false
end
--- Only allows filled silos/heaps.
function ShovelAIDriver:isEmptySiloAllowed()
return false
end
--- Enables heap search.
function ShovelAIDriver:isHeapSearchAllowed()
return true
end
function ShovelAIDriver:getBestTarget()
return self.bunkerSiloManager:getBestTargetFillUnitFillUp()
end
--- If max silo fillLevel is reached, then continue with the main course.
function ShovelAIDriver:getCanContinueDrivingSiloCourse()
return not self:getIsShovelFull()
end
--- Let the driver reverse a bit to have more room for driving into the silo.
--- Only if the silo isn't a heap silo and the target is near a bunker wall.
---@param bestTarget table first target for driving into the silo.
function ShovelAIDriver:isStartDistanceToSiloNeeded(bestTarget)
local numColumn = self.bunkerSiloManager:getNumberOfColumns()
return not self.bunkerSiloManager:isHeapSiloMap() and self:isBestTargetAtBunkerWall(bestTarget) and bestTarget.line <= math.ceil(numColumn/2)
end
--- Is the silo target at a bunker wall ?
---@param bestTarget table first target for driving into the silo.
function ShovelAIDriver:isBestTargetAtBunkerWall(bestTarget)
return bestTarget.column == 1 or bestTarget.column == self.bunkerSiloManager:getNumberOfColumns()
end
--- Disables stopping at wait points by the AIDriver, as it gets handled separately.
function ShovelAIDriver:isStoppingAtWaitPointAllowed()
return false
end
function ShovelAIDriver:onEndCourse()
--- Only handle ending of course if they were created relative to the bunker silo.
if self:isDrivingUnloadingCourse() then
BunkerSiloAIDriver.onEndCourse(self)
end
end
function ShovelAIDriver:onWaypointPassed(ix)
--- If the distance to the shovel empty point is less than 5m, then search for trailers/ triggers.
if self:getCanUnload() and self.emptyWaitPoint and self.ppc:getCurrentWaypointIx() < self.emptyWaitPoint then
self.lastDistanceToEmptyPoint = self.course:getDistanceBetweenWaypoints(self.ppc:getCurrentWaypointIx(), self.emptyWaitPoint)
if self.lastDistanceToEmptyPoint < self.WAIT_DISTANCE_TO_THE_UNLOAD_POINT then
self:changeShovelState(self.states.WAITING_FOR_TRAILER)
end
else
self.lastDistanceToEmptyPoint = math.huge
end
BunkerSiloAIDriver.onWaypointPassed(self,ix)
end
--- Is Looking for an unload point allowed ?
--- Only when the driver isn't driving into/out of silo and isn't driving on an alignment course [not self:hasNextCourse()].
function ShovelAIDriver:getCanUnload()
return not self:getIsShovelEmpty() and self:isDrivingUnloadingCourse() and self:isDrivingNormalCourse() and not self:hasNextCourse()
end
function ShovelAIDriver:isTrafficConflictDetectionEnabled()
return BunkerSiloAIDriver.isTrafficConflictDetectionEnabled(self) and self.shovelState.properties.checkForTrafficConflict
end
function ShovelAIDriver:isProximitySwerveEnabled()
return BunkerSiloAIDriver.isProximitySwerveEnabled(self) and self.shovelState.properties.enableProximitySwerve
end
function ShovelAIDriver:isProximitySpeedControlEnabled()
return BunkerSiloAIDriver.isProximitySpeedControlEnabled(self) and self.shovelState.properties.enableProximitySpeedControl
end
function ShovelAIDriver:isCollisionDetectionEnabled()
return self.shovelState.properties.checkForTrafficConflict and self.lastDistanceToEmptyPoint > self.DISABLE_TRAFFIC_DETECTION_DISTANCE
end
function ShovelAIDriver:isAlignmentCourseNeeded(course, ix)
return AIDriver.isAlignmentCourseNeeded(self,course, ix)
end