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mode9.lua
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mode9.lua
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--[[
handles "mode9": Fill and empty shovel
--------------------------------------
0) Course setup:
a) Start in front of silo
b) drive forward, set waiting point #1
c) drive forwards through silo, at end set waiting point #2
d) drive reverse (back through silo) and turn at end
e) drive forwards to bunker, set waiting point #3 and unload
f) drive backwards, turn, drive forwards until before start
1) drive course until waiting point #1 - set shovel to "filling" rotation
2) [repeat] if lastFillLevel == currentFillLevel: drive ahead until is filling
2b) if waiting point #2 is reached, area is empty -> stop work
3) if currentFillLevel == 100: set shovel to "transport" rotation, find closest point that's behind tractor, drive course from there
4) drive course forwards until waiting point #3 - set shovel to "empty" rotation
5) drive course with recorded direction (most likely in reverse) until end - continue and repeat to 1)
NOTE: rotation: movingTool.curRot[1] (only x-axis) / translation: movingTool.curTrans[3] (only z-axis)
]]
function courseplay:handle_mode9(vehicle, fillLevelPct, allowedToDrive,lx,lz, dt)
--state 1: goto BunkerSilo
--state 2: get ready to load / loading
--state 3: transport to BGA
--state 4: get ready to unload
--state 5: unload
--state 6: leave BGA
--state 7: wait for Trailer 10 before EmptyPoint
if vehicle.cp.totalCapacity == nil or vehicle.cp.totalCapacity == 0 then --NOTE: query here instead of getCanUseAiMode() as tipperCapacity doesn't exist until drive() has been run
courseplay:setInfoText(vehicle, 'COURSEPLAY_SHOVEL_NOT_FOUND');
return false;
end;
--get moving tools (only once after starting)
if vehicle.cp.movingToolsPrimary == nil then
vehicle.cp.movingToolsPrimary, vehicle.cp.movingToolsSecondary = courseplay:getMovingTools(vehicle);
end;
local mt, secondary = vehicle.cp.movingToolsPrimary, vehicle.cp.movingToolsSecondary;
if vehicle.cp.waypointIndex == 1 and vehicle.cp.shovelState ~= 6 then --backup for missed approach
courseplay:setShovelState(vehicle, 1, 'backup');
courseplay:setIsLoaded(vehicle, false);
end;
-- STATE 1: DRIVE TO BUNKER SILO (1st waiting point)
if vehicle.cp.shovelState == 1 then
if vehicle.cp.waypointIndex + 1 > vehicle.cp.shovelFillStartPoint then
if courseplay:checkAndSetMovingToolsPosition(vehicle, mt, secondary, vehicle.cp.shovelStatePositions[2], dt) then
courseplay:setShovelState(vehicle, 2);
end;
if fillLevelPct >= 98 then
vehicle.cp.shovel:setFillLevel(vehicle.cp.shovel.cp.capacity * 0.97, vehicle.cp.shovel.cp.fillType);
end;
if vehicle.cp.mode9TargetSilo == nil then
courseplay:debug(('%s: vehicle.cp.mode9TargetSilo = nil call getTargetBunkerSilo'):format(nameNum(vehicle)), 10);
vehicle.cp.mode9TargetSilo = courseplay:getMode9TargetBunkerSilo(vehicle)
end
if vehicle.cp.mode9TargetSilo then
if vehicle.cp.BunkerSiloMap == nil then
courseplay:debug(('%s: vehicle.cp.mode9TargetSilo = %s call createMap'):format(nameNum(vehicle),tostring(vehicle.cp.mode9TargetSilo.saveId)), 10);
vehicle.cp.BunkerSiloMap = courseplay:createBunkerSiloMap(vehicle, vehicle.cp.mode9TargetSilo)
if vehicle.cp.BunkerSiloMap ~= nil then
local stopSearching = false
local mostFillLevelAtLine = 0
local mostFillLevelIndex = 2
for lineIndex, line in pairs(vehicle.cp.BunkerSiloMap) do
if stopSearching then
break
end
mostFillLevelAtLine = 0
for column, fillUnit in pairs(line) do
if mostFillLevelAtLine < fillUnit.fillLevel then
mostFillLevelAtLine = fillUnit.fillLevel
mostFillLevelIndex = column
end
if column == #line and mostFillLevelAtLine > 0 then
fillUnit = line[mostFillLevelIndex]
if vehicle.cp.mode9SavedLastFillLevel == courseplay:round(fillUnit.fillLevel,1) then
courseplay:debug(('%s triesTheSameFillUnit fillLevel: %s'):format(nameNum(vehicle),tostring(vehicle.cp.mode9SavedLastFillLevel)),10)
vehicle.cp.mode9triesTheSameFillUnit = true
end
vehicle.cp.actualTarget = {
line = lineIndex;
column = mostFillLevelIndex;
}
vehicle.cp.mode9SavedLastFillLevel = courseplay:round(fillUnit.fillLevel,1)
stopSearching = true
break
end
end
end
end
else
end
end
end;
-- STATE 2: PREPARE LOADING
elseif vehicle.cp.shovelState == 2 then
if vehicle.cp.mode9TargetSilo and vehicle.cp.BunkerSiloMap and vehicle.cp.actualTarget then
local targetUnit = vehicle.cp.BunkerSiloMap[vehicle.cp.actualTarget.line][vehicle.cp.actualTarget.column]
local cx , cz = targetUnit.cx, targetUnit.cz
local nx,ny,nz = getWorldTranslation(vehicle.cp.shovel.shovelTipReferenceNode)
local _,_,backUpZ = worldToLocal(vehicle.cp.DirectionNode, cx , targetUnit.y , cz); -- its the savety switch in case I miss the point
local distanceToTarget = courseplay:distance(nx, nz, cx, cz) --distance from shovel to target
if distanceToTarget < 1 or backUpZ < 2 then
vehicle.cp.actualTarget.line = math.min(vehicle.cp.actualTarget.line + 1,#vehicle.cp.BunkerSiloMap)
vehicle.cp.mode9triesTheSameFillUnit = false
end
if vehicle.cp.mode9triesTheSameFillUnit and distanceToTarget < 3 then
local takenFromGround = TipUtil.removeFromGroundByArea(targetUnit.sx, targetUnit.sz, targetUnit.wx, targetUnit.wz, targetUnit.hx, targetUnit.hz, targetUnit.fillType)
if takenFromGround > 0 then
vehicle.cp.shovel:setUnitFillLevel(1, takenFromGround + vehicle.cp.shovel:getFillLevel(targetUnit.fillType), 0, true)
courseplay:debug(('%s couldnt get the material -> remove %s fromArea'):format(nameNum(vehicle),tostring(takenFromGround)),10)
end
end
lx,lz = AIVehicleUtil.getDriveDirection(vehicle.cp.DirectionNode, cx, targetUnit.y, cz);
end
if vehicle.cp.shovelStopAndGo then
if vehicle.cp.shovelLastFillLevel == nil then
vehicle.cp.shovelLastFillLevel = fillLevelPct;
elseif vehicle.cp.shovelLastFillLevel ~= nil and fillLevelPct == vehicle.cp.shovelLastFillLevel and fillLevelPct < 100 then
--allowedToDrive = true;
elseif vehicle.cp.shovelLastFillLevel ~= nil and vehicle.cp.shovelLastFillLevel ~= fillLevelPct then
allowedToDrive = false;
end;
vehicle.cp.shovelLastFillLevel = fillLevelPct;
end;
--vv TODO checkif its a Giants Bug the Shovel never gets 100%
if fillLevelPct >= 99 or vehicle.cp.isLoaded then
if not vehicle.cp.isLoaded then
for i=vehicle.cp.waypointIndex, vehicle.cp.numWaypoints do
local _,ty,_ = getWorldTranslation(vehicle.cp.DirectionNode);
local _,_,z = worldToLocal(vehicle.cp.DirectionNode, vehicle.Waypoints[i].cx , ty , vehicle.Waypoints[i].cz);
if z < -3 and vehicle.Waypoints[i].rev then
--print("z taken: "..tostring(z));
courseplay:setWaypointIndex(vehicle, i + 1);
courseplay:setIsLoaded(vehicle, true);
break;
end;
end;
else
if courseplay:checkAndSetMovingToolsPosition(vehicle, mt, secondary, vehicle.cp.shovelStatePositions[3], dt) then
courseplay:setShovelState(vehicle, 3);
else
allowedToDrive = false;
end;
end;
end;
-- STATE 3: TRANSPORT TO BGA
elseif vehicle.cp.shovelState == 3 then
local p = vehicle.cp.shovelFillStartPoint
local _,y,_ = getWorldTranslation(vehicle.cp.DirectionNode);
local _,_,z = worldToLocal(vehicle.cp.DirectionNode, vehicle.Waypoints[p].cx ,y, vehicle.Waypoints[p].cz);
if vehicle.cp.BunkerSiloMap ~= nil and vehicle.Waypoints[vehicle.cp.waypointIndex].rev and z < -5 then
lx, lz = AIVehicleUtil.getDriveDirection(vehicle.cp.DirectionNode, vehicle.Waypoints[p].cx, y, vehicle.Waypoints[p].cz);
end
if vehicle.cp.previousWaypointIndex + 4 > vehicle.cp.shovelEmptyPoint then
if courseplay:checkAndSetMovingToolsPosition(vehicle, mt, secondary, vehicle.cp.shovelStatePositions[4], dt) then
vehicle.cp.shovel.trailerFound = nil;
vehicle.cp.shovel.objectFound = nil;
courseplay:setShovelState(vehicle, 7);
end;
end;
-- STATE 7: WAIT FOR TRAILER 10m BEFORE EMPTYING POINT
elseif vehicle.cp.shovelState == 7 then
local p = vehicle.cp.shovelEmptyPoint;
local _,ry,_ = getWorldTranslation(vehicle.cp.DirectionNode);
local nx, nz = AIVehicleUtil.getDriveDirection(vehicle.cp.DirectionNode, vehicle.Waypoints[p].cx, ry, vehicle.Waypoints[p].cz);
local lx,ly,lz = localDirectionToWorld(vehicle.cp.DirectionNode, nx, 0, nz);
for i=6,12 do
local x,y,z = localToWorld(vehicle.cp.DirectionNode,0,4,i);
raycastAll(x, y, z, lx, -1, lz, "findTrailerRaycastCallback", 10, vehicle.cp.shovel);
if courseplay.debugChannels[10] then
drawDebugLine(x, y, z, 1, 0, 0, x+lx*10, y-10, z+lz*10, 1, 0, 0);
end;
end;
local ox, _, oz = worldToLocal(vehicle.cp.DirectionNode, vehicle.Waypoints[p].cx, ry, vehicle.Waypoints[p].cz);
local distance = Utils.vector2Length(ox, oz);
if vehicle.cp.shovel.trailerFound == nil and vehicle.cp.shovel.objectFound == nil and distance < 10 then
allowedToDrive = false;
elseif distance < 10 then
vehicle.cp.shovel.trailerFound = nil;
vehicle.cp.shovel.objectFound = nil;
courseplay:setShovelState(vehicle, 4);
end;
-- STATE 4: PREPARE UNLOADING
elseif vehicle.cp.shovelState == 4 then
local x,y,z = localToWorld(vehicle.cp.shovel.shovelTipReferenceNode,0,0,-1);
local emptySpeed = vehicle.cp.shovel:getShovelEmptyingSpeed();
if emptySpeed == 0 then
raycastAll(x, y, z, 0, -1, 0, "findTrailerRaycastCallback", 10, vehicle.cp.shovel);
end;
if vehicle.cp.shovel.trailerFound ~= nil or vehicle.cp.shovel.objectFound ~= nil or emptySpeed > 0 then
--print("trailer/object found");
local unloadAllowed = vehicle.cp.shovel.trailerFoundSupported or vehicle.cp.shovel.objectFoundSupported;
if unloadAllowed then
if courseplay:checkAndSetMovingToolsPosition(vehicle, mt, secondary, vehicle.cp.shovelStatePositions[5], dt) then
courseplay:setShovelState(vehicle, 5);
else
allowedToDrive = false;
end;
else
allowedToDrive = false;
end;
end;
-- STATE 5: UNLOADING
elseif vehicle.cp.shovelState == 5 then
--courseplay:handleSpecialTools(vehicle,workTool,unfold,lower,turnOn,allowedToDrive,cover,unload)
courseplay:handleSpecialTools(vehicle,vehicle,true,nil,nil,nil,nil,nil)
if vehicle.cp.shovel.trailerFound then
courseplay:setOwnFillLevelsAndCapacities(vehicle.cp.shovel.trailerFound)
end
local stopUnloading = vehicle.cp.shovel.trailerFound ~= nil and vehicle.cp.shovel.trailerFound.cp.fillLevel >= vehicle.cp.shovel.trailerFound.cp.capacity;
if fillLevelPct <= 1 or stopUnloading then
if courseplay:checkAndSetMovingToolsPosition(vehicle, mt, secondary, vehicle.cp.shovelStatePositions[4], dt) then
if vehicle.cp.isLoaded then
for i = vehicle.cp.waypointIndex,vehicle.cp.numWaypoints do
if vehicle.Waypoints[i].rev then
courseplay:setIsLoaded(vehicle, false);
courseplay:setWaypointIndex(vehicle, i);
break;
end;
end;
end;
if not vehicle.Waypoints[vehicle.cp.waypointIndex].rev then
courseplay:setShovelState(vehicle, 6);
end
else
allowedToDrive = false;
end;
else
allowedToDrive = false;
end;
-- STATE 6: RETURN FROM BGA TO START POINT
elseif vehicle.cp.shovelState == 6 then
courseplay:handleSpecialTools(vehicle,vehicle,false,nil,nil,nil,nil,nil);
courseplay:checkAndSetMovingToolsPosition(vehicle, mt, secondary, vehicle.cp.shovelStatePositions[3], dt);
if vehicle.cp.waypointIndex == 1 then
vehicle.cp.BunkerSiloMap = nil
vehicle.cp.actualTarget = nil
courseplay:setShovelState(vehicle, 1);
end;
end;
return allowedToDrive , lx,lz;
end;
function courseplay:setShovelState(vehicle, state, extraText)
vehicle.cp.shovelState = state;
if courseplay.debugChannels[10] then
if extraText then
courseplay:debug(('%s: set shovel state to %d (%s)'):format(nameNum(vehicle), state, extraText), 10);
else
courseplay:debug(('%s: set shovel state to %d'):format(nameNum(vehicle), state), 10);
end;
end;
end;
function courseplay:getCurrentMovingToolsPosition(vehicle, movingTools, secondary , fixIndex) --NOTE: still needed for saveShovelPosition()
if movingTools == nil then
print(nameNum(vehicle) .. ': courseplay:getCurrentMovingToolsPosition() return nil');
return nil;
end;
local rotAxis, transAxis = 1, 3; -- 1 = x, 3 = z;
local curRot, curTrans = {}, {};
if fixIndex then
rotAxis = 3
local mt = movingTools[fixIndex]
if mt.curRot and mt.curRot[rotAxis] then
table.insert(curRot, mt.curRot[rotAxis]);
end;
if mt.curTrans and mt.curTrans[transAxis] then
table.insert(curTrans, mt.curTrans[transAxis]);
end;
else
for i,mt in pairs(movingTools) do
if mt.curRot and mt.curRot[rotAxis] then
table.insert(curRot, mt.curRot[rotAxis]);
end;
if mt.curTrans and mt.curTrans[transAxis] then
table.insert(curTrans, mt.curTrans[transAxis]);
end;
end;
if secondary ~= nil then
for i,mt in pairs(secondary) do
if mt.curRot and mt.curRot[rotAxis] then
table.insert(curRot, mt.curRot[rotAxis]);
end;
if mt.curTrans and mt.curTrans[transAxis] then
table.insert(curTrans, mt.curTrans[transAxis]);
end;
end;
end;
end
return curRot, curTrans;
end;
function courseplay:checkAndSetMovingToolsPosition(vehicle, movingTools, secondaryMovingTools, targetPositions, dt ,fixIndex)
local targetRotations, targetTranslations = targetPositions.rot, targetPositions.trans;
local changed = false;
local numPrimaryMovingTools = #movingTools;
local rotAxis, transAxis = 1, 3; -- 1 = x, 3 = z;
for i=1,#targetRotations do
local mt, mtMainObject;
if fixIndex then
rotAxis = 3
mt = movingTools[fixIndex];
mtMainObject = vehicle
else
if i <= numPrimaryMovingTools then
mt = movingTools[i];
mtMainObject = vehicle;
else
mt = secondaryMovingTools[i - numPrimaryMovingTools];
mtMainObject = vehicle.cp.shovel;
end;
end
if mt == nil then
break
end
local curRot = mt.curRot[rotAxis];
local curTrans = mt.curTrans[transAxis];
local targetRot = targetRotations[i];
local targetTrans = targetTranslations[i];
if courseplay:round(curRot, 4) ~= courseplay:round(targetRot, 4) or courseplay:round(curTrans, 3) ~= courseplay:round(targetTrans, 3) then
local newRot, newTrans;
-- ROTATION
local rotDir = Utils.sign(targetRot - curRot);
if mt.node and rotDir and rotDir ~= 0 then
local rotChange = mt.rotSpeed ~= nil and (mt.rotSpeed * dt) or (0.2/dt);
newRot = curRot + (rotChange * rotDir)
if (rotDir == 1 and newRot > targetRot) or (rotDir == -1 and newRot < targetRot) then
newRot = targetRot;
end;
if newRot ~= curRot then
courseplay:debug(string.format('%s: movingTool %d: curRot=%.5f, targetRot=%.5f -> newRot=%.5f', nameNum(vehicle), i, curRot, targetRot, newRot), 10);
mt.curRot[rotAxis] = newRot;
setRotation(mt.node, unpack(mt.curRot));
if mt.delayedNode ~= nil then
mt.delayedUpdates = 2;
Cylindered.setDelayedNodeRotation(vehicle, mt);
end
changed = true;
end;
end;
-- TRANSLATION
if mt.transSpeed ~= nil then --only change values if transSpeed actually exists
-- local transSpeed = mt.transSpeed * dt;
local transDir = Utils.sign(targetTrans - curTrans);
if mt.node and mt.transMin and mt.transMax and transDir and transDir ~= 0 then
local transChange = math.min(mt.transSpeed, 0.001) * dt; -- maximum: 1mm/ms (1m/s)
newTrans = Utils.clamp(curTrans + (transChange * transDir), mt.transMin, mt.transMax);
if (transDir == 1 and newTrans > targetTrans) or (transDir == -1 and newTrans < targetTrans) then
newTrans = targetTrans;
end;
if newTrans ~= curTrans and newTrans >= mt.transMin and newTrans <= mt.transMax then
courseplay:debug(string.format('%s: movingTool %d: curTrans=%.5f, targetTrans=%.5f -> newTrans=%.5f', nameNum(vehicle), i, curTrans, targetTrans, newTrans), 10);
mt.curTrans[transAxis] = newTrans;
setTranslation(mt.node, unpack(mt.curTrans));
if mt.delayedNode ~= nil then
mt.delayedUpdates = 2;
Cylindered.setDelayedNodeTranslation(vehicle, mt);
end
changed = true;
end;
end;
end;
-- DIRTY FLAGS (movingTool)
-- TODO: check if Cylindered.setMovingToolDirty() is better here
if changed then
if vehicle.cp.attachedFrontLoader ~= nil then
Cylindered.setDirty(vehicle.cp.attachedFrontLoader, mt);
else
Cylindered.setDirty(mtMainObject, mt);
end
vehicle:raiseDirtyFlags(mtMainObject.cylinderedDirtyFlag);
end;
end;
end;
-- DIRTY FLAGS (movingParts)
if changed then
if vehicle.activeDirtyMovingParts then
for _, part in pairs(vehicle.activeDirtyMovingParts) do
Cylindered.setDirty(vehicle, part);
end;
end;
if vehicle.cp.shovel and vehicle.cp.shovel.activeDirtyMovingParts then
for _, part in pairs(vehicle.cp.shovel.activeDirtyMovingParts) do
Cylindered.setDirty(vehicle.cp.shovel, part);
end;
end;
end;
return not changed;
end;
function courseplay:getMovingTools(vehicle)
local primaryMovingTools, secondaryMovingTools;
local frontLoader, shovel ,pipe = 0, 0;
for i=1, #(vehicle.attachedImplements) do
if vehicle.attachedImplements[i].object.cp.hasSpecializationShovel then
shovel = i;
elseif courseplay:isFrontloader(vehicle.attachedImplements[i].object) then
frontLoader = i;
else
pipe = i;
end;
end;
courseplay:debug(('%s: getMovingTools(): frontLoader index=%d, shovel index=%d'):format(nameNum(vehicle), frontLoader, shovel), 10);
if shovel ~= 0 then
primaryMovingTools = vehicle.movingTools;
secondaryMovingTools = vehicle.attachedImplements[shovel].object.movingTools;
vehicle.cp.shovel = vehicle.attachedImplements[shovel].object;
courseplay:debug((' [1] primaryMt=%s, secondaryMt=%s, shovel=%s'):format(nameNum(vehicle), nameNum(vehicle.attachedImplements[shovel].object), nameNum(vehicle.cp.shovel)), 10);
elseif frontLoader ~= 0 then
local object = vehicle.attachedImplements[frontLoader].object;
vehicle.cp.attachedFrontLoader = object
primaryMovingTools = object.movingTools;
if object.attachedImplements[1] ~= nil then
secondaryMovingTools = object.attachedImplements[1].object.movingTools;
vehicle.cp.shovel = object.attachedImplements[1].object;
end;
courseplay:debug((' [2] attachedFrontLoader=%s, primaryMt=%s, secondaryMt=%s, shovel=%s'):format(nameNum(object), nameNum(object), nameNum(object.attachedImplements[1].object), nameNum(vehicle.cp.shovel)), 10);
elseif pipe ~= 0 then
primaryMovingTools = vehicle.attachedImplements[i].object.movingTools;
else
primaryMovingTools = vehicle.movingTools;
vehicle.cp.shovel = vehicle;
courseplay:debug((' [3] primaryMt=%s, shovel=%s'):format(nameNum(vehicle), nameNum(vehicle.cp.shovel)), 10);
end;
return primaryMovingTools, secondaryMovingTools;
end;
function courseplay:createBunkerSiloMap(vehicle, Silo,width, height)
local sx,sz = Silo.bunkerSiloArea.sx,Silo.bunkerSiloArea.sz;
local wx,wz = Silo.bunkerSiloArea.wx,Silo.bunkerSiloArea.wz;
local hx,hz = Silo.bunkerSiloArea.hx,Silo.bunkerSiloArea.hz;
local sy = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, sx, 1, sz);
local bunkerWidth = courseplay:distance(sx,sz, wx, wz)
local bunkerLength = courseplay:distance(sx,sz, hx, hz)
local startDistance = courseplay:distanceToPoint(vehicle, sx, sy, sz)
local endDistance = courseplay:distanceToPoint(vehicle, hx, sy, hz)
local widthCount = math.floor(bunkerWidth/vehicle.cp.workWidth)
local heightCount = math.floor(bunkerLength/vehicle.cp.workWidth)
courseplay:debug(('%s: Bunkersilo will be devided in %d lines and %d columns'):format(nameNum(vehicle), heightCount, widthCount), 10);
local heightLengthX = (Silo.bunkerSiloArea.hx-Silo.bunkerSiloArea.sx)/heightCount
local heightLengthZ = (Silo.bunkerSiloArea.hz-Silo.bunkerSiloArea.sz)/heightCount
local widthLengthX = (Silo.bunkerSiloArea.wx-Silo.bunkerSiloArea.sx)/widthCount
local widthLengthZ = (Silo.bunkerSiloArea.wz-Silo.bunkerSiloArea.sz)/widthCount
local map = {}
for heightIndex = 1,heightCount do
map[heightIndex]={}
for widthIndex = 1,widthCount do
local newWx = sx + widthLengthX
local newWz = sz + widthLengthZ
local newHx = sx + heightLengthX
local newHz = sz + heightLengthZ
local wY = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, newWx, 1, newWz);
local hY = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, newHx, 1, newHz);
local fillType = TipUtil.getFillTypeAtLine(newWx, wY, newWz, newHx, hY, newHz, 5)
local newFillLevel = TipUtil.getFillLevelAtArea(fillType, sx, sz, newWx, newWz, newHx, newHz )
local cx = sx + (widthLengthX/2) + (heightLengthX/2) + ((widthLengthX/(2*widthCount))*(2-widthIndex))
local cz = sz + (widthLengthZ/2) + (heightLengthZ/2) + ((widthLengthZ/(2*widthCount))*(2-widthIndex))
map[heightIndex][widthIndex] ={
sx = sx;
sz = sz;
y = wY;
wx = newWx;
wz = newWz;
hx = newHx;
hz = newHz;
cx = cx;
cz = cz;
fillLevel = newFillLevel;
fillType = fillType;
}
sx = map[heightIndex][widthIndex].wx
sz = map[heightIndex][widthIndex].wz
end
sx = map[heightIndex][1].hx
sz = map[heightIndex][1].hz
end
--invert table
if endDistance < startDistance then
courseplay:debug(('%s: Bunkersilo will be approached from the back -> turn map'):format(nameNum(vehicle)), 10);
local newMap = {}
local lineCounter = #map
for lineIndex=1,lineCounter do
local newLineIndex = lineCounter+1-lineIndex;
--print(string.format("put line%s into line%s",tostring(lineIndex),tostring(newLineIndex)))
newMap[newLineIndex]={}
local columnCount = #map[lineIndex]
for columnIndex =1, columnCount do
--print(string.format(" put column%s into column%s",tostring(columnIndex),tostring(columnCount+1-columnIndex)))
newMap[newLineIndex][columnCount+1-columnIndex] = map[lineIndex][columnIndex]
end
end
map = newMap
end
return map
end
function courseplay:getMode9TargetBunkerSilo(vehicle)
local pointIndex = vehicle.cp.shovelFillStartPoint+1
local x,z = vehicle.Waypoints[pointIndex].cx,vehicle.Waypoints[pointIndex].cz
local tx,tz = x,z + 0.50
if g_currentMission.bunkerSilos ~= nil then
for _, bunker in pairs(g_currentMission.bunkerSilos) do
local x1,z1 = bunker.bunkerSiloArea.sx,bunker.bunkerSiloArea.sz
local x2,z2 = bunker.bunkerSiloArea.wx,bunker.bunkerSiloArea.wz
local x3,z3 = bunker.bunkerSiloArea.hx,bunker.bunkerSiloArea.hz
if Utils.hasRectangleLineIntersection2D(x1,z1,x2-x1,z2-z1,x3-x1,z3-z1,x,z,tx-x,tz-z) then
return bunker
end
end
else
return false
end
return false
end