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CombineAIDriver.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 CombineAIDriver : UnloadableFieldworkAIDriver
CombineAIDriver = CpObject(UnloadableFieldworkAIDriver)
-- chopper: 0= pipe folded (really? isn't this 1?), 2,= autoaiming; combine: 1 = closed 2= open
CombineAIDriver.PIPE_STATE_MOVING = 0
CombineAIDriver.PIPE_STATE_CLOSED = 1
CombineAIDriver.PIPE_STATE_OPEN = 2
-- fill level when we start making a pocket to unload if we are on the outermost headland
CombineAIDriver.pocketFillLevelFullPercentage = 95
CombineAIDriver.myStates = {
PULLING_BACK_FOR_UNLOAD = {},
WAITING_FOR_UNLOAD_AFTER_PULLED_BACK = {},
RETURNING_FROM_PULL_BACK = {},
REVERSING_TO_MAKE_A_POCKET = {},
MAKING_POCKET = {},
WAITING_FOR_UNLOAD_IN_POCKET = {},
WAITING_FOR_UNLOAD_AFTER_FIELDWORK_ENDED = {},
WAITING_FOR_UNLOADER_TO_LEAVE = {},
RETURNING_FROM_POCKET = {},
DRIVING_TO_SELF_UNLOAD = {},
SELF_UNLOADING = {},
DRIVING_TO_SELF_UNLOAD_AFTER_FIELDWORK_ENDED = {},
SELF_UNLOADING_AFTER_FIELDWORK_ENDED = {},
RETURNING_FROM_SELF_UNLOAD = {}
}
function CombineAIDriver:init(vehicle)
courseplay.debugVehicle(11, vehicle, 'CombineAIDriver:init()')
UnloadableFieldworkAIDriver.init(self, vehicle)
self:initStates(CombineAIDriver.myStates)
self.fruitLeft, self.fruitRight = 0, 0
self.litersPerMeter = 0
self.fillLevelAtLastWaypoint = 0
self.beaconLightsActive = false
self.lastEmptyTimestamp = 0
self.pipeOffsetX = 0
if self.vehicle.spec_combine then
self.combine = self.vehicle.spec_combine
else
local combineImplement = FieldworkAIDriver.getImplementWithSpecialization(self.vehicle, Combine)
if combineImplement then
self.combine = combineImplement.spec_combine
else
self:error('Vehicle is not a combine and could not find implement with spec_combine')
end
end
if self.vehicle.spec_pipe then
self.pipe = self.vehicle.spec_pipe
else
local implementWithPipe = FieldworkAIDriver.getImplementWithSpecialization(self.vehicle, Pipe)
if implementWithPipe then
self.pipe = implementWithPipe.spec_pipe
else
self:info('Could not find implement with pipe')
end
end
if self.pipe then
local dischargeNode = self.combine:getCurrentDischargeNode()
local dx, _, _ = localToLocal(dischargeNode.node, self.vehicle.rootNode, 0, 0, 0)
self.pipeOnLeftSide = dx > 0
self:debug('Pipe on left side %s', tostring(self.pipeOnLeftSide))
-- check the pipe length:
-- unfold everything, open the pipe, check the side offset, then close pipe, fold everything back (if it was folded)
local wasFolded, wasClosed
if self.vehicle.spec_foldable then
wasFolded = not self.vehicle.spec_foldable:getIsUnfolded()
if wasFolded then
Foldable.setAnimTime(self.vehicle.spec_foldable, 1, true)
end
end
if self.pipe.currentState == CombineAIDriver.PIPE_STATE_CLOSED then
wasClosed = true
if self.pipe.animation.name then
self.pipe:setAnimationTime(self.pipe.animation.name, 1, true)
else
-- if there's no animation we have to use this, as seen in the Giants pipe code
self.vehicle:setPipeState(CombineAIDriver.PIPE_STATE_OPEN)
self.vehicle:updatePipeNodes(999999, nil)
end
end
self.pipeOffsetX, _, self.pipeOffsetZ = localToLocal(dischargeNode.node, AIDriverUtil.getDirectionNode(self.vehicle), 0, 0, 0)
self:debug('Pipe offset: x = %.1f, z = %.1f', self.pipeOffsetX, self.pipeOffsetZ)
if wasClosed then
if self.pipe.animation.name then
self.pipe:setAnimationTime(self.pipe.animation.name, 0, true)
else
self.vehicle:setPipeState(CombineAIDriver.PIPE_STATE_CLOSED)
self.vehicle:updatePipeNodes(999999, nil)
end
end
if self.vehicle.spec_foldable then
if wasFolded then
Foldable.setAnimTime(self.vehicle.spec_foldable, 0, true)
end
end
else
self.pipeOnLeftSide = true
end
-- distance keep to the right when pulling back to make room for the tractor
self.pullBackSideOffset = self.pipeOffsetX - self.vehicle.cp.workWidth / 2 + 2
self.pullBackSideOffset = self.pipeOnLeftSide and self.pullBackSideOffset or -self.pullBackSideOffset
-- should be at pullBackSideOffset to the right at pullBackDistanceStart
self.pullBackDistanceStart = self.vehicle.cp.turnDiameter * 0.7
-- and back up another bit
self.pullBackDistanceEnd = self.pullBackDistanceStart + 10
-- when making a pocket, how far to back up before changing to forward
self.pocketReverseDistance = 25
end
function CombineAIDriver:setHudContent()
UnloadableFieldworkAIDriver.setHudContent(self)
courseplay.hud:setCombineAIDriverContent(self.vehicle)
end
function CombineAIDriver:drive(dt)
-- handle the pipe in any state
self:handlePipe()
-- the rest is the same as the parent class
UnloadableFieldworkAIDriver.drive(self, dt)
end
function CombineAIDriver:onEndCourse()
local fillLevel = self.vehicle:getFillUnitFillLevel(self.combine.fillUnitIndex)
if self.state == self.states.ON_FIELDWORK_COURSE and
self.fieldworkState == self.states.UNLOAD_OR_REFILL_ON_FIELD then
if self.fieldWorkUnloadOrRefillState == self.states.DRIVING_TO_SELF_UNLOAD then
self:debug('Self unloading point reached, fill level %.1f.', fillLevel)
self.fieldWorkUnloadOrRefillState = self.states.SELF_UNLOADING
elseif self.fieldWorkUnloadOrRefillState == self.states.DRIVING_TO_SELF_UNLOAD_AFTER_FIELDWORK_ENDED then
self:debug('Self unloading point reached after fieldwork ended, fill level %.1f.', fillLevel)
self.fieldWorkUnloadOrRefillState = self.states.SELF_UNLOADING_AFTER_FIELDWORK_ENDED
end
elseif self.state == self.states.ON_FIELDWORK_COURSE and fillLevel > 0 then
if self.vehicle.cp.settings.selfUnload:is(true) and self:startSelfUnload() then
self:raiseImplements()
self.fieldworkState = self.states.UNLOAD_OR_REFILL_ON_FIELD
self.fieldWorkUnloadOrRefillState = self.states.DRIVING_TO_SELF_UNLOAD_AFTER_FIELDWORK_ENDED
self.ppc:setShortLookaheadDistance()
self:disableCollisionDetection()
else
self:setInfoText(self:getFillLevelInfoText())
-- let AutoDrive know we are done and can unload
self:debug('Fieldwork done, fill level is %.1f, now waiting to be unloaded.', fillLevel)
self.fieldworkState = self.states.UNLOAD_OR_REFILL_ON_FIELD
self.fieldWorkUnloadOrRefillState = self.states.WAITING_FOR_UNLOAD_AFTER_FIELDWORK_ENDED
end
else
UnloadableFieldworkAIDriver.onEndCourse(self)
end
end
function CombineAIDriver:onWaypointPassed(ix)
if self.state == self.states.ON_FIELDWORK_COURSE and
(self.fieldWorkUnloadOrRefillState == self.states.DRIVING_TO_SELF_UNLOAD or
self.fieldWorkUnloadOrRefillState == self.states.DRIVING_TO_SELF_UNLOAD_AFTER_FIELDWORK_ENDED or
self.fieldWorkUnloadOrRefillState == self.states.RETURNING_FROM_SELF_UNLOAD) then
-- nothing to do while driving to unload and back
return UnloadableFieldworkAIDriver.onWaypointPassed(self, ix)
end
self:checkFruit()
-- make sure we start making a pocket while we still have some fill capacity left as we'll be
-- harvesting fruit while making the pocket unless we have self unload turned on
if self:shouldMakePocket() and self.vehicle.cp.settings.selfUnload:is(false) then
self.fillLevelFullPercentage = self.pocketFillLevelFullPercentage
end
self:checkDistanceUntilFull(ix)
if self.state == self.states.ON_FIELDWORK_COURSE and
self.fieldworkState == self.states.UNLOAD_OR_REFILL_ON_FIELD and
self.fieldWorkUnloadOrRefillState == self.states.MAKING_POCKET and
self.unloadInPocketIx and ix == self.unloadInPocketIx then
-- we are making a pocket and reached the waypoint where we are going to stop and wait for unload
self.fieldWorkUnloadOrRefillState = self.states.WAITING_FOR_UNLOAD_OR_REFILL
self:debug('Waiting for unload in the pocket')
self:setInfoText(self:getFillLevelInfoText())
self.fieldWorkUnloadOrRefillState = self.states.WAITING_FOR_UNLOAD_IN_POCKET
-- reset offset to return to the original up/down row after we unloaded in the pocket
self.aiDriverOffsetX = 0
end
if self.returnedFromPocketIx and self.returnedFromPocketIx == ix then
-- back to normal look ahead distance for PPC, no tight turns are needed anymore
self:debug('Reset PPC to normal lookahead distance')
self.ppc:setNormalLookaheadDistance()
end
UnloadableFieldworkAIDriver.onWaypointPassed(self, ix)
end
function CombineAIDriver:changeToFieldworkUnloadOrRefill()
if self.vehicle.cp.realisticDriving then
self:checkFruit()
-- TODO: check around turn maneuvers we may not want to pull back before a turn
if self.vehicle.cp.settings.selfUnload:is(true) and self:startSelfUnload() then
self:raiseImplements()
self.fieldworkState = self.states.UNLOAD_OR_REFILL_ON_FIELD
self.fieldWorkUnloadOrRefillState = self.states.DRIVING_TO_SELF_UNLOAD
self.ppc:setShortLookaheadDistance()
self:disableCollisionDetection()
self:rememberWaypointToContinueFieldwork()
elseif self:shouldMakePocket() then
-- I'm on the edge of the field or fruit is on both sides, make a pocket on the right side and wait there for the unload
local pocketCourse, nextIx = self:createPocketCourse()
if pocketCourse then
self:debug('No room to the left, making a pocket for unload')
self.fieldworkState = self.states.UNLOAD_OR_REFILL_ON_FIELD
self.fieldWorkUnloadOrRefillState = self.states.REVERSING_TO_MAKE_A_POCKET
-- raise header for reversing
self:raiseImplements()
self:startCourse(pocketCourse, 1, self.course, nextIx)
-- tighter turns
self.ppc:setShortLookaheadDistance()
else
-- revert to normal behavior
UnloadableFieldworkAIDriver.changeToFieldworkUnloadOrRefill(self)
end
elseif self:shouldPullBack() then
-- is our pipe in the fruit? (assuming pipe is on the left side)
local pullBackCourse = self:createPullBackCourse()
if pullBackCourse then
self:debug('Pipe in fruit, pulling back to make room for unloading')
self.fieldworkState = self.states.UNLOAD_OR_REFILL_ON_FIELD
self.fieldWorkUnloadOrRefillState = self.states.WAITING_FOR_STOP
self.courseAfterPullBack = self.course
self.ixAfterPullBack = self.ppc:getLastPassedWaypointIx() or self.ppc:getCurrentWaypointIx()
-- tighter turns
self.ppc:setShortLookaheadDistance()
self:startCourse(pullBackCourse, 1, self.course, self.ixAfterPullBack)
else
-- revert to normal behavior
UnloadableFieldworkAIDriver.changeToFieldworkUnloadOrRefill(self)
end
else
-- pipe not in fruit, combine not on outermost headland, just do the normal thing
UnloadableFieldworkAIDriver.changeToFieldworkUnloadOrRefill(self)
end
else
UnloadableFieldworkAIDriver.changeToFieldworkUnloadOrRefill(self)
end
end
--- Stop for unload/refill while driving the fieldwork course
function CombineAIDriver:driveFieldworkUnloadOrRefill()
if self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_STOP then
self:setSpeed(0)
-- wait until we stopped before raising the implements
if self:isStopped() then
self:debug('Raise implements and start pulling back')
self:raiseImplements()
self.fieldWorkUnloadOrRefillState = self.states.PULLING_BACK_FOR_UNLOAD
end
elseif self.fieldWorkUnloadOrRefillState == self.states.PULLING_BACK_FOR_UNLOAD then
self:setSpeed(self.vehicle.cp.speeds.reverse)
elseif self.fieldWorkUnloadOrRefillState == self.states.REVERSING_TO_MAKE_A_POCKET then
self:setSpeed(self.vehicle.cp.speeds.reverse)
elseif self.fieldWorkUnloadOrRefillState == self.states.MAKING_POCKET then
self:setSpeed(self:getWorkSpeed())
elseif self.fieldWorkUnloadOrRefillState == self.states.RETURNING_FROM_PULL_BACK then
self:setSpeed(self.vehicle.cp.speeds.turn)
elseif self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_IN_POCKET or
self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_AFTER_PULLED_BACK then
if self:unloadFinished() then
self:clearInfoText(self:getFillLevelInfoText())
-- wait a bit after the unload finished to give a chance to the unloader to move away
self.stateBeforeWaitingForUnloaderToLeave = self.fieldWorkUnloadOrRefillState
self.fieldWorkUnloadOrRefillState = self.states.WAITING_FOR_UNLOADER_TO_LEAVE
self.waitingForUnloaderSince = self.vehicle.timer
self:debug('Unloading finished, wait for the unloader to leave...')
else
self:setSpeed(0)
end
elseif self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_AFTER_FIELDWORK_ENDED then
local fillLevel = self.vehicle:getFillUnitFillLevel(self.combine.fillUnitIndex)
if fillLevel < 0.01 then
self:clearInfoText(self:getFillLevelInfoText())
self:debug('Unloading finished after fieldwork ended, end course')
UnloadableFieldworkAIDriver.onEndCourse(self)
else
self:setSpeed(0)
end
elseif self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOADER_TO_LEAVE then
self:setSpeed(0)
-- TODO: instead of just wait a few seconds we could check if the unloader has actually left
if self.waitingForUnloaderSince + 5000 < self.vehicle.timer then
if self.stateBeforeWaitingForUnloaderToLeave == self.states.WAITING_FOR_UNLOAD_AFTER_PULLED_BACK then
local pullBackReturnCourse = self:createPullBackReturnCourse()
if pullBackReturnCourse then
self.fieldWorkUnloadOrRefillState = self.states.RETURNING_FROM_PULL_BACK
self:debug('Unloading finished, returning to fieldwork on return course')
self:startCourse(pullBackReturnCourse, 1, self.courseAfterPullBack, self.ixAfterPullBack)
else
self:debug('Unloading finished, returning to fieldwork directly')
self.ppc:setNormalLookaheadDistance()
self:changeToFieldwork()
end
elseif self.stateBeforeWaitingForUnloaderToLeave == self.states.WAITING_FOR_UNLOAD_IN_POCKET then
self:debug('Unloading in pocket finished, returning to fieldwork')
self.fillLevelFullPercentage = self.normalFillLevelFullPercentage
self:changeToFieldwork()
end
end
elseif self.fieldWorkUnloadOrRefillState == self.states.DRIVING_TO_SELF_UNLOAD then
self:setSpeed(self.vehicle.cp.speeds.field)
elseif self.fieldWorkUnloadOrRefillState == self.states.DRIVING_TO_SELF_UNLOAD_AFTER_FIELDWORK_ENDED then
self:setSpeed(self.vehicle.cp.speeds.field)
elseif self.fieldWorkUnloadOrRefillState == self.states.SELF_UNLOADING then
self:setSpeed(0)
if self:unloadFinished() then
self:debug('Self unloading finished, returning to fieldwork')
if self:returnToFieldworkAfterSelfUnloading() then
self.fieldWorkUnloadOrRefillState = self.states.RETURNING_FROM_SELF_UNLOAD
else
self:startFieldworkWithPathfinding(self.aiDriverData.continueFieldworkAtWaypoint)
end
self.ppc:setNormalLookaheadDistance()
end
elseif self.fieldWorkUnloadOrRefillState == self.states.SELF_UNLOADING_AFTER_FIELDWORK_ENDED then
self:setSpeed(0)
if self:unloadFinished() then
self:debug('Self unloading finished, returning to fieldwork')
UnloadableFieldworkAIDriver.onEndCourse(self)
end
elseif self.fieldWorkUnloadOrRefillState == self.states.RETURNING_FROM_SELF_UNLOAD then
self:setSpeed(self.vehicle.cp.speeds.field)
else
UnloadableFieldworkAIDriver.driveFieldworkUnloadOrRefill(self)
end
end
function CombineAIDriver:onNextCourse(ix)
if self.fieldworkState == self.states.UNLOAD_OR_REFILL_ON_FIELD then
if self.fieldWorkUnloadOrRefillState == self.states.PULLING_BACK_FOR_UNLOAD then
-- pulled back, now wait for unload
self.fieldWorkUnloadOrRefillState = self.states.WAITING_FOR_UNLOAD_AFTER_PULLED_BACK
self:debug('Pulled back, now wait for unload')
self:setInfoText(self:getFillLevelInfoText())
elseif self.fieldWorkUnloadOrRefillState == self.states.RETURNING_FROM_PULL_BACK then
self:debug('Pull back finished, returning to fieldwork')
self:changeToFieldwork()
elseif self.fieldWorkUnloadOrRefillState == self.states.RETURNING_FROM_SELF_UNLOAD then
self:debug('Back from self unload, returning to fieldwork')
self:changeToFieldwork()
elseif self.fieldWorkUnloadOrRefillState == self.states.REVERSING_TO_MAKE_A_POCKET then
self:debug('Reversed, now start making a pocket to waypoint %d', self.unloadInPocketIx)
self:lowerImplements()
self.fieldWorkUnloadOrRefillState = self.states.MAKING_POCKET
self.aiDriverOffsetX = self.pullBackSideOffset
end
elseif self.fieldworkState == self.states.TURNING then
self.ppc:setNormalLookaheadDistance()
-- make sure the next waypoint is in front of us. It can be behind us after a turn with multitools where the
-- x offset is high (wide tools)
self.ppc:initialize(self.course:getNextFwdWaypointIxFromVehiclePosition(ix, self:getDirectionNode(), 0))
UnloadableFieldworkAIDriver.onNextCourse(self)
else
UnloadableFieldworkAIDriver.onNextCourse(self)
end
end
function CombineAIDriver:unloadFinished()
local discharging = self:isDischarging()
local fillLevel = self.vehicle:getFillUnitFillLevel(self.combine.fillUnitIndex)
-- unload is done when fill levels are ok (not full) and not discharging anymore (either because we
-- are empty or the trailer is full)
return (self:allFillLevelsOk() and not discharging) or fillLevel < 0.1
end
function CombineAIDriver:shouldMakePocket()
if self.fruitLeft > 0.75 and self.fruitRight > 0.75 then
-- fruit both sides
return true
elseif self.pipeOnLeftSide then
-- on the outermost headland clockwise (field edge)
return not self.fieldOnLeft
else
-- on the outermost headland counterclockwise (field edge)
return not self.fieldOnRight
end
end
function CombineAIDriver:shouldPullBack()
-- is our pipe in the fruit?
if self.pipeOnLeftSide then
return self.fruitLeft > self.fruitRight
else
return self.fruitLeft < self.fruitRight
end
end
function CombineAIDriver:checkFruit()
-- getValidityOfTurnDirections() wants to have the vehicle.aiDriveDirection, so get that here.
local dx,_,dz = localDirectionToWorld(self.vehicle:getAIVehicleDirectionNode(), 0, 0, 1)
local length = MathUtil.vector2Length(dx,dz)
dx = dx / length
dz = dz / length
self.vehicle.aiDriveDirection = {dx, dz}
self.fruitLeft, self.fruitRight = AIVehicleUtil.getValidityOfTurnDirections(self.vehicle)
local x, _, z = localToWorld(self:getDirectionNode(), self.vehicle.cp.workWidth, 0, 0)
self.fieldOnLeft = courseplay:isField(x, z, 1, 1)
x, _, z = localToWorld(self:getDirectionNode(), -self.vehicle.cp.workWidth, 0, 0)
self.fieldOnRight = courseplay:isField(x, z, 1, 1)
self:debug('Fruit left: %.2f right %.2f, field on left %s, right %s',
self.fruitLeft, self.fruitRight, tostring(self.fieldOnLeft), tostring(self.fieldOnRight))
end
function CombineAIDriver:checkDistanceUntilFull(ix)
-- calculate fill rate so the combine driver knows if it can make the next row without unloading
local fillLevel = self.vehicle:getFillUnitFillLevel(self.combine.fillUnitIndex)
if ix > 1 then
if self.fillLevelAtLastWaypoint and self.fillLevelAtLastWaypoint > 0 and self.fillLevelAtLastWaypoint <= fillLevel then
self.litersPerMeter = (fillLevel - self.fillLevelAtLastWaypoint) / self.course:getDistanceToNextWaypoint(ix - 1)
-- smooth a bit
self.fillLevelAtLastWaypoint = (self.fillLevelAtLastWaypoint + fillLevel) / 2
else
-- no history yet, so make sure we don't end up with some unrealistic numbers
self.litersPerMeter = 0
self.fillLevelAtLastWaypoint = fillLevel
end
self:debug('Fill rate is %.1f liter/meter', self.litersPerMeter)
end
local dToNextTurn = self.course:getDistanceToNextTurn(ix) or -1
local lNextRow = self.course:getNextRowLength(ix) or -1
if dToNextTurn > 0 and lNextRow > 0 and self.litersPerMeter > 0 then
local dUntilFull = (self.combine:getFillUnitCapacity(self.combine.fillUnitIndex) - fillLevel) / self.litersPerMeter
self:debug('dUntilFull: %.1f m, dToNextTurn: %.1f m, lNextRow = %.1f m', dUntilFull, dToNextTurn, lNextRow)
if dUntilFull > dToNextTurn and dUntilFull < dToNextTurn + lNextRow then
self:debug('Will be full in the next row' )
end
end
end
function CombineAIDriver:updateLightsOnField()
-- handle beacon lights to call unload driver
-- copy/paste from AIDriveStrategyCombine
local fillLevel = self.vehicle:getFillUnitFillLevel(self.combine.fillUnitIndex)
local capacity = self.vehicle:getFillUnitCapacity(self.combine.fillUnitIndex)
if fillLevel > (0.8 * capacity) then
if not self.beaconLightsActive then
self.vehicle:setAIMapHotspotBlinking(true)
self.vehicle:setBeaconLightsVisibility(true)
self.beaconLightsActive = true
end
else
if self.beaconLightsActive then
self.vehicle:setAIMapHotspotBlinking(false)
self.vehicle:setBeaconLightsVisibility(false)
self.beaconLightsActive = false
end
end
end
--- Create a temporary course to pull back to the right when the pipe is in the fruit so the tractor does not have
-- to drive in the fruit to get under the pipe
function CombineAIDriver:createPullBackCourse()
-- all we need is a waypoint on our right side towards the back
self.returnPoint = {}
self.returnPoint.x, _, self.returnPoint.z = getWorldTranslation(self.vehicle.rootNode)
local dx,_,dz = localDirectionToWorld(self:getDirectionNode(), 0, 0, 1)
self.returnPoint.rotation = MathUtil.getYRotationFromDirection(dx, dz)
dx,_,dz = localDirectionToWorld(self:getDirectionNode(), 0, 0, -1)
local reverseRotation = MathUtil.getYRotationFromDirection(dx, dz)
local x1, _, z1 = localToWorld(self:getDirectionNode(), -self.pullBackSideOffset, 0, -self.pullBackDistanceStart)
local x2, _, z2 = localToWorld(self:getDirectionNode(), -self.pullBackSideOffset, 0, -self.pullBackDistanceEnd)
-- both points must be on the field
if courseplay:isField(x1, z1) and courseplay:isField(x2, z2) then
local vx, _, vz = getWorldTranslation(self:getDirectionNode())
self:debug('%.2f %.2f %d %d', self.returnPoint.rotation, reverseRotation, math.deg(self.returnPoint.rotation), math.deg(reverseRotation))
local pullBackWaypoints = courseplay:getAlignWpsToTargetWaypoint(self.vehicle, vx, vz, x1, z1, reverseRotation, true)
if not pullBackWaypoints then
self:debug("Can't create alignment course for pull back")
return nil
end
table.insert(pullBackWaypoints, {x = x2, z = z2})
-- this is the backing up part, so make sure we are reversing here
for _, p in ipairs(pullBackWaypoints) do
p.rev = true
end
return Course(self.vehicle, pullBackWaypoints, true)
else
self:debug("Pull back course would be outside of the field")
return nil
end
end
function CombineAIDriver:createPullBackReturnCourse()
local x1, _, z1 = localToWorld(self:getDirectionNode(), 0, 0, self.pullBackDistanceStart / 2)
-- don't need to check if points are on the field, we did it when we got here
local pullBackReturnWaypoints = courseplay:getAlignWpsToTargetWaypoint(self.vehicle, x1, z1, self.returnPoint.x, self.returnPoint.z, self.returnPoint.rotation, true)
if not pullBackReturnWaypoints then
self:debug("Can't create alignment course for pull back return")
return nil
end
return Course(self.vehicle, pullBackReturnWaypoints, true)
end
--- Create a temporary course to make a pocket in the fruit on the right (or left), so we can move into that pocket and
--- wait for the unload there. This way the unload tractor does not have to leave the field.
--- We create a temporary course to reverse back far enough. After that, we return to the main course but
--- set an offset to the right (or left)
function CombineAIDriver:createPocketCourse()
local startIx = self.ppc:getLastPassedWaypointIx() or self.ppc:getCurrentWaypointIx()
-- find the waypoint we want to back up to
local backIx = self.course:getPreviousWaypointIxWithinDistance(startIx, self.pocketReverseDistance)
if not backIx then return nil end
-- this is where we'll stop in the pocket for unload
self.unloadInPocketIx = startIx - 2
-- this where we are back on track after returning from the pocket
self.returnedFromPocketIx = self.ppc:getCurrentWaypointIx()
self:debug('Backing up %.1f meters from waypoint %d to %d to make a pocket', self.pocketReverseDistance, startIx, backIx)
if startIx - backIx > 2 then
local pocketReverseWaypoints = {}
for i = startIx, backIx, -1 do
if self.course:isTurnStartAtIx(i) then
self:debug('There is a turn behind me at waypoint %d, no pocket', i)
return nil
end
local x, _, z = self.course:getWaypointPosition(i)
table.insert(pocketReverseWaypoints, {x = x, z = z, rev = true})
end
return Course(self.vehicle, pocketReverseWaypoints, true), backIx + 1
else
self:debug('Not enough waypoints behind me, no pocket')
return nil
end
end
--- Disable auto stop for choppers as when we stop the engine they'll also raise implements and the way we restart them
--- won't lower the header. So for now, just don't let them to stop the engine
function CombineAIDriver:isEngineAutoStopEnabled()
return not self:isChopper() and AIDriver.isEngineAutoStopEnabled(self)
end
--- Compatibility function for turn.lua to check if the vehicle should stop during a turn (for example while it
--- is held for unloading or waiting for the straw swath to stop
--- Turn.lua calls this in every cycle during the turn and will stop the vehicle if this returns true.
---@param isApproaching boolean if true we are still in the turn approach phase (still working on the field,
---not yet reached the turn start
function CombineAIDriver:holdInTurnManeuver(isApproaching)
self:debugSparse('held for unload %s, straw active %s, approaching = %s',
tostring(self.heldForUnloadRefill), tostring(self.combine.strawPSenabled), tostring(isApproaching))
return self.heldForUnloadRefill or (self.combine.strawPSenabled and not isApproaching)
end
--- Should we return to the first point of the course after we are done?
function CombineAIDriver:shouldReturnToFirstPoint()
-- Combines stay where they are after finishing work
-- TODO: call unload driver
return false
end
-- TODO: either implement these cleanly or remove them from AIDriver
function CombineAIDriver:getHasCourseplayers()
return self.vehicle.courseplayers and #self.vehicle.courseplayers ~= 0
end
function CombineAIDriver:getFirstCourseplayer()
return self.vehicle.courseplayers and self.vehicle.courseplayers[1]
end
--- Interface for AutoDrive
---@return boolean true when the combine is waiting to be unloaded
function CombineAIDriver:isWaitingForUnload()
return self.state == self.states.ON_FIELDWORK_COURSE and
self.fieldworkState == self.states.UNLOAD_OR_REFILL_ON_FIELD and
(self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_OR_REFILL or
self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_IN_POCKET or
self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_AFTER_PULLED_BACK or
self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_AFTER_FIELDWORK_ENDED)
end
--- Interface for AutoDrive
---@return boolean true when the combine is waiting to be unloaded after it ended the course
function CombineAIDriver:isWaitingForUnloadAfterCourseEnded()
return self.state == self.states.ON_FIELDWORK_COURSE and
self.fieldworkState == self.states.UNLOAD_OR_REFILL_ON_FIELD and
self.fieldWorkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_AFTER_FIELDWORK_ENDED
end
function CombineAIDriver:createTurnCourse()
return CombineCourseTurn(self.vehicle, self, self.turnContext, self.fieldworkCourse)
end
function CombineAIDriver:startTurn(ix)
self:debug('Starting a combine turn.')
self:setMarkers()
self.turnContext = TurnContext(self.course, ix, self.aiDriverData, self.vehicle.cp.workWidth, self.frontMarkerDistance,
self:getTurnEndSideOffset())
-- Combines drive special headland corner maneuvers, except potato and sugarbeet harvesters
if self.turnContext:isHeadlandCorner() then
if self:isPotatoOrSugarBeetHarvester() then
self:debug('Headland turn but this harvester uses normal turn maneuvers.')
UnloadableFieldworkAIDriver.startTurn(self, ix)
elseif self.course:isOnOutermostHeadland(ix) and self.vehicle.cp.turnOnField then
self:debug('Creating a pocket in the corner so the combine stays on the field during the turn')
local cornerCourse, nextIx = self:createOuterHeadlandCornerCourse(self.turnContext)
if cornerCourse then
self:debug('Starting a corner with a course with %d waypoints, will continue fieldwork at waypoint %d',
cornerCourse:getNumberOfWaypoints(), nextIx)
self.fieldworkState = self.states.TURNING
self:startCourse(cornerCourse, 1, self.course, nextIx)
-- tighter turns
self.ppc:setShortLookaheadDistance()
else
self:debug('Could not create a corner course, falling back to default headland turn')
UnloadableFieldworkAIDriver.startTurn(self, ix)
end
else
self:debug('Use combine headland turn.')
self.aiTurn = CombineHeadlandTurn(self.vehicle, self, self.turnContext)
self.fieldworkState = self.states.TURNING
end
else
self:debug('Non headland turn.')
UnloadableFieldworkAIDriver.startTurn(self, ix)
end
end
--- Create a pocket in the next row at the corner to stay on the field during the turn maneuver.
---@param turnContext TurnContext
function CombineAIDriver:createOuterHeadlandCornerCourse(turnContext)
local cornerWaypoints = {}
local turnRadius = self.vehicle.cp.turnDiameter / 2
-- this is how far we have to cut into the next headland (the position where the header will be after the turn)
local offset = math.min(turnRadius + self.frontMarkerDistance, self.vehicle.cp.workWidth)
local corner = turnContext:createCorner(self.vehicle, turnRadius)
local d = -self.vehicle.cp.workWidth / 2 + self.frontMarkerDistance
local wp = corner:getPointAtDistanceFromCornerStart(d + 2)
wp.speed = self.vehicle.cp.speeds.turn * 0.75
table.insert(cornerWaypoints, wp)
-- drive forward up to the field edge
wp = corner:getPointAtDistanceFromCornerStart(d)
wp.speed = self.vehicle.cp.speeds.turn * 0.75
table.insert(cornerWaypoints, wp)
-- drive back to prepare for making a pocket
-- reverse back to set up for the headland after the corner
local reverseDistance = 2 * offset
wp = corner:getPointAtDistanceFromCornerStart(reverseDistance / 2)
wp.rev = true
table.insert(cornerWaypoints, wp)
wp = corner:getPointAtDistanceFromCornerStart(reverseDistance)
wp.rev = true
table.insert(cornerWaypoints, wp)
-- now make a pocket in the inner headland to make room to turn
wp = corner:getPointAtDistanceFromCornerStart(reverseDistance * 0.75, -offset * 0.75)
table.insert(cornerWaypoints, wp)
wp = corner:getPointAtDistanceFromCornerStart(reverseDistance * 0.5, -offset * 0.9)
if not courseplay:isField(wp.x, wp.z) then
self:debug('No field where the pocket would be, this seems to be a 270 corner')
corner:delete()
return nil
end
table.insert(cornerWaypoints, wp)
-- drive forward to the field edge on the inner headland
wp = corner:getPointAtDistanceFromCornerStart(d, -offset)
wp.speed = self.vehicle.cp.speeds.turn * 0.75
table.insert(cornerWaypoints, wp)
wp = corner:getPointAtDistanceFromCornerStart(reverseDistance / 2)
wp.rev = true
table.insert(cornerWaypoints, wp)
wp = corner:getPointAtDistanceFromCornerEnd(turnRadius / 3, turnRadius / 4)
wp.speed = self.vehicle.cp.speeds.turn * 0.5
table.insert(cornerWaypoints, wp)
wp = corner:getPointAtDistanceFromCornerEnd(turnRadius, turnRadius / 4)
wp.speed = self.vehicle.cp.speeds.turn * 0.5
table.insert(cornerWaypoints, wp)
corner:delete()
return Course(self.vehicle, cornerWaypoints, true), turnContext.turnEndWpIx
end
function CombineAIDriver:isChopper()
return self.combine:getFillUnitCapacity(self.combine.fillUnitIndex) > 10000000
end
function CombineAIDriver:handlePipe()
if self.pipe then
if self:isChopper() then
self:handleChopperPipe()
else
self:handleCombinePipe()
end
end
end
function CombineAIDriver:handleCombinePipe()
if self:isFillableTrailerUnderPipe() or self:isAutoDriveWaitingForPipe() then
self:openPipe()
else
self:closePipe()
end
end
--- Support for AutoDrive mod: they'll only find us if we open the pipe
function CombineAIDriver:isAutoDriveWaitingForPipe()
return self.vehicle.spec_autodrive and self.vehicle.spec_autodrive.combineIsCallingDriver and self.vehicle.spec_autodrive:combineIsCallingDriver(self.vehicle)
end
function CombineAIDriver:handleChopperPipe()
if self.state == self.states.ON_FIELDWORK_COURSE then
-- chopper always opens the pipe
self:openPipe()
-- and stops if there's no trailer in sight
local fillLevel = self.vehicle:getFillUnitFillLevel(self.combine.fillUnitIndex)
--self:debug('filltype = %s, fillLevel = %.1f', self:getFillType(), fillLevel)
-- not using isFillableTrailerUnderPipe() as the chopper sometimes has FillType.UNKNOWN
if self:getIsChopperWaitingForTrailer(fillLevel) then
self:debugSparse('Chopper waiting for trailer, fill level %f', fillLevel)
self:setSpeed(0)
end
else
self:closePipe()
end
end
function CombineAIDriver:getIsChopperWaitingForTrailer()
local fillLevel = self.vehicle:getFillUnitFillLevel(self.combine.fillUnitIndex)
if fillLevel > 0.01 and self:getFillType() ~= FillType.UNKNOWN and not (self:isFillableTrailerUnderPipe() and self:canDischarge()) then
-- the above condition (by the time of writing this comment we can't remember which exact one) temporarily
-- can return an incorrect value so try to ignore these glitches
self.cantDischargeCount = self.cantDischargeCount and self.cantDischargeCount + 1 or 0
if self.cantDischargeCount > 10 then
return true
end
else
self.cantDischargeCount = 0
end
return false
end
function CombineAIDriver:needToOpenPipe()
-- potato harvesters for instance don't need to open the pipe.
return self.pipe.numStates > 1
end
function CombineAIDriver:openPipe()
if not self:needToOpenPipe() then return end
if self.pipe.currentState ~= CombineAIDriver.PIPE_STATE_MOVING and
self.pipe.currentState ~= CombineAIDriver.PIPE_STATE_OPEN then
self:debug('Opening pipe')
self.vehicle:setPipeState(self.PIPE_STATE_OPEN)
end
end
function CombineAIDriver:closePipe()
if not self:needToOpenPipe() then return end
if self.pipe.currentState ~= CombineAIDriver.PIPE_STATE_MOVING and
self.pipe.currentState ~= CombineAIDriver.PIPE_STATE_CLOSED then
self:debug('Closing pipe')
self.vehicle:setPipeState(self.PIPE_STATE_CLOSED)
end
end
function CombineAIDriver:shouldStopForUnloading(pc)
local stop = false
if self.vehicle.cp.stopWhenUnloading and self.pipe then
if self:isDischarging() and g_updateLoopIndex > self.lastEmptyTimestamp + 600 then
-- stop only if the pipe is discharging AND we have been emptied a while ago.
-- this makes sure the combine will start driving after it is emptied but the trailer
-- is still under the pipe
stop = true
end
end
if pc and pc < 0.1 then
-- remember the time we were completely unloaded.
self.lastEmptyTimestamp = g_updateLoopIndex
end
return stop
end
function CombineAIDriver:isFillableTrailerUnderPipe()
if self.pipe then
for trailer, value in pairs(self.pipe.objectsInTriggers) do
if value > 0 then
if self:canLoadTrailer(trailer) then
return true
end
end
end
end
return false
end
function CombineAIDriver:canLoadTrailer(trailer)
local fillType = self:getFillType()
if fillType then
local fillUnits = trailer:getFillUnits()
for i = 1, #fillUnits do
local supportedFillTypes = trailer:getFillUnitSupportedFillTypes(i)
local freeCapacity = trailer:getFillUnitFreeCapacity(i)
if supportedFillTypes[fillType] and freeCapacity > 0 then
return true, freeCapacity, i
end
end
end
return false, 0
end
-- even if there is a trailer in range, we should not start moving until the pipe is turned towards the
-- trailer and can start discharging. This returning true does not mean there's a trailer under the pipe,
-- this seems more like for choppers to check if there's a potential target around
function CombineAIDriver:canDischarge()
-- TODO: self.vehicle should be the combine, which may not be the vehicle in case of towed harvesters
local dischargeNode = self.combine:getCurrentDischargeNode()
local targetObject, _ = self.combine:getDischargeTargetObject(dischargeNode)
return targetObject
end
function CombineAIDriver:isDischarging()
if self.pipe then
return self.pipe:getDischargeState() ~= Dischargeable.DISCHARGE_STATE_OFF
else
return false
end
end
function CombineAIDriver:isPotatoOrSugarBeetHarvester()
for i, fillUnit in ipairs(self.vehicle:getFillUnits()) do
if self.vehicle:getFillUnitSupportsFillType(i, FillType.POTATO) or
self.vehicle:getFillUnitSupportsFillType(i, FillType.SUGARBEET) then
self:debug('This is a potato or sugar beet harvester.')
return true
end
end
return false
end
--- Find a trailer we can use for self unloading
function CombineAIDriver:findBestTrailer()
local bestTrailer, bestFillUnitIndex
local minDistance = math.huge
local maxCapacity = 0
for _, vehicle in pairs(g_currentMission.vehicles) do
if SpecializationUtil.hasSpecialization(Trailer, vehicle.specializations) then
local rootVehicle = vehicle:getRootVehicle()
local attacherVehicle
if SpecializationUtil.hasSpecialization(Attachable, vehicle.specializations) then
attacherVehicle = vehicle.spec_attachable:getAttacherVehicle()
end
local fieldNum = courseplay.fields:onWhichFieldAmI(vehicle)
local myFieldNum = courseplay.fields:onWhichFieldAmI(self.vehicle)
local x, _, z = getWorldTranslation(vehicle.rootNode)
local closestDistance = courseplay.fields:getClosestDistanceToFieldEdge(myFieldNum, x, z)
local lastSpeed = rootVehicle:getLastSpeed()
self:debug('%s is a trailer on field %d, closest distance to %d is %.1f, attached to %s, root vehicle is %s, last speed %.1f', vehicle:getName(),
fieldNum, myFieldNum, closestDistance, attacherVehicle and attacherVehicle:getName() or 'none', rootVehicle:getName(), lastSpeed)
-- consider only trailer on my field or close to my field
if fieldNum == myFieldNum or myFieldNum == 0 or closestDistance < 20 and lastSpeed < 0.1 then
local d = courseplay:distanceToObject(self.vehicle, vehicle)
local canLoad, freeCapacity, fillUnitIndex = self:canLoadTrailer(vehicle)
if d < minDistance and canLoad then
bestTrailer = vehicle
bestFillUnitIndex = fillUnitIndex
minDistance = d
maxCapacity = freeCapacity
end
end
end
end
local fillRootNode
if bestTrailer then
fillRootNode = bestTrailer:getFillUnitExactFillRootNode()
self:debug('Best trailer is %s at %.1f meters, free capacity %d', bestTrailer:getName(), minDistance, maxCapacity)
else
self:info('Found no trailer to unload to.')
end
return bestTrailer, fillRootNode
end
--- Find a path to the best trailer to unload
function CombineAIDriver:startSelfUnload()
local bestTrailer, fillRootNode = self:findBestTrailer()
if not bestTrailer then return false end
if not self.pathfinder or not self.pathfinder:isActive() then
self.pathFindingStartedAt = self.vehicle.timer
self.courseAfterPathfinding = nil
self.waypointIxAfterPathfinding = nil
local fieldNum = courseplay.fields:onWhichFieldAmI(self.vehicle)
local done, path
self.pathfinder, done, path = PathfinderUtil.startPathfindingFromVehicleToNode(
self.vehicle, fillRootNode or bestTrailer.rootNode, -self.pipeOffsetX - 0.2, -self.pipeOffsetZ, true, fieldNum)
if done then
return self:onPathfindingDone(path)
else
self:setPathfindingDoneCallback(self, self.onPathfindingDone)
end
else
self:debug('Pathfinder already active')
end
return true
end
--- Back to fieldwork after self unloading
function CombineAIDriver:returnToFieldworkAfterSelfUnloading()
if not self.pathfinder or not self.pathfinder:isActive() then
self.pathFindingStartedAt = self.vehicle.timer
self.courseAfterPathfinding = self.fieldworkCourse
self.waypointIxAfterPathfinding = self.aiDriverData.continueFieldworkAtWaypoint
local done, path
self.pathfinder, done, path = PathfinderUtil.startPathfindingFromVehicleToWaypoint(
self.vehicle, self.fieldworkCourse:getWaypoint(self.waypointIxAfterPathfinding), true, nil)
if done then
return self:onPathfindingDone(path)
else
self:setPathfindingDoneCallback(self, self.onPathfindingDone)
end
else
self:debug('Pathfinder already active')
end
return true
end
function CombineAIDriver:onPathfindingDone(path)
if path and #path > 2 then
self:debug('(CombineAIDriver) Pathfinding finished with %d waypoints (%d ms)', #path, self.vehicle.timer - (self.pathFindingStartedAt or 0))
local selfUnloadCourse = Course(self.vehicle, courseGenerator.pointsToXzInPlace(path), true)
self:startCourse(selfUnloadCourse, 1, self.courseAfterPathfinding, self.waypointIxAfterPathfinding)
return true
else
self:debug('No path found in %d ms, no self unloading', self.vehicle.timer - (self.pathFindingStartedAt or 0))
if self.fieldWorkUnloadOrRefillState == self.states.RETURNING_FROM_SELF_UNLOAD then
self:startFieldworkWithPathfinding(self.aiDriverData.continueFieldworkAtWaypoint)
elseif self.fieldWorkUnloadOrRefillState == self.states.DRIVING_TO_SELF_UNLOAD then
self.fieldWorkUnloadOrRefillState = self.states.WAITING_FOR_UNLOAD_OR_REFILL
elseif self.fieldWorkUnloadOrRefillState == self.states.DRIVING_TO_SELF_UNLOAD_AFTER_FIELDWORK_ENDED then
self.fieldWorkUnloadOrRefillState = self.states.WAITING_FOR_UNLOAD_AFTER_FIELDWORK_ENDED
end
return false
end
end