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CombineAIDriver.lua
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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)
-- 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 = {}
}
CombineAIDriver.turnTypes = {
HEADLAND_NORMAL = {},
HEADLAND_EASY = {},
HEADLAND_POCKET = {},
UP_DOWN_NORMAL = {}
}
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.litersPerSecond = 0
self.fillLevelAtLastWaypoint = 0
self.beaconLightsActive = false
self.lastEmptyTimestamp = 0
self.pipeOffsetX = 0
self.unloaders = {}
self:initUnloadStates()
if self.vehicle.spec_combine then
self.combine = self.vehicle.spec_combine
else
local combineImplement = AIDriverUtil.getAIImplementWithSpecialization(self.vehicle, Combine)
local peletizerImplement = FS19_addon_strawHarvest and
AIDriverUtil.getAIImplementWithSpecialization(self.vehicle, FS19_addon_strawHarvest.StrawHarvestPelletizer) or nil
if combineImplement then
self.combine = combineImplement.spec_combine
elseif peletizerImplement then
self.combine = peletizerImplement
self.combine.fillUnitIndex = 1
self.combine.spec_aiImplement.rightMarker = self.combine.rootNode
self.combine.spec_aiImplement.leftMarker = self.combine.rootNode
self.combine.spec_aiImplement.backMarker = self.combine.rootNode
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
self.objectWithPipe = self.vehicle
else
local implementWithPipe = AIDriverUtil.getAIImplementWithSpecialization(self.vehicle, Pipe)
if implementWithPipe then
self.pipe = implementWithPipe.spec_pipe
self.objectWithPipe = implementWithPipe
else
self:info('Could not find implement with pipe')
end
end
if self.pipe then
-- 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, self.vehicle.spec_foldable.startAnimTime == 1 and 0 or 1, true)
end
end
if self.pipe.currentState == AIDriverUtil.PIPE_STATE_CLOSED then
wasClosed = true
if self.pipe.animation.name then
self.pipe:setAnimationTime(self.pipe.animation.name, 1, true)
else
-- as seen in the Giants pipe code
self.objectWithPipe:setPipeState(AIDriverUtil.PIPE_STATE_OPEN)
self.objectWithPipe:updatePipeNodes(999999, nil)
end
end
local dischargeNode = self.combine:getCurrentDischargeNode()
self:fixDischargeDistance(dischargeNode)
local dx, _, _ = localToLocal(dischargeNode.node, self.combine.rootNode, 0, 0, 0)
self.pipeOnLeftSide = dx >= 0
self:debug('Pipe on left side %s', tostring(self.pipeOnLeftSide))
-- use self.combine so attached harvesters have the offset relative to the harvester's root node
-- (and thus, does not depend on the angle between the tractor and the harvester)
self.pipeOffsetX, _, self.pipeOffsetZ = localToLocal(dischargeNode.node, self.combine.rootNode, 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.objectWithPipe:setPipeState(AIDriverUtil.PIPE_STATE_CLOSED)
self.objectWithPipe:updatePipeNodes(999999, nil)
end
end
if self.vehicle.spec_foldable then
if wasFolded then
Foldable.setAnimTime(self.vehicle.spec_foldable, self.vehicle.spec_foldable.startAnimTime == 1 and 1 or 0, true)
end
end
else
-- make sure pipe offset has a value until CombineUnloadManager as cleaned up as it calls getPipeOffset()
-- periodically even when CP isn't driving, and even for cotton harvesters...
self.pipeOffsetX, self.pipeOffsetZ = 0, 0
self.pipeOnLeftSide = true
end
-- distance to keep to the right when pulling back to make room for the tractor
self.pullBackSideOffset = self.pipeOffsetX - self.vehicle.cp.workWidth / 2 + 5
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 + 5
-- when making a pocket, how far to back up before changing to forward
self.pocketReverseDistance = 25
-- register ourselves at our boss
g_combineUnloadManager:addCombineToList(self.vehicle, self)
self:measureBackDistance()
end
--- Get the combine object, this can be different from the vehicle in case of tools towed or mounted on a tractor
function CombineAIDriver:getCombine()
return self.combine
end
function CombineAIDriver:postSync()
--TODO: figure out if we need this or not for multiplayer ??
end
function CombineAIDriver:start(startingPoint)
self:clearAllUnloaderInformation()
self:addBackwardProximitySensor()
UnloadableFieldworkAIDriver.start(self, startingPoint)
self:fixMaxRotationLimit()
local total, pipeInFruit = self.fieldworkCourse:setPipeInFruitMap(self.pipeOffsetX, self.vehicle.cp.workWidth)
local ix = self.fieldworkCourse:getStartingWaypointIx(AIDriverUtil.getDirectionNode(self.vehicle), startingPoint)
self:shouldStrawSwathBeOn(ix)
self:debug('Pipe in fruit map created, there are %d non-headland waypoints, of which at %d the pipe will be in the fruit',
total, pipeInFruit)
end
function CombineAIDriver:stop(msgReference)
self:resetFixMaxRotationLimit()
AIDriver.stop(self,msgReference)
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()
if self.isChopperWaitingForTrailer then
-- Give up all reservations while not moving (and do not reserve anything)
self:resetTrafficControl()
elseif not self:trafficControlOK() then
self:debugSparse('would be holding due to traffic')
--self:hold()
end
-- 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:debug('Start self unload after fieldwork ended')
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:shouldStrawSwathBeOn(ix)
if self.state == self.states.ON_FIELDWORK_COURSE and self.fieldworkState == self.states.WORKING then
self:checkDistanceUntilFull(ix)
end
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: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:isWaitingInPocket()
return self.fieldworkUnloadOrRefillState == self.states.WAITING_FOR_UNLOAD_IN_POCKET
end
function CombineAIDriver:changeToFieldworkUnloadOrRefill()
if self.vehicle.cp.settings.useRealisticDriving:is(true) 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:debug('Start self unload')
self:raiseImplements()
self.fieldworkState = self.states.UNLOAD_OR_REFILL_ON_FIELD
self.fieldworkUnloadOrRefillState = self.states.DRIVING_TO_SELF_UNLOAD
self.ppc:setShortLookaheadDistance()
self:disableCollisionDetection()
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
pullBackCourse:print()
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)
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
function CombineAIDriver:driveFieldwork(dt)
if self.fieldworkState == self.states.WORKING then
if self.agreedUnloaderRendezvousWaypointIx then
local d = self.fieldworkCourse:getDistanceBetweenWaypoints(self.fieldworkCourse:getCurrentWaypointIx(),
self.agreedUnloaderRendezvousWaypointIx)
if d < 10 then
self:debugSparse('Slow down around the unloader rendezvous waypoint %d to let the unloader catch up',
self.agreedUnloaderRendezvousWaypointIx)
self:setSpeed(self:getWorkSpeed() / 2)
end
end
end
self:checkBlockingUnloader()
return UnloadableFieldworkAIDriver.driveFieldwork(self, dt)
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:startCourse(self.courseAfterPullBack, self.ixAfterPullBack)
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 after fieldwork ended, 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:onLastWaypoint()
if self.fieldworkState == self.states.UNLOAD_OR_REFILL_ON_FIELD and
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())
else
UnloadableFieldworkAIDriver.onLastWaypoint(self)
end
end
function CombineAIDriver:onNextCourse(ix)
if self.fieldworkState == self.states.UNLOAD_OR_REFILL_ON_FIELD then
if 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 = true
local dischargingNow = false
if self.pipe then
dischargingNow = self.pipe:getDischargeState() ~= Dischargeable.DISCHARGE_STATE_OFF
end
--wait for 10 frames before taking discharging as false
if not dischargingNow then
self.notDischargingSinceLoopIndex =
self.notDischargingSinceLoopIndex and self.notDischargingSinceLoopIndex or g_updateLoopIndex
if g_updateLoopIndex - self.notDischargingSinceLoopIndex > 10 then
discharging = false
end
else
self.notDischargingSinceLoopIndex = nil
end
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()
return self:isPipeInFruit()
end
function CombineAIDriver:isPipeOnLeft()
return self.pipeOnLeftSide
end
function CombineAIDriver:isPipeInFruit()
-- 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
local litersPerMeter = (fillLevel - self.fillLevelAtLastWaypoint) / self.course:getDistanceToNextWaypoint(ix - 1)
-- make sure it won't end up being inf
local litersPerSecond = math.min(1000, (fillLevel - self.fillLevelAtLastWaypoint) /
((self.vehicle.timer - (self.fillLevelLastCheckedTime or self.vehicle.timer)) / 1000))
-- smooth everything a bit, also ignore 0
self.litersPerMeter = litersPerMeter > 0 and (self.litersPerMeter + litersPerMeter) / 2 or self.litersPerMeter
self.litersPerSecond = litersPerSecond > 0 and (self.litersPerSecond + litersPerSecond) / 2 or self.litersPerSecond
self.fillLevelAtLastWaypoint = (self.fillLevelAtLastWaypoint + fillLevel) / 2
else
-- no history yet, so make sure we don't end up with some unrealistic numbers
self.waypointIxWhenFull = nil
self.litersPerMeter = 0
self.litersPerSecond = 0
self.fillLevelAtLastWaypoint = fillLevel
end
self.fillLevelLastCheckedTime = self.vehicle.timer
self:debug('Fill rate is %.1f l/m, %.1f l/s', self.litersPerMeter, self.litersPerSecond)
end
local litersUntilFull = self.combine:getFillUnitCapacity(self.combine.fillUnitIndex) - fillLevel
local dUntilFull = litersUntilFull / self.litersPerMeter
self.secondsUntilFull = self.litersPerSecond > 0 and (litersUntilFull / self.litersPerSecond) or nil
self.waypointIxWhenFull = self.course:getNextWaypointIxWithinDistance(ix, dUntilFull) or self.course:getNumberOfWaypoints()
self.waypointIxWhenFull = self:getSafeUnloaderDestinationWaypoint(self.waypointIxWhenFull)
self.distanceToWaypointWhenFull =
self.course:getDistanceBetweenWaypoints(self.waypointIxWhenFull, self.course:getCurrentWaypointIx())
self:debug('Will be full at waypoint %d in %d m',
self.waypointIxWhenFull or -1, self.distanceToWaypointWhenFull)
end
---@param unloaderEstimatedSecondsEnroute number minimum time the unloader needs to get to the combine
---@return Waypoint, number, number waypoint to meet the unloader, index of waypoint, time we need to reach that waypoint
function CombineAIDriver:getUnloaderRendezvousWaypoint(unloaderEstimatedSecondsEnroute)
local dToUnloaderRendezvous = unloaderEstimatedSecondsEnroute * self:getWorkSpeed() / 3.6
local unloaderRendezvousWaypointIx = self.fieldworkCourse:getNextWaypointIxWithinDistance(self.fieldworkCourse:getCurrentWaypointIx(),
dToUnloaderRendezvous) or self.fieldworkCourse:getNumberOfWaypoints()
self:debug('Seconds until full: %d, unloader ETE: %d', self.secondsUntilFull or -1, unloaderEstimatedSecondsEnroute)
if not self.secondsUntilFull or (self.secondsUntilFull and self.secondsUntilFull > unloaderEstimatedSecondsEnroute) then
-- unloader will reach us before we are full, or we don't know where we'll be full, guess at which waypoint we will be by then
unloaderRendezvousWaypointIx = self:getSafeUnloaderDestinationWaypoint(unloaderRendezvousWaypointIx)
if self:canUnloadWhileMovingAtWaypoint(unloaderRendezvousWaypointIx) then
self.agreedUnloaderRendezvousWaypointIx = unloaderRendezvousWaypointIx
self:debug('Rendezvous with unloader at waypoint %d in %d m', unloaderRendezvousWaypointIx, dToUnloaderRendezvous)
return self.fieldworkCourse:getWaypoint(unloaderRendezvousWaypointIx), unloaderRendezvousWaypointIx, unloaderEstimatedSecondsEnroute
else
return nil, 0, 0
end
elseif self.waypointIxWhenFull then
self:debug('We don\'t know when exactly we\'ll be full, but it will be at waypoint %d in %d m, reject rendezvous',
self.waypointIxWhenFull, self.distanceToWaypointWhenFull)
if self:canUnloadWhileMovingAtWaypoint(unloaderRendezvousWaypointIx) then
self.agreedUnloaderRendezvousWaypointIx = self.waypointIxWhenFull
-- TODO: figure out what to do in this case, it does not seem to make sense to send the unloader to
-- a distant waypoint
return nil, 0, 0
-- return self.fieldworkCourse:getWaypoint(self.waypointIxWhenFull), self.waypointIxWhenFull, self.distanceToWaypointWhenFull / (self:getWorkSpeed() / 3.6)
else
return nil, 0, 0
end
else
self:debug('We don\t know when exactly we\'ll be full, reject rendezvous')
return nil, 0, 0
end
end
function CombineAIDriver:canUnloadWhileMovingAtWaypoint(ix)
if self.fieldworkCourse:isPipeInFruitAt(ix) then
self:debug('pipe would be in fruit at the planned rendezvous waypoint %d', ix)
return false
end
if self.vehicle.cp.settings.allowUnloadOnFirstHeadland:is(false) and self.fieldworkCourse:isOnHeadland(ix, 1) then
self:debug('planned rendezvous waypoint %d is on first headland, no unloading of moving combine there', ix)
return false
end
return true
end
--- Check if ix is a safe destination for an unloader, return an adjusted ix if not
---@param ix number waypoint index to check
---@return number waypoint index adjusted if needed
function CombineAIDriver:getSafeUnloaderDestinationWaypoint(ix)
local newWpIx = ix
if self.fieldworkCourse:isTurnStartAtIx(ix) then
if self.fieldworkCourse:isOnHeadland(ix) then
-- on the headland, use the wp after the turn, the one before may be very far, especially on a
-- transition from headland to up/down rows.
newWpIx = ix + 1
else
-- turn start waypoints usually aren't safe as they point to the turn end direction in 180 turns
-- so use the one before
newWpIx = ix - 1
end
else
end
-- if we ended up on a turn start WP and the row is long enough, move it a bit forward so the unloader does
-- not drive much off the field to align with it
if self.fieldworkCourse:isTurnStartAtIx(newWpIx) and self.fieldworkCourse:getDistanceToNextTurn(newWpIx) > 20 then
-- TODO: get the guess factor out of this (2 wp distance < 20 m)
newWpIx = newWpIx + 2
end
return newWpIx
end
-- TODO: put this in onBlocked()?
function CombineAIDriver:checkBlockingUnloader()
if not self.backwardLookingProximitySensorPack then return end
local d, blockingVehicle = self.backwardLookingProximitySensorPack:getClosestObjectDistanceAndRootVehicle()
if d < 1000 and blockingVehicle and self:isStopped() and self:isReversing() and not self:isWaitingForUnload() then
self:debugSparse('Can\'t reverse, %s at %.1f m is blocking', blockingVehicle:getName(), d)
if blockingVehicle.cp.driver and blockingVehicle.cp.driver.onBlockingOtherVehicle then
blockingVehicle.cp.driver:onBlockingOtherVehicle(self.vehicle)
end
end
end
function CombineAIDriver:checkFruitAtNode(node, offsetX, offsetZ)
local x, _, z = localToWorld(node, offsetX, 0, offsetZ or 0)
local hasFruit, fruitValue = PathfinderUtil.hasFruit(x, z, 5, 3)
return hasFruit, fruitValue
end
--- Is pipe in fruit according to the current field harvest state at waypoint?
function CombineAIDriver:isPipeInFruitAtWaypointNow(course, ix)
if not self.aiDriverData.fruitCheckHelperWpNode then
self.aiDriverData.fruitCheckHelperWpNode = WaypointNode(nameNum(self.vehicle) .. 'fruitCheckHelperWpNode')
end
self.aiDriverData.fruitCheckHelperWpNode:setToWaypoint(course, ix)
local hasFruit, fruitValue = self:checkFruitAtNode(self.aiDriverData.fruitCheckHelperWpNode.node, self.pipeOffsetX)
self:debug('at waypoint %d pipe in fruit %s (fruitValue %.1f)', ix, tostring(hasFruit), fruitValue or 0)
return hasFruit, fruitValue
end
--- Find the best waypoint to unload.
---@param waypointIxWhenFull number estimated waypoint index when full based on current fruit flow and distance
---@return number best waypoint to unload. What is a good point to unload:
function CombineAIDriver:findBestWaypointToUnload(waypointIxWhenFull)
if self.course:isOnHeadland(waypointIxWhenFull) then
return self:findBestWaypointToUnloadOnHeadland(waypointIxWhenFull)
else
return self:findBestWaypointToUnloadOnUpDownRows(waypointIxWhenFull)
end
end
function CombineAIDriver:findBestWaypointToUnloadOnHeadland(waypointIxWhenFull)
return waypointIxWhenFull
end
function CombineAIDriver:findBestWaypointToUnloadOnUpDownRows(waypointIxWhenFull)
local dToNextTurn = self.course:getDistanceToNextTurn(waypointIxWhenFull) or 0
local lRow, ixAtTurnEnd = self.course:getRowLength(waypointIxWhenFull)
local pipeInFruit, _ = self:isPipeInFruitAtWaypoint(self.course, waypointIxWhenFull)
self:debug('Estimated waypoint when full: %d on up/down row, pipe in fruit %s, dToNextTurn: %d m, lRow = %d m',
waypointIxWhenFull, tostring(pipeInFruit), dToNextTurn, lRow or 0)
if pipeInFruit then
self:debug('Pipe would be in fruit where we will be full. Check previous row')
if ixAtTurnEnd and ixAtTurnEnd > self.course:getCurrentWaypointIx() then
pipeInFruit, _ = self:isPipeInFruitAtWaypoint(self.course, ixAtTurnEnd - 1)
if not pipeInFruit then
local lPreviousRow = self.course:getRowLength(ixAtTurnEnd - 1)
self:debug('pipe not in fruit in the previous row (%d m, ending at wp %d), so unload there if long enough',
lPreviousRow, ixAtTurnEnd - 1)
return ixAtTurnEnd - 3
end
end
else
self:debug('pipe is not in fruit where we are full. If it is towards the end of the row, bring it up a bit')
-- so we'll have some distance for unloading
if ixAtTurnEnd and dToNextTurn < lRow / 2 then
return ixAtTurnEnd + 1
end
end
-- no better idea, just use the original estimated
return waypointIxWhenFull
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 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 referenceNode, debugText = AIDriverUtil.getReverserNode(self.vehicle)
if referenceNode then
self:debug('Using %s to start pull back course', debugText)
else
referenceNode = AIDriverUtil.getDirectionNode(self.vehicle)
self:debug('Using the direction node to start pull back course')
end
-- don't make this too complicated, just create a straight line on the left/right side (depending on
-- where the pipe is and rely on the PPC, no need for generating fancy curves
return Course.createFromNode(self.vehicle, referenceNode,
-self.pullBackSideOffset, 0, -self.pullBackDistanceEnd, -2, true)
else
self:debug("Pull back course would be outside of the field")
return nil
end
end
function CombineAIDriver:createPullBackReturnCourse()
-- nothing fancy here either, just move forward a few meters before returning to the fieldwork course
local referenceNode = AIDriverUtil.getDirectionNode(self.vehicle)
return Course.createFromNode(self.vehicle, referenceNode, 0, 0, 6, 2, false)
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
---@param isHeadlandCorner boolean is this a headland turn?
function CombineAIDriver:holdInTurnManeuver(isApproaching, isHeadlandCorner)
local discharging = self:isDischarging() and not self:isChopper()
local waitForStraw = self.combine.strawPSenabled and not isApproaching and not isHeadlandCorner
self:debugSparse('discharging %s, held for unload %s, straw active %s, approaching = %s',
tostring(discharging), tostring(self.heldForUnloadRefill), tostring(self.combine.strawPSenabled), tostring(isApproaching))
return discharging or self.heldForUnloadRefill or waitForStraw
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
--- Interface for Mode 2 and 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
--- Will we be driving forward only (not reversing) during a turn
function CombineAIDriver:isTurnForwardOnly()
return self:isTurning() and self.aiTurn and self.aiTurn:isForwardOnly()
end
function CombineAIDriver:getTurnCourse()
return self.aiTurn and self.aiTurn:getCourse()
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(), self:getTurnEndForwardOffset())
-- 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.')
self.turnType = self.turnTypes.HEADLAND_NORMAL
UnloadableFieldworkAIDriver.startTurn(self, ix)
elseif self.course:isOnOutermostHeadland(ix) and self.vehicle.cp.settings.turnOnField:is(true) then
self:debug('Creating a pocket in the corner so the combine stays on the field during the turn')
self.aiTurn = CombinePocketHeadlandTurn(self.vehicle, self, self.turnContext, self.fieldworkCourse)
self.turnType = self.turnTypes.HEADLAND_POCKET
self.fieldworkState = self.states.TURNING
self.ppc:setShortLookaheadDistance()
else
self:debug('Use combine headland turn.')
self.aiTurn = CombineHeadlandTurn(self.vehicle, self, self.turnContext)
self.turnType = self.turnTypes.HEADLAND_EASY
self.fieldworkState = self.states.TURNING
end
else
self:debug('Non headland turn.')
self.turnType = self.turnTypes.UP_DOWN_NORMAL
UnloadableFieldworkAIDriver.startTurn(self, ix)
end
self:sendTurnStartEventToUnloaders(ix, self.turnType)
end
function CombineAIDriver:isTurning()
return self.state == self.states.ON_FIELDWORK_COURSE and self.fieldworkState == self.states.TURNING
end
-- Turning except in the ending turn phase which isn't really a turn, it is rather 'starting row'
function CombineAIDriver:isTurningButNotEndingTurn()
return self:isTurning() and self.aiTurn and not self.aiTurn:isEndingTurn()
end
function CombineAIDriver:isFinishingRow()
return self:isTurning() and self.aiTurn and self.aiTurn:isFinishingRow()
end
function CombineAIDriver:getTurnStartWpIx()
return self.turnContext and self.turnContext.turnStartWpIx or nil
end
function CombineAIDriver:isTurningOnHeadland()
return self.fieldworkState == self.states.TURNING and self.turnContext and self.turnContext:isHeadlandCorner()
end
---@param turnType table one of CombineAIDriver.turnTypes
function CombineAIDriver:isHeadlandTurn(turnType)
return turnType ~= CombineAIDriver.turnTypes.UP_DOWN_NORMAL
end
function CombineAIDriver:isTurningLeft()
return self.fieldworkState == self.states.TURNING and self.turnContext and self.turnContext:isLeftTurn()
end
function CombineAIDriver:getFieldworkCourse()
return self.fieldworkCourse
end
function CombineAIDriver:getWorkWidth()
return self.vehicle.cp.workWidth
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