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TriggerHandler.lua
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1080 lines (991 loc) · 43.7 KB
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TriggerHandler = CpObject()
TriggerHandler.myLoadingStates = {
IS_LOADING = {},
NOTHING = {},
APPROACH_TRIGGER = {},
APPROACH_AUGER_TRIGGER = {},
IS_UNLOADING = {},
DRIVE_NOW = {},
STOPPED = {}
}
TriggerHandler.APPROACH_AUGER_TRIGGER_SPEED = 3
function TriggerHandler:init(driver,vehicle,siloSelectedFillTypeSetting)
self.vehicle = vehicle
self.driver = driver
self.siloSelectedFillTypeSetting=siloSelectedFillTypeSetting
-- self.driveOnAtFillLevel=driveOnAtFillLevelSetting
self.allwaysSearchFuel = vehicle.cp.settings.allwaysSearchFuel
self.validFillTypeLoading = false
self.validFillTypeUnloading = false
self.validFillTypeUnloadingAugerWagon = false
self.validFuelLoading = false
self.states = {}
self:initStates(TriggerHandler.myLoadingStates)
self.loadingState = self.states.STOPPED
self.triggers = {}
self.isInAugerWagonTrigger = false
self.fillableObject = nil
self.lastLoadedFillTypes = {}
self.disabledCombiUnloadingTrigger = nil
self.debugTicks = 100
self.debugChannel = 2
self.lastDistanceToTrigger = nil
end
function TriggerHandler:initStates(states)
for key, _ in pairs(states) do
self.states[key] = {name = tostring(key)}
end
end
function TriggerHandler:debugSparse(vehicle,...)
if g_updateLoopIndex % self.debugTicks == 0 then
courseplay.debugVehicle(self.debugChannel, vehicle, ...)
end
end
function TriggerHandler:debug(vehicle,...)
courseplay.debugVehicle(self.debugChannel, vehicle, ...)
end
function TriggerHandler:onStart()
self:changeLoadingState(self.states.NOTHING)
self.lastDistanceToTrigger = nil
end
function TriggerHandler:onStop()
self:changeLoadingState(self.states.STOPPED)
self:forceStopLoading()
end
function TriggerHandler:onUpdate()
if not self:isDriveNowActivated() and not self:isStopped() then
if self.validFillTypeLoading or self:isAllowedToLoadFuel() then
self:updateLoadingTriggers()
end
end
if not self:isStopped() then
if self.validFillTypeUnloading then
self:updateUnloadingTriggers()
end
end
end
function TriggerHandler:onContinue()
self:forceStopLoading()
if self:isStopped() then
self:changeLoadingState(self.states.NOTHING)
elseif self:isLoading() or self:isUnloading() then
self:changeLoadingState(self.states.NOTHING)
end
end
function TriggerHandler:writeUpdateStream(streamId)
streamWriteString(streamId,self.loadingState.name)
end
function TriggerHandler:readUpdateStream(streamId)
local nameState = streamReadString(streamId)
self.loadingState = self.states[nameState]
end
function TriggerHandler:onDriveNow()
self:setDriveNow()
end
function TriggerHandler:changeLoadingState(newState)
if newState ~= self.loadingState then
self.loadingState = newState
courseplay.debugVehicle(2,self.vehicle,"new TriggerHandler state = %s!",self.loadingState.name)
end
end
function TriggerHandler:updateLoadingTriggers()
self:activateLoadingTriggerWhenAvailable()
self:activateFillTriggersWhenAvailable(self.vehicle)
if self:isLoading() then
self:disableFillingIfFull()
end
end
function TriggerHandler:updateUnloadingTriggers()
self:activateUnloadingTriggerWhenAvailable(self.vehicle)
end
function TriggerHandler:disableFillingIfFull()
if self:isFilledUntilPercantageX() then
self:forceStopLoading()
self:resetLoadingState()
end
end
function TriggerHandler:isFilledUntilPercantageX()
if self.fillableObject then
local fillUnitIndex = self.fillableObject.fillUnitIndex
local object = self.fillableObject.object
local maxFillLevelPercentage = self.siloSelectedFillTypeSetting:getMaxFillLevelByFillType(self.fillableObject.fillType)
local fillType = self.fillableObject.fillType
return not self:canLoadFillType(object,fillUnitIndex,maxFillLevelPercentage,fillType)
end
end
function TriggerHandler:getSiloSelectedFillTypeData()
if self.siloSelectedFillTypeSetting then
local fillTypeData = self.siloSelectedFillTypeSetting:getData()
local size = self.siloSelectedFillTypeSetting:getSize()
return fillTypeData,size
end
end
function TriggerHandler:getTriggerDischargeNode(trigger)
return trigger.dischargeInfo and trigger.dischargeInfo.nodes and (trigger.dischargeInfo.nodes.node or trigger.dischargeInfo.nodes[1].node) -- or trigger.triggerNode
end
--TODO visual debug of triggerNode and dischargeNode!!
function TriggerHandler:isNearDischargeNode(object,fillUnitIndex,trigger)
if object and fillUnitIndex and trigger then
local node = object:getFillUnitExactFillRootNode(fillUnitIndex)
local triggerNode = self:getTriggerDischargeNode(trigger)
if node and triggerNode then
local distance = calcDistanceFrom(triggerNode, node)
if self.lastDistanceToTrigger and distance > self.lastDistanceToTrigger then
self:debug(object,"dischargeNode and TriggerNode distance okay !")
return true
else
self:debug(object,"dischargeNode and TriggerNode distance not okay, continue..!")
self.lastDistanceToTrigger = distance
end
else
self:debug(object,"dischargeNodeX or TriggerNodeX not found!")
end
else
self:debug(object,"dischargeNode or TriggerNode not found!")
end
end
----
--Driver set to wait while loading
function TriggerHandler:setLoadingState(object,fillUnitIndex,fillType,trigger)
self:setFillableObject(object,fillUnitIndex,fillType,trigger,true)
--saftey check for drive now
if not self:isDriveNowActivated() and not self:isLoading() then
self:changeLoadingState(self.states.IS_LOADING)
end
end
function TriggerHandler:setFillableObject(object,fillUnitIndex,fillType,trigger,isLoading)
if object then
self.fillableObject = {}
self.fillableObject.object = object
self.fillableObject.fillUnitIndex = fillUnitIndex
self.fillableObject.fillType = fillType
self.fillableObject.trigger = trigger
self.fillableObject.isLoading = isLoading
end
self.driver:refreshHUD()
end
function TriggerHandler:resetFillableObject()
self.fillableObject=nil
end
function TriggerHandler:isLoading()
return self.loadingState == self.states.IS_LOADING
end
function TriggerHandler:isUnloading()
return self.loadingState == self.states.IS_UNLOADING
end
--Driver stops loading
function TriggerHandler:resetLoadingState()
if not self:isDriveNowActivated() then
self:changeLoadingState(self.states.APPROACH_TRIGGER)
end
self.augerTriggerSpeed=nil
self:resetFillableObject()
end
--Driver set to wait while unloading
function TriggerHandler:setUnloadingState(object,fillUnitIndex,fillType)
self:setFillableObject(object,fillUnitIndex,fillType)
if not self:isDriveNowActivated() then
self:changeLoadingState(self.states.IS_UNLOADING)
end
self.driver:refreshHUD()
end
--Driver stops unloading
function TriggerHandler:resetUnloadingState()
if not self:isDriveNowActivated() then
self:changeLoadingState(self.states.NOTHING)
end
self:resetFillableObject()
end
function TriggerHandler:enableTriggerSpeed(lastTriggerID,object,isInAugerWagonTrigger)
self.isInAugerWagonTrigger = isInAugerWagonTrigger
if (not self:isDriveNowActivated() or lastTriggerID ~= self.lastTriggerID )and not self:isLoading() and not self:isUnloading() then
self:changeLoadingState(self.isInAugerWagonTrigger and self.states.APPROACH_AUGER_TRIGGER or self.states.APPROACH_TRIGGER)
end
if self.loadingState == self.states.APPROACH_TRIGGER and isInAugerWagonTrigger then
self.loadingState = self.states.APPROACH_AUGER_TRIGGER
end
self.lastTriggerID = lastTriggerID
if lastTriggerID < 0 then
self.lastUnloadingTriggerID = lastTriggerID*(-1)
end
self.triggers[object]=true
end
function TriggerHandler:setDriveNow()
self:forceStopLoading()
self:changeLoadingState(self.states.DRIVE_NOW)
end
function TriggerHandler:disableTriggerSpeed(object)
self.triggers[object]=nil
if not self:isDriveNowActivated() and not self:isLoading() and not self:isUnloading() and next(self.triggers) == nil then
self:changeLoadingState(self.states.NOTHING)
self.lastDistanceToTrigger = nil
end
if not self:isLoading() and not self:isUnloading() then
self:resetFillableObject()
end
self.isInAugerWagonTrigger = nil
end
function TriggerHandler:isInTrigger()
local bool = next(self.triggers) ~=nil
return bool, self.isInAugerWagonTrigger
end
function TriggerHandler:isDriveNowActivated()
return self.loadingState == self.states.DRIVE_NOW
end
function TriggerHandler:isStopped()
return self.loadingState == self.states.STOPPED
end
--force stop loading/ unloading if "continue" or stop is pressed
function TriggerHandler:forceStopLoading()
if self.fillableObject then
if self.fillableObject.trigger then
if self.fillableObject.trigger:isa(Vehicle) then --disable filling at Augerwagons
--TODO!!
else --disable filling at LoadingTriggers
self.fillableObject.trigger:setIsLoading(false)
end
else
if self:isLoading() then -- disable filling at fillTriggers
self.fillableObject.object:setFillUnitIsFilling(false)
elseif self.fillableObject.setDischargeState then -- disable unloading
self.fillableObject.object:setDischargeState(Dischargeable.DISCHARGE_STATE_OFF)
end
end
end
end
function TriggerHandler:needsFuel()
local dieselIndex = self.vehicle:getConsumerFillUnitIndex(FillType.DIESEL)
local currentFuelPercentage = self.vehicle:getFillUnitFillLevelPercentage(dieselIndex) * 100
local searchForFuel = self.allwaysSearchFuel:is(true) and currentFuelPercentage <99 or currentFuelPercentage < 20
if searchForFuel then
return true
end
end
--Trigger stuff
--TODO: LoadTrigger are derived from FillTrigger, maybe only check fillTrigger ???????????
-- God dammit Giants what have you done, Pallets are FillTriggerVehicle ???
--scanning for LoadingTriggers and FillTriggers(checkFillTriggers)
function TriggerHandler:activateLoadingTriggerWhenAvailable()
for key, object in pairs(g_currentMission.activatableObjects) do
if object:getIsActivatable(self.vehicle) then
if object:isa(LoadTrigger) and (object ~= NetworkUtil.getObject(self.lastUnloadingTriggerID) or self:isNearFillPoint()) then
self:activateTriggerForVehicle(object, self.vehicle)
return
end
end
end
return
end
--check recusively if fillTriggers are enableable
function TriggerHandler:activateFillTriggersWhenAvailable(object)
local spec = object.spec_fillUnit
if spec then
local coverSpec = object.spec_cover
if spec.fillTrigger and #spec.fillTrigger.triggers>0 then
if not spec.fillTrigger.isFilling and spec.fillTrigger.currentTrigger == nil then
if coverSpec and coverSpec.isDirty then
courseplay.debugVehicle(2,object,"cover is still opening wait!")
self:setLoadingState()
else
object:updateFillUnitTriggers(self)
-- object:setFillUnitIsFilling(true,nil,true)
end
end
end
end
-- get all attached implements recursively
for _,impl in pairs(object:getAttachedImplements()) do
self:activateFillTriggersWhenAvailable(impl.object)
end
end
--TODO: change this to dichargeNode.triggers ...
--check for standart object unloading Triggers
function TriggerHandler:activateUnloadingTriggerWhenAvailable(object)
local spec = object.spec_dischargeable
local rootVehicle = object:getRootVehicle()
if rootVehicle and spec then
if spec:getCanToggleDischargeToObject() then
local currentDischargeNode = spec.currentDischargeNode
if currentDischargeNode then
if currentDischargeNode.dischargeObject then
if self.disabledCombiUnloadingTrigger == currentDischargeNode.dischargeObject then
courseplay.debugFormat(2,"Unloading Trigger of LoadingTrigger")
return
end
if not self:isUnloading() then
courseplay:setInfoText(rootVehicle,"COURSEPLAY_TIPTRIGGER_REACHED")
end
self:enableTriggerSpeed(-NetworkUtil.getObjectId(object),object)
else
self:disableTriggerSpeed(object)
end
if currentDischargeNode.dischargeFailedReason == Dischargeable.DISCHARGE_REASON_NO_FREE_CAPACITY then
CpManager:setGlobalInfoText(rootVehicle, 'FARM_SILO_IS_FULL');
self:setUnloadingState()
elseif currentDischargeNode.dischargeFailedReason == Dischargeable.DISCHARGE_REASON_FILLTYPE_NOT_SUPPORTED then
-- CpManager:setGlobalInfoText(rootVehicle, 'WRONG_FILLTYPE_FOR_TRIGGER');
end
if spec.currentDischargeState == Dischargeable.DISCHARGE_STATE_OFF then
if spec:getCanDischargeToObject(currentDischargeNode) then
if not object:getFillUnitFillType(currentDischargeNode.fillUnitIndex) or self:isDriveNowActivated() then
return
end
if spec.setDischargeState then
spec:setDischargeState(Dischargeable.DISCHARGE_STATE_OBJECT)
self:setUnloadingState(object,currentDischargeNode.fillUnitIndex,spec:getDischargeFillType(currentDischargeNode))
end
else
if #spec.fillUnitDischargeNodeMapping>1 and not currentDischargeNode.dischargeObject then
for fillUnitIndex,dischargeNode in pairs(spec.fillUnitDischargeNodeMapping) do
if not spec:getCanDischargeToObject(currentDischargeNode) and dischargeNode~=currentDischargeNode then
for dischargeNodeIndex,curDischargeNode in pairs(spec.dischargeNodes) do
if curDischargeNode == dischargeNode then
local trailerSpec = object.spec_trailer
if trailerSpec and object:getCanTogglePreferdTipSide() then
for tipSideIndex,tipside in pairs(trailerSpec.tipSides) do
if tipside.dischargeNodeIndex == dischargeNodeIndex then
object:setPreferedTipSide(tipSideIndex)
end
end
end
end
end
end
end
end
end
end
else
self:disableTriggerSpeed(object)
end
else
self:disableTriggerSpeed(object)
end
end
for _,impl in pairs(object:getAttachedImplements()) do
self:activateUnloadingTriggerWhenAvailable(impl.object)
end
end
function TriggerHandler:enableFillTypeLoading()
self.validFillTypeLoading = true
end
function TriggerHandler:enableFillTypeUnloading()
self.validFillTypeUnloading = true
end
function TriggerHandler:enableFillTypeUnloadingAugerWagon()
self.validFillTypeUnloadingAugerWagon = true
end
function TriggerHandler:enableFuelLoading()
self.validFuelLoading = true
end
function TriggerHandler:disableFillTypeLoading()
self.validFillTypeLoading = false
if self.siloSelectedFillTypeSetting:isRunCounterActive() then
self.siloSelectedFillTypeSetting:decrementRunCounterByFillType(self.lastLoadedFillTypes)
self.driver:refreshHUD()
end
self.lastLoadedFillTypes = {}
end
function TriggerHandler:disableFillTypeUnloading()
self.validFillTypeUnloading = false
self.validFillTypeUnloadingAugerWagon = false
end
function TriggerHandler:disableFuelLoading()
self.validFuelLoading = false
end
function TriggerHandler:isAllowedToLoadFillType()
if self.validFillTypeLoading and self.siloSelectedFillTypeSetting then
return true
end
end
function TriggerHandler:isAllowedToLoadFuel()
if self.validFuelLoading and self:needsFuel() then
return true
end
end
TriggerHandler.CALLBACK = {}
TriggerHandler.CALLBACK.MAX_REACHED = 0
TriggerHandler.CALLBACK.RUN_COUNTER_NOT_REACHED = 1
TriggerHandler.CALLBACK.SEPERATE_FILLTYPE_NOT_ALLOWED = 2
TriggerHandler.CALLBACK.MIN_NOT_REACHED = 3
TriggerHandler.CALLBACK.OK = 4
TriggerHandler.CALLBACK.SKIP_LOADING = 5
function TriggerHandler:triggerCanStartLoading(trigger,object,fillUnitIndex,triggerFillLevel,data, dataLength)
--is fillLevel < maxFillLevel
local callback = nil
local fillType = data.fillType
if self:canLoadFillType(object,fillUnitIndex,data.maxFillLevel,fillType) then
--if runCounter activated and runCounter > 0
if self:isRunCounterValid(data.runCounter,data.fillType) then
-- is seperateFillTypeLoading not activated or seperateFillType not loaded yet
if self:isAllowedToLoadSeperateFillType(object,dataLength,fillType) then
-- is minFillLevelPercentage in trigger or infinity fillLevel trigger or autoStart at trigger
if self:isMinFillLevelReached(object,fillUnitIndex,triggerFillLevel,data.minFillLevel,fillType) or trigger.hasInfiniteCapacity then -- or trigger.autoStart then
callback = self.CALLBACK.OK
if trigger.hasInfiniteCapacity then
self:debugSparse(object,"trigger hasInfiniteCapacity")
end
elseif data.minFillLevel == 0 then
callback = self.CALLBACK.SKIP_LOADING
self:debugSparse(object,"skip loading, minFillLevel = 0, %s",tostring(g_fillTypeManager:getFillTypeByIndex(fillType).title))
else
callback = self.CALLBACK.MIN_NOT_REACHED
end
else
callback = self.CALLBACK.SEPERATE_FILLTYPE_NOT_ALLOWED
end
else
callback = self.CALLBACK.RUN_COUNTER_NOT_REACHED
self:debugSparse(object,"skip loading, runcounter = 0, %s",tostring(g_fillTypeManager:getFillTypeByIndex(fillType).title))
end
else
callback = self.CALLBACK.MAX_REACHED
end
return callback
end
function TriggerHandler:canLoadFillType(object,fillUnitIndex,maxFillLevelPercentage,fillType)
local objectFillLevelPercentage = object:getFillUnitFillLevelPercentage(fillUnitIndex)*100
self:debugSparse(object,"maxFillLevel:, fillPercentage: %s > maxFillLevel: %s, fillType: %s",tostring(objectFillLevelPercentage),tostring(maxFillLevelPercentage),tostring(g_fillTypeManager:getFillTypeByIndex(fillType).title))
return objectFillLevelPercentage < (maxFillLevelPercentage or 99)
end
function TriggerHandler:isMinFillLevelReached(object,fillUnitIndex,triggerFillLevel,minFillLevelPercentage,fillType)
local objectFillCapacity = object:getFillUnitCapacity(fillUnitIndex)
local minNeededFillLevel = minFillLevelPercentage and minFillLevelPercentage*0.01*objectFillCapacity or 0.1
self:debugSparse(object,"min FillLevel:, triggerFillLevel: %s, objectFillCapacity: %s, minNeededFillLevel: %s, fillType: %s",tostring(triggerFillLevel),tostring(objectFillCapacity),tostring(minNeededFillLevel),tostring(g_fillTypeManager:getFillTypeByIndex(fillType).title))
return triggerFillLevel and triggerFillLevel > minNeededFillLevel or triggerFillLevel == nil
end
function TriggerHandler:isRunCounterValid(runCounter,fillType)
return runCounter and runCounter>0 or runCounter == nil
end
function TriggerHandler:isAllowedToLoadSeperateFillType(object,dataLength,fillTypeIndex)
local seperateFillTypeLoading = self.driver:getSeperateFillTypeLoadingSetting()
if seperateFillTypeLoading and seperateFillTypeLoading:isActive() and dataLength > 1 then
for _,fillType in pairs(self.lastLoadedFillTypes) do
if fillType == fillTypeIndex and #self.lastLoadedFillTypes < seperateFillTypeLoading:get() then
self:debugSparse(object,"fillType: "..fillTypeIndex.." already loaded")
return false
end
end
else
self:debugSparse(object,"isAllowedToLoadSeperateFillType false or only one fillType")
return true
end
self:debugSparse(object,"isAllowedToLoadSeperateFillType true")
return true
end
function TriggerHandler:disableUnloadingTriggerUnderFillTrigger(object)
local spec = object.spec_dischargeable
if spec and spec.currentDischargeNode and spec.currentDischargeNode.dischargeObject then
if self.disabledCombiUnloadingTrigger == nil then
self.disabledCombiUnloadingTrigger = spec.currentDischargeNode.dischargeObject
end
self:debugSparse("Unloading Trigger of LoadingTrigger disabled no!")
end
end
-- Custom version of trigger:onActivateObject to allow activating for a non-controlled vehicle
function TriggerHandler:activateTriggerForVehicle(trigger, vehicle)
--Cache giant values to restore later
local defaultGetFarmIdFunction = g_currentMission.getFarmId;
local oldControlledVehicle = g_currentMission.controlledVehicle;
--Override farm id to match the calling vehicle (fixes issue when obtaining fill levels)
local overriddenFarmIdFunc = function()
local ownerFarmId = vehicle:getOwnerFarmId()
courseplay.debugVehicle(19, vehicle, 'Overriding farm id during trigger activation to %d', ownerFarmId);
return ownerFarmId;
end
g_currentMission.getFarmId = overriddenFarmIdFunc;
--Override controlled vehicle if I'm not in it
if g_currentMission.controlledVehicle ~= vehicle then
g_currentMission.controlledVehicle = vehicle;
end
--Call giant method with new params set
--trigger:onActivateObject(vehicle,callback);
trigger:onActivateObject(vehicle)
--Restore previous values
g_currentMission.getFarmId = defaultGetFarmIdFunction;
g_currentMission.controlledVehicle = oldControlledVehicle;
end
-- LoadTrigger doesn't allow filling non controlled tools
function TriggerHandler:getIsActivatable(superFunc,objectToFill)
--when the trigger is filling, it uses this function without objectToFill
if objectToFill ~= nil then
local vehicle = objectToFill:getRootVehicle()
if objectToFill:getIsCourseplayDriving() or (vehicle~= nil and vehicle:getIsCourseplayDriving()) then
--if i'm in the vehicle, all is good and I can use the normal function, if not, i have to cheat:
if g_currentMission.controlledVehicle ~= vehicle then
local oldControlledVehicle = g_currentMission.controlledVehicle;
g_currentMission.controlledVehicle = vehicle or objectToFill;
local result = superFunc(self,objectToFill);
g_currentMission.controlledVehicle = oldControlledVehicle;
return result;
end
end
end
return superFunc(self,objectToFill);
end
LoadTrigger.getIsActivatable = Utils.overwrittenFunction(LoadTrigger.getIsActivatable,TriggerHandler.getIsActivatable)
--LoadTrigger activate, if fillType is right and fillLevel ok
function TriggerHandler:onActivateObject(superFunc,vehicle)
--self = LoadTrigger!
if courseplay:isAIDriverActive(vehicle) then
local triggerHandler = vehicle.cp.driver.triggerHandler
if not triggerHandler:isAllowedToLoadFuel() and not triggerHandler:isAllowedToLoadFillType() then
return superFunc(self)
end
if not self.isLoading then
local isG_companyTrigger = false
local fillLevels, capacity
--normal fillLevels of silo
if self.source.getAllFillLevels then
fillLevels, capacity = self.source:getAllFillLevels(g_currentMission:getFarmId())
--g_company fillLevels of silo
elseif self.source.getAllProvidedFillLevels then --g_company fillLevels
--self.managerId should be self.extraParameter!!!
fillLevels, capacity = self.source:getAllProvidedFillLevels(g_currentMission:getFarmId(), self.managerId)
else
return superFunc(self)
end
local fillableObject = self.validFillableObject
local fillUnitIndex = self.validFillableFillUnitIndex
--fixes giants bug for Lemken Solitaer with has fillunit that keeps on filling to infinity
if fillableObject:getFillUnitCapacity(fillUnitIndex) <=0 then
triggerHandler:resetLoadingState()
return
end
--TODO: once again fix g_company triggers.. and improve emergeny brake
if not triggerHandler:isNearDischargeNode(fillableObject,fillUnitIndex,self) then
triggerHandler:resetLoadingState()
return
else
triggerHandler.vehicle:brake(1)
end
if fillableObject.spec_cover and fillableObject.spec_cover.isDirty then
--setLoadingState(object,fillUnitIndex,fillType,trigger)
triggerHandler:setLoadingState()
triggerHandler:debugSparse(fillableObject, 'Cover is still opening!')
return
end
local fillTypeData,fillTypeDataSize = triggerHandler:getSiloSelectedFillTypeData()
local loadingCallback = {}
local indexCallback = 1
if triggerHandler:isAllowedToLoadFillType() then
for _,data in ipairs(fillTypeData) do
for fillTypeIndex, fillLevel in pairs(fillLevels) do
if fillableObject:getFillUnitAllowsFillType(fillUnitIndex, fillTypeIndex) and fillTypeIndex == data.fillType and data.fillType ~= nil then
local callback = triggerHandler:triggerCanStartLoading(self,fillableObject,fillUnitIndex,fillLevel,data,fillTypeDataSize)
loadingCallback[indexCallback] = {}
loadingCallback[indexCallback].callback = callback
loadingCallback[indexCallback].data = data
loadingCallback[indexCallback].fillLevelTrigger = fillLevel
indexCallback = indexCallback +1
end
end
end
end
if triggerHandler:isAllowedToLoadFuel() and fillableObject == vehicle then
for fillTypeIndex, fillLevel in pairs(fillLevels) do
if fillTypeIndex == FillType.DIESEL then
if fillableObject:getFillUnitAllowsFillType(fillUnitIndex, fillTypeIndex) then
if triggerHandler:canLoadFillType(fillableObject,fillUnitIndex,99,fillTypeIndex) then
if triggerHandler:isMinFillLevelReached(fillableObject,fillUnitIndex,fillLevel,0.1,fillTypeIndex) then
self:onFillTypeSelection(fillTypeIndex)
g_currentMission.activatableObjects[self] = nil
return
else
triggerHandler:setLoadingState()
CpManager:setGlobalInfoText(vehicle, 'FARM_SILO_IS_EMPTY')
courseplay.debugFormat(2, 'No Diesel at this trigger.')
end
else
courseplay.debugFormat(2, 'max FillLevel Reached')
triggerHandler:resetLoadingState()
end
end
end
end
end
if #loadingCallback > 0 then
triggerHandler:handleLoadingCallbackLoadTrigger(self,fillableObject,fillUnitIndex,loadingCallback)
end
end
else
return superFunc(self,vehicle)
end
end
LoadTrigger.onActivateObject = Utils.overwrittenFunction(LoadTrigger.onActivateObject,TriggerHandler.onActivateObject)
function TriggerHandler:handleLoadingCallbackLoadTrigger(trigger,object,fillUnitIndex,loadingCallback)
local lastCallbackData = nil
local lastMinCallBackData = nil
for indexCallback,callbackData in ipairs(loadingCallback) do
local data = callbackData.data
local fillType = data.fillType
lastCallbackData = callbackData
--all okay start loading
if callbackData.callback == TriggerHandler.CALLBACK.OK then
if trigger.onFillTypeSelection then
trigger:onFillTypeSelection(fillType)
g_currentMission.activatableObjects[trigger] = nil
end
table.insert(self.lastLoadedFillTypes, fillType)
self:debugSparse(object, 'LoadingTrigger: start Loading, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
return
--max FillLevel reached
elseif callbackData.callback == TriggerHandler.CALLBACK.MAX_REACHED then
if trigger.onFillTypeSelection then
g_currentMission.activatableObjects[trigger] = nil
end
self:resetLoadingState()
self:debugSparse(object, 'LoadingTrigger: max Reached, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
return
-- min FillLevel not reached to start filling
elseif callbackData.callback == TriggerHandler.CALLBACK.MIN_NOT_REACHED then
lastMinCallBackData = callbackData
self:setLoadingState()
CpManager:setGlobalInfoText(self.vehicle, 'FARM_SILO_IS_EMPTY');
self:debugSparse(object, 'LoadingTrigger: minLevel not reached, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
return
end
end
--minLevel from last checked fillType not reached!
-- if lastMinCallBackData and lastMinCallBackData.callback == TriggerHandler.CALLBACK.MIN_NOT_REACHED then
-- self:setLoadingState()
-- CpManager:setGlobalInfoText(self.vehicle, 'FARM_SILO_IS_EMPTY');
-- courseplay.debugVehicle(2,object, 'FillTrigger: minLevel not reached, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
-- return
-- end
--runCounter = 0
if lastCallbackData and lastCallbackData.callback == TriggerHandler.CALLBACK.RUN_COUNTER_NOT_REACHED then
self:setLoadingState()
CpManager:setGlobalInfoText(self.vehicle, 'RUNCOUNTER_ERROR_FOR_TRIGGER');
self:debugSparse(object, 'last runCounter=0, fillType: '..g_fillTypeManager:getFillTypeByIndex(lastCallbackData.data.fillType).title)
return
elseif lastCallbackData and lastCallbackData.callback == TriggerHandler.CALLBACK.SKIP_LOADING then
self:setLoadingState()
CpManager:setGlobalInfoText(self.vehicle, 'FARM_SILO_IS_EMPTY');
self:debugSparse(object, 'last FillType minLevel not reached, fillType: '..g_fillTypeManager:getFillTypeByIndex(lastCallbackData.data.fillType).title)
return
end
end
--LoadTrigger => start/stop driver and close cover once free from trigger
function TriggerHandler:setIsLoading(superFunc,isLoading, targetObject, fillUnitIndex, fillType, noEventSend)
if self.validFillableObject then
local rootVehicle = self.validFillableObject:getRootVehicle()
if courseplay:isAIDriverActive(rootVehicle) then
local triggerHandler = rootVehicle.cp.driver.triggerHandler
if not triggerHandler.validFillTypeLoading and not triggerHandler.validFuelLoading then
return superFunc(self,isLoading, targetObject, fillUnitIndex, fillType, noEventSend)
end
if isLoading then
triggerHandler:setLoadingState(self.validFillableObject,fillUnitIndex, fillType,self)
triggerHandler:debug(self.validFillableObject, 'LoadTrigger setLoading, FillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
else
triggerHandler:disableUnloadingTriggerUnderFillTrigger(self.validFillableObject)
triggerHandler:resetLoadingState()
triggerHandler:debug(self.validFillableObject, 'LoadTrigger resetLoading and close Cover')
SpecializationUtil.raiseEvent(self.validFillableObject, "onRemovedFillUnitTrigger",#self.validFillableObject.spec_fillUnit.fillTrigger.triggers)
g_currentMission:addActivatableObject(self)
end
end
end
return superFunc(self,isLoading, targetObject, fillUnitIndex, fillType, noEventSend)
end
LoadTrigger.setIsLoading = Utils.overwrittenFunction(LoadTrigger.setIsLoading,TriggerHandler.setIsLoading)
--close cover after tipping for trailer if not closed already
function TriggerHandler:endTipping(superFunc,noEventSend)
local rootVehicle = self:getRootVehicle()
if g_server ~=nil and courseplay:isAIDriverActive(rootVehicle) then
if rootVehicle.cp.settings.automaticCoverHandling:is(true) and self.spec_cover then
self:setCoverState(0, true)
end
rootVehicle.cp.driver.triggerHandler:resetUnloadingState()
end
return superFunc(self,noEventSend)
end
Trailer.endTipping = Utils.overwrittenFunction(Trailer.endTipping,TriggerHandler.endTipping)
function TriggerHandler:setFillUnitIsFilling(superFunc,isFilling, noEventSend,trigger)
local rootVehicle = self:getRootVehicle()
if courseplay:isAIDriverActive(rootVehicle) and trigger then
if isFilling ~= spec.fillTrigger.isFilling then
if noEventSend == nil or noEventSend == false then
if g_server ~= nil then
g_server:broadcastEvent(SetFillUnitIsFillingEvent:new(self, isFilling), nil, nil, self)
else
g_client:getServerConnection():sendEvent(SetFillUnitIsFillingEvent:new(self, isFilling))
end
end
spec.fillTrigger.isFilling = isFilling
spec.fillTrigger.currentTrigger = trigger
if self.isClient then
self:setFillSoundIsPlaying(isFilling)
if spec.fillTrigger.currentTrigger ~= nil then
spec.fillTrigger.currentTrigger:setFillSoundIsPlaying(isFilling)
end
end
SpecializationUtil.raiseEvent(self, "onFillUnitIsFillingStateChanged", isFilling)
if not isFilling then
self:updateFillUnitTriggers()
end
end
else
return superFunc(self,isFilling, noEventSend)
end
end
FillUnit.setFillUnitIsFilling = Utils.overwrittenFunction(FillUnit.setFillUnitIsFilling,TriggerHandler.setFillUnitIsFilling)
function TriggerHandler:updateFillUnitTriggers(superFunc,triggerHandler)
local spec = self.spec_fillUnit
if triggerHandler and not spec.fillTrigger.isFilling then
if #spec.fillTrigger.triggers == 0 then
triggerHandler:resetLoadingState()
return
end
local fillTypeData,fillTypeDataSize = triggerHandler:getSiloSelectedFillTypeData()
local loadingCallback = {}
local indexCallback = 1
for _,data in ipairs(fillTypeData) do
for _, trigger in ipairs(spec.fillTrigger.triggers) do
if trigger:getIsActivatable(self) then
local fillType = trigger:getCurrentFillType()
local fillUnitIndex = self:getFirstValidFillUnitToFill(fillType)
if fillType == data.fillType and fillUnitIndex then
local callback = triggerHandler:triggerCanStartLoading(trigger,self,fillUnitIndex,10000,data,fillTypeDataSize)
loadingCallback[indexCallback] = {}
loadingCallback[indexCallback].callback = callback
loadingCallback[indexCallback].data = data
-- loadingCallback[indexCallback].fillLevelTrigger = fillLevel
loadingCallback[indexCallback].fillUnitIndex = fillUnitIndex
loadingCallback[indexCallback].currentTrigger = trigger
indexCallback = indexCallback +1
end
end
end
end
triggerHandler:handleLoadingCallbackFillTrigger(trigger,self,fillUnitIndex,loadingCallback)
else
return superFunc(self)
end
end
FillUnit.updateFillUnitTriggers = Utils.overwrittenFunction(FillUnit.updateFillUnitTriggers,TriggerHandler.updateFillUnitTriggers)
function TriggerHandler:handleLoadingCallbackFillTrigger(trigger,object,fillUnitIndex,loadingCallback)
local lastCallbackData = nil
local lastMinCallBackData = nil
for indexCallback,callbackData in ipairs(loadingCallback) do
local data = callbackData.data
local fillType = data.fillType
lastCallbackData = callbackData
--all okay start loading
if callbackData.callback == TriggerHandler.CALLBACK.OK then
self:setLoadingState(object,callbackData.fillUnitIndex,fillType)
-- object.spec_fillUnit.fillTrigger.currentTrigger = callbackData.currentTrigger
object:setFillUnitIsFilling(true,nil,trigger)
table.insert(self.lastLoadedFillTypes, fillType)
self:debugSparse(object, 'FillTrigger: start Loading, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
return
--max FillLevel reached
elseif callbackData.callback == TriggerHandler.CALLBACK.MAX_REACHED then
self:resetLoadingState()
self:debugSparse(object, 'FillTrigger: max Reached, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
return
-- min FillLevel not reached to start filling
elseif callbackData.callback == TriggerHandler.CALLBACK.MIN_NOT_REACHED then
lastMinCallBackData = callbackData
if self.driver:notAllowedToLoadNextFillType() then
self:setLoadingState()
CpManager:setGlobalInfoText(self.vehicle, 'FARM_SILO_IS_EMPTY');
self:debugSparse(object, 'FillTrigger: minLevel not reached, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
return
else
self:debugSparse(object, 'LoadingTrigger: minLevel not reached and skip loading, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
end
end
end
--minLevel from last checked fillType not reached!
if lastMinCallBackData and lastMinCallBackData.callback == TriggerHandler.CALLBACK.MIN_NOT_REACHED then
self:setLoadingState()
CpManager:setGlobalInfoText(self.vehicle, 'FARM_SILO_IS_EMPTY');
courseplay.debugVehicle(2,object, 'FillTrigger: minLevel not reached, fillType: '..g_fillTypeManager:getFillTypeByIndex(fillType).title)
return
end
--last possible runCounter = 0
if lastCallbackData and lastCallbackData.callback == TriggerHandler.CALLBACK.RUN_COUNTER_NOT_REACHED then
self:setLoadingState()
CpManager:setGlobalInfoText(self.vehicle, 'RUNCOUNTER_ERROR_FOR_TRIGGER');
self:debugSparse(fillableObject, 'FillTrigger: last runCounter=0, fillType: '..g_fillTypeManager:getFillTypeByIndex(lastCallbackData.fillType).title)
return
end
end
--LoadTrigger callback used to open correct cover for loading
function TriggerHandler:loadTriggerCallback(triggerId, otherId, onEnter, onLeave, onStay, otherShapeId)
--legancy code!!!
courseplay:SiloTrigger_TriggerCallback(self, triggerId, otherActorId, onEnter, onLeave, onStay, otherShapeId)
local fillableObject = g_currentMission:getNodeObject(otherId)
local rootVehicle
if fillableObject and fillableObject:isa(Vehicle) then
rootVehicle = fillableObject:getRootVehicle()
end
if g_server ~=nil and courseplay:isAIDriverActive(rootVehicle) then
-- if rootVehicle.cp.driver.triggerHandler.validFillTypeLoading then
TriggerHandler:handleLoadTriggerCallback(self,triggerId, otherId, onEnter, onLeave, onStay, otherShapeId,rootVehicle,fillableObject)
-- end
end
end
LoadTrigger.loadTriggerCallback = Utils.appendedFunction(LoadTrigger.loadTriggerCallback,TriggerHandler.loadTriggerCallback)
function TriggerHandler:handleLoadTriggerCallback(self,triggerId, otherId, onEnter, onLeave, onStay, otherShapeId,rootVehicle,fillableObject)
local triggerHandler = rootVehicle.cp.driver.triggerHandler
if onEnter then
courseplay.debugVehicle(2,fillableObject, 'LoadTrigger onEnter')
if fillableObject.getFillUnitIndexFromNode ~= nil then
local fillLevels, capacity
if self.source.getAllFillLevels then
fillLevels, capacity = self.source:getAllFillLevels(g_currentMission:getFarmId())
elseif self.source.getAllProvidedFillLevels then
fillLevels, capacity = self.source:getAllProvidedFillLevels(g_currentMission:getFarmId(), self.managerId)
end
if fillLevels then
local foundFillUnitIndex = fillableObject:getFillUnitIndexFromNode(otherId)
for fillTypeIndex, fillLevel in pairs(fillLevels) do
if fillableObject:getFillUnitSupportsFillType(foundFillUnitIndex, fillTypeIndex) then
if fillableObject:getFillUnitAllowsFillType(foundFillUnitIndex, fillTypeIndex) and fillableObject.spec_cover then
SpecializationUtil.raiseEvent(fillableObject, "onAddedFillUnitTrigger",fillTypeIndex,foundFillUnitIndex,1)
courseplay.debugVehicle(2,fillableObject, 'LoadTrigger: open Cover for loading')
end
end
end
end
end
end
if onLeave then
triggerHandler:disableTriggerSpeed(otherId)
spec = fillableObject.spec_fillUnit
if spec then
SpecializationUtil.raiseEvent(fillableObject, "onRemovedFillUnitTrigger",#spec.fillTrigger.triggers)
end
courseplay.debugVehicle(2,fillableObject, 'LoadTrigger: onLeave, disableTriggerSpeed')
else
triggerHandler:enableTriggerSpeed(triggerId,otherId)
courseplay.debugVehicle(2,fillableObject, 'LoadTrigger: enableTriggerSpeed')
end
end
--FillTrigger callback used to set approach speed for Cp driver
function TriggerHandler:fillTriggerCallback(superFunc, triggerId, otherActorId, onEnter, onLeave, onStay, otherShapeId)
local fillableObject = g_currentMission:getNodeObject(otherId)
local rootVehicle
if fillableObject and fillableObject:isa(Vehicle) then
rootVehicle = fillableObject:getRootVehicle()
end
if g_server ~=nil and courseplay:isAIDriverActive(rootVehicle) then
local triggerHandler = rootVehicle.cp.driver.triggerHandler
if not triggerHandler.validFillTypeLoading then
return superFunc(self,triggerId, otherActorId, onEnter, onLeave, onStay, otherShapeId)
end
if onEnter then
courseplay.debugVehicle(2,fillableObject, 'fillTrigger onEnter')
end
if onLeave then
triggerHandler:disableTriggerSpeed(otherActorId)
courseplay.debugVehicle(2,fillableObject, 'fillTrigger onLeave')
else
triggerHandler:enableTriggerSpeed(triggerId,otherActorId)
end
end
return superFunc(self,triggerId, otherActorId, onEnter, onLeave, onStay, otherShapeId)
end
FillTrigger.fillTriggerCallback = Utils.overwrittenFunction(FillTrigger.fillTriggerCallback, TriggerHandler.fillTriggerCallback)
--check if the vehicle is controlled by courseplay
function courseplay:isAIDriverActive(rootVehicle)
if rootVehicle and rootVehicle.cp and rootVehicle.cp.driver and rootVehicle:getIsCourseplayDriving() and rootVehicle.cp.driver:isActive() and not rootVehicle.cp.driver:isAutoDriveDriving() then
return true
end
end
--Augerwagons handling
--Pipe callback used for augerwagons to open the cover on the fillableObject
function TriggerHandler:unloadingTriggerCallback(superFunc,triggerId, otherId, onEnter, onLeave, onStay, otherShapeId)
local rootVehicle = self:getRootVehicle()
if g_server ~=nil and courseplay:isAIDriverActive(rootVehicle) and rootVehicle.cp.driver.triggerHandler.validFillTypeUnloadingAugerWagon then
local triggerHandler = rootVehicle.cp.driver.triggerHandler
local object = g_currentMission:getNodeObject(otherId)
if object ~= nil and object ~= self and object:isa(Vehicle) then
local objectRootVehicle = object:getRootVehicle()
if not courseplay:isAIDriverActive(objectRootVehicle) then
return superFunc(self,triggerId, otherId, onEnter, onLeave, onStay, otherShapeId)
end
local objectTriggerHandler = objectRootVehicle.cp.driver.triggerHandler
objectTriggerHandler:enableTriggerSpeed(NetworkUtil.getObjectId(self),object)
if object.getFillUnitIndexFromNode ~= nil and not onLeave then
local fillUnitIndex = object:getFillUnitIndexFromNode(otherId)
if fillUnitIndex ~= nil then
local dischargeNode = self:getDischargeNodeByIndex(self:getPipeDischargeNodeIndex())