feat(ui): Flows-oprydning — tavle grupperet Ind/Ud efter navn, traktorer: egne+ledige (Vis alle), bygninger: valgte først, uden markør skjult (Vis alle); fix: staldes foderkrybbe (feedingTrough) i stationsopslag og bygningsmarkører — hønsehus (v1.19.0.0)

This commit is contained in:
2026-09-24 19:31:57 +02:00
parent b3d49c4857
commit 99c509ea10
13 changed files with 334 additions and 26 deletions
+5
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@@ -104,6 +104,11 @@ local function collectNodes(placeable, loadStations, unloadStations)
end end
if #nodes > 0 then table.insert(loadGroups, nodes) end if #nodes > 0 then table.insert(loadGroups, nodes) end
end end
-- staldens foderkrybbe (hønsehus: kun krybben, ingen trigger i aflæsningsstationen)
local food = placeable.spec_husbandryFood
local trough = food ~= nil and food.feedingTrough or nil
local troughNode = trough ~= nil and (trough.exactFillRootNode or trough.triggerNode) or nil
if troughNode ~= nil then table.insert(unloadNodes, troughNode) end
-- stald med egne pallespawnere (hønsehus: æg, fårestald: uld) — én læssegruppe pr. spawner -- stald med egne pallespawnere (hønsehus: æg, fårestald: uld) — én læssegruppe pr. spawner
local husbandryPallets = placeable.spec_husbandryPallets local husbandryPallets = placeable.spec_husbandryPallets
local seenSpawners = {} local seenSpawners = {}
+119
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@@ -0,0 +1,119 @@
-- AD Flow View
-- Rene regler for Flows-fanens oprydning (ingen spil-API): tavlens grupper og rækkefølge, hvilke
-- traktorer og bygninger der vises som standard, og hvad "Vis alle" tilføjer.
ADFlowView = {}
-- Naturlig sortering: tal i navne sammenlignes som tal ("Biogas 9" < "Biogas 10").
local function naturalKey(text)
local parts = {}
local value = string.lower(tostring(text or ""))
local position = 1
while position <= #value do
local digits = string.match(value, "^%d+", position)
if digits ~= nil then
table.insert(parts, {number = tonumber(digits)})
position = position + #digits
else
local chunk = string.match(value, "^%D+", position)
table.insert(parts, {text = chunk})
position = position + #chunk
end
end
return parts
end
function ADFlowView.naturalLess(a, b)
local ka, kb = naturalKey(a), naturalKey(b)
for index = 1, math.max(#ka, #kb) do
local pa, pb = ka[index], kb[index]
if pa == nil then return true end
if pb == nil then return false end
if pa.number ~= nil and pb.number ~= nil then
if pa.number ~= pb.number then return pa.number < pb.number end
elseif pa.number ~= nil or pb.number ~= nil then
return pa.number ~= nil
elseif pa.text ~= pb.text then
return pa.text < pb.text
end
end
return false
end
local function sortedBy(list, field)
local copy = {}
for _, item in ipairs(list or {}) do table.insert(copy, item) end
table.sort(copy, function(a, b)
if a[field] ~= b[field] then return ADFlowView.naturalLess(a[field], b[field]) end
return tostring(a.id) < tostring(b.id)
end)
return copy
end
-- Tavlen: forsyning ("Ind til bygning") først, så udkørsel ("Ud fra bygning"); hver gruppe efter navn.
-- {{kind, runs}, ...}; tomme grupper udelades.
function ADFlowView.boardGroups(runs)
local byKind = {supply = {}, outbound = {}}
for _, run in ipairs(runs or {}) do
table.insert(byKind[run.kind == "outbound" and "outbound" or "supply"], run)
end
local groups = {}
for _, kind in ipairs({"supply", "outbound"}) do
if #byKind[kind] > 0 then
table.insert(groups, {kind = kind, runs = sortedBy(byKind[kind], "name")})
end
end
return groups
end
-- Samme rækkefølge som tavlen, som én liste (flow-vælgeren).
function ADFlowView.orderedRuns(runs)
local result = {}
for _, group in ipairs(ADFlowView.boardGroups(runs)) do
for _, run in ipairs(group.runs) do table.insert(result, run) end
end
return result
end
-- Traktorer: vehicles = {{id, label, state = "in"|"free"|"other"|"blocked"}}. Standard: flowets egne,
-- så ledige der kan bruges. showAll tilføjer traktorer i andre flows og låste (vogn passer ikke).
local STATE_ORDER = {"in", "free", "other", "blocked"}
function ADFlowView.vehicleRows(vehicles, showAll)
local byState = {}
for _, entry in ipairs(vehicles or {}) do
byState[entry.state] = byState[entry.state] or {}
table.insert(byState[entry.state], entry)
end
local rows = {}
for _, state in ipairs(STATE_ORDER) do
if showAll or state == "in" or state == "free" then
for _, entry in ipairs(sortedBy(byState[state], "label")) do table.insert(rows, entry) end
end
end
return rows
end
function ADFlowView.hiddenCount(all, shown)
return #(all or {}) - #(shown or {})
end
-- Bygninger: buildings = {{id, name, hasMarker}}, chosen = {[id] = true}. Valgte først; bygninger uden
-- markør kun hvis valgte eller showAll (de kan alligevel ikke bruges før en markør er sat).
function ADFlowView.buildingRows(buildings, chosen, showAll)
local picked, withMarker, withoutMarker = {}, {}, {}
for _, building in ipairs(buildings or {}) do
if chosen ~= nil and chosen[building.id] then
table.insert(picked, building)
elseif building.hasMarker then
table.insert(withMarker, building)
elseif showAll then
table.insert(withoutMarker, building)
end
end
local rows = {}
for _, list in ipairs({sortedBy(picked, "name"), sortedBy(withMarker, "name"), sortedBy(withoutMarker, "name")}) do
for _, building in ipairs(list) do table.insert(rows, building) end
end
return rows
end
+41 -1
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@@ -167,8 +167,48 @@ local function getLoadStationAtMarker(adEnv, wayPoint, farmId)
return getClosestStation(adEnv, g_currentMission.storageSystem:getLoadingStations(), "loadTriggers", LOAD_TRIGGER_NODE_FIELDS, wayPoint, farmId) return getClosestStation(adEnv, g_currentMission.storageSystem:getLoadingStations(), "loadTriggers", LOAD_TRIGGER_NODE_FIELDS, wayPoint, farmId)
end end
-- Staldes foderkrybbe (spec_husbandryFood.feedingTrough, samme tippe-trigger som AutoDrive bruger) står
-- ikke altid i aflæsningsstationens unloadTriggers — hønsehuset har KUN krybben. Opslaget får derfor en
-- proxy pr. krybbe der peger på staldens station (eller en minimal station). Caches i UNLOAD_CACHE_MS.
ADSmartPickup.UNLOAD_CACHE_MS = 1000
local unloadCache = {list = nil, time = -math.huge}
function ADSmartPickup.invalidateUnloadCandidates()
unloadCache.list, unloadCache.time = nil, -math.huge
end
local function getUnloadCandidates()
local now = g_currentMission ~= nil and type(g_currentMission.time) == "number" and g_currentMission.time or nil
if unloadCache.list ~= nil and now ~= nil and (now - unloadCache.time) < ADSmartPickup.UNLOAD_CACHE_MS then
return unloadCache.list
end
local list, byPlaceable = {}, {}
for _, station in pairs(g_currentMission.storageSystem:getUnloadingStations()) do
table.insert(list, station)
if station.owningPlaceable ~= nil and byPlaceable[station.owningPlaceable] == nil then
byPlaceable[station.owningPlaceable] = station
end
end
local placeables = g_currentMission.placeableSystem ~= nil and g_currentMission.placeableSystem.placeables or {}
for _, placeable in pairs(placeables) do
local food = placeable.spec_husbandryFood
local trough = food ~= nil and food.feedingTrough or nil
local node = trough ~= nil and (trough.exactFillRootNode or trough.triggerNode) or nil
if node ~= nil then
local station = byPlaceable[placeable] or {
owningPlaceable = placeable,
-- spillets adgangstjek kalder getOwnerFarmId på stationen
getOwnerFarmId = function() return placeable.getOwnerFarmId ~= nil and placeable:getOwnerFarmId() or placeable.ownerFarmId end,
}
table.insert(list, setmetatable({unloadTriggers = {{exactFillRootNode = node}}}, {__index = station}))
end
end
unloadCache.list, unloadCache.time = list, now or -math.huge
return list
end
local function getUnloadStationAtMarker(adEnv, wayPoint, farmId) local function getUnloadStationAtMarker(adEnv, wayPoint, farmId)
return getClosestStation(adEnv, g_currentMission.storageSystem:getUnloadingStations(), "unloadTriggers", UNLOAD_TRIGGER_NODE_FIELDS, wayPoint, farmId) return getClosestStation(adEnv, getUnloadCandidates(), "unloadTriggers", UNLOAD_TRIGGER_NODE_FIELDS, wayPoint, farmId)
end end
-- Station ved et AutoDrive-waypoint (bruges af runs-controlleren og læs-byttet); nil uden station. -- Station ved et AutoDrive-waypoint (bruges af runs-controlleren og læs-byttet); nil uden station.
+24 -8
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@@ -70,10 +70,14 @@ function SmartPickupFrame:fillBoardRows(adEnv)
local rows = {} local rows = {}
local header = self:addTextRow(self.i18n:getText("spu_section_flows")) local header = self:addTextRow(self.i18n:getText("spu_section_flows"))
table.insert(rows, header.parent) table.insert(rows, header.parent)
for _, run in ipairs(ADRunsController.store.runs) do -- grupperet: Ind til bygning, så Ud fra bygning — hver efter navn
local title = self:addTextRow(self:describeFlow(adEnv, run, run.id == self.selectedRunId)) for _, group in ipairs(ADFlowView.boardGroups(ADRunsController.store.runs)) do
table.insert(rows, title.parent) table.insert(rows, self:addTextRow(self.i18n:getText(group.kind == "outbound" and "spu_board_outbound" or "spu_board_supply")).parent)
table.insert(self.boardRows, {run = run, title = title}) for _, run in ipairs(group.runs) do
local title = self:addTextRow(self:describeFlow(adEnv, run, run.id == self.selectedRunId))
table.insert(rows, title.parent)
table.insert(self.boardRows, {run = run, title = title})
end
end end
if #ADRunsController.store.runs == 0 then if #ADRunsController.store.runs == 0 then
table.insert(rows, self:addTextRow(self.i18n:getText("spu_noRuns")).parent) table.insert(rows, self:addTextRow(self.i18n:getText("spu_noRuns")).parent)
@@ -126,17 +130,29 @@ function SmartPickupFrame:fillBuildingRows(adEnv, run, role)
local rowKind = role == "load" and "sourceBuilding" or role == "store" and "storeBuilding" or "targetBuilding" local rowKind = role == "load" and "sourceBuilding" or role == "store" and "storeBuilding" or "targetBuilding"
for _, id in ipairs(ids or {}) do chosen[id] = true end for _, id in ipairs(ids or {}) do chosen[id] = true end
local count = 0 local count = 0
-- kandidater -> valgte først, så med markør; uden markør kun med "Vis alle bygninger"
local candidates = {}
for _, building in ipairs(ADBuildings.list(adEnv, g_currentMission:getFarmId())) do for _, building in ipairs(ADBuildings.list(adEnv, g_currentMission:getFarmId())) do
-- "Lager til": siloer og gårdens fabrikker (fx BGA) — markøren er bygningens aflæsningsmarkør -- "Lager til": siloer og gårdens fabrikker (fx BGA) — markøren er bygningens aflæsningsmarkør
local fits = (role == "load" and building.canBeSource) or (role == "unload" and building.canBeTarget) local fits = (role == "load" and building.canBeSource) or (role == "unload" and building.canBeTarget)
or (role == "store" and (building.kind == "silo" or building.kind == "factory")) or (role == "store" and (building.kind == "silo" or building.kind == "factory"))
if fits then if fits then
count = count + 1 local markers = ADBuildings.getMarkers ~= nil and ADBuildings.getMarkers(building, role == "store" and "unload" or role) or {}
local row = self:addRow(self.ingredientPrefab, {kind = rowKind, buildingId = building.id}) table.insert(candidates, {id = building.id, name = building.name, hasMarker = markers[1] ~= nil, building = building})
row:getDescendantByName("title"):setText(self:describeBuilding(building, role == "store" and "unload" or role))
row:getDescendantByName("option"):setState(chosen[building.id] and SmartPickupFrame.STATE_ON or SmartPickupFrame.STATE_OFF, false)
end end
end end
local shown = ADFlowView.buildingRows(candidates, chosen, self.showAllBuildings == true)
local hiddenBuildings = ADFlowView.hiddenCount(candidates, shown)
if hiddenBuildings > 0 or self.showAllBuildings then
self:addToggleRow("showAllBuildings", string.format(self.i18n:getText("spu_showAllBuildings"), hiddenBuildings), {self.i18n:getText("ui_no"), self.i18n:getText("ui_yes")}, self.showAllBuildings == true)
end
for _, entry in ipairs(shown) do
local building = entry.building
count = count + 1
local row = self:addRow(self.ingredientPrefab, {kind = rowKind, buildingId = building.id})
row:getDescendantByName("title"):setText(self:describeBuilding(building, role == "store" and "unload" or role))
row:getDescendantByName("option"):setState(chosen[building.id] and SmartPickupFrame.STATE_ON or SmartPickupFrame.STATE_OFF, false)
end
-- valgte bygninger der ikke længere findes (solgt) -- valgte bygninger der ikke længere findes (solgt)
for _, id in ipairs(ids or {}) do for _, id in ipairs(ids or {}) do
if ADBuildings.find(adEnv, g_currentMission:getFarmId(), id) == nil then if ADBuildings.find(adEnv, g_currentMission:getFarmId(), id) == nil then
+36 -9
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@@ -267,7 +267,11 @@ function SmartPickupFrame:setStaticRowsVisible(tab, run)
end end
end end
-- Samme rækkefølge som tavlen: Ind til bygning først, så Ud fra bygning, hver efter navn.
function SmartPickupFrame:getRunsForTab() function SmartPickupFrame:getRunsForTab()
if ADFlowView ~= nil then
return ADFlowView.orderedRuns(ADRunsController.store.runs)
end
return ADRunsController.store.runs return ADRunsController.store.runs
end end
@@ -433,28 +437,46 @@ function SmartPickupFrame:fillWaitPoolOption(adEnv, run)
self.waitPoolOption:setState(index, false) self.waitPoolOption:setState(index, false)
end end
-- Traktorer: som standard flowets egne og de ledige der kan bruges; "Vis alle" tilføjer traktorer i andre
-- flows og låste (vognen passer ikke) — de er tit mange og gør listen uoverskuelig.
function SmartPickupFrame:fillVehicleRows(adEnv, run) function SmartPickupFrame:fillVehicleRows(adEnv, run)
local inRun = {} local inRun = {}
for _, id in ipairs(run.vehicleIds) do for _, id in ipairs(run.vehicleIds) do
inRun[id] = true inRun[id] = true
end end
local entries = {}
for _, vehicle in ipairs(ADRunsController.getFarmVehicles(adEnv)) do for _, vehicle in ipairs(ADRunsController.getFarmVehicles(adEnv)) do
local id = ADRunsController.getVehicleId(vehicle) local id = ADRunsController.getVehicleId(vehicle)
local otherRun = ADRunsController.getRunForVehicle(vehicle)
local state = "free"
if inRun[id] then
state = "in"
elseif otherRun ~= nil and otherRun.id ~= run.id then
state = "other"
elseif SmartPickupFrame.VEHICLE_BLOCKING_REASONS[ADRunsController.validateVehicle(adEnv, run, vehicle).reason] then
state = "blocked"
end
table.insert(entries, {id = id, label = ADRunsController.getVehicleLabel(adEnv, vehicle), state = state, vehicle = vehicle, otherRun = otherRun})
end
local rows = ADFlowView.vehicleRows(entries, self.showAllVehicles == true)
local hidden = ADFlowView.hiddenCount(entries, rows)
if hidden > 0 or self.showAllVehicles then
self.showAllVehiclesOption = self:addToggleRow("showAllVehicles", string.format(self.i18n:getText("spu_showAllVehicles"), hidden), {self.i18n:getText("ui_no"), self.i18n:getText("ui_yes")}, self.showAllVehicles == true)
end
for _, entry in ipairs(rows) do
local vehicle = entry.vehicle
local row = self:addRow(self.vehiclePrefab, {kind = "vehicle", vehicle = vehicle, row = nil}) local row = self:addRow(self.vehiclePrefab, {kind = "vehicle", vehicle = vehicle, row = nil})
local option, title = row:getDescendantByName("option"), row:getDescendantByName("title") local option, title = row:getDescendantByName("option"), row:getDescendantByName("title")
self.rowData[option].row = row self.rowData[option].row = row
option:setState(inRun[id] and SmartPickupFrame.STATE_ON or SmartPickupFrame.STATE_OFF, false) option:setState(entry.state == "in" and SmartPickupFrame.STATE_ON or SmartPickupFrame.STATE_OFF, false)
-- Traktorer i et ANDET run kan ikke vælges her (én traktor = ét run); rækken viser hvor den er. if entry.state == "other" then
local otherRun = ADRunsController.getRunForVehicle(vehicle) -- én traktor = ét flow; rækken viser hvor den er
if otherRun ~= nil and otherRun.id ~= run.id then
option:setDisabled(true) option:setDisabled(true)
self.rowData[option].locked = true self.rowData[option].locked = true
title:setText(string.format("%s — %s", ADRunsController.getVehicleLabel(adEnv, vehicle), string.format(self.i18n:getText("spu_inRun"), tostring(otherRun.name)))) title:setText(string.format("%s — %s", entry.label, string.format(self.i18n:getText("spu_inRun"), tostring(entry.otherRun.name))))
else else
title:setText(self:describeVehicle(adEnv, run, vehicle, inRun[id])) title:setText(self:describeVehicle(adEnv, run, vehicle, entry.state == "in"))
-- Vogn der ikke kan bære run'ets varer (ingen vogn / forkert vogn / paller uden UAL) kan ikke if entry.state == "blocked" then
-- vælges; er den allerede i run'et, kan den stadig fravælges.
if not inRun[id] and SmartPickupFrame.VEHICLE_BLOCKING_REASONS[ADRunsController.validateVehicle(adEnv, run, vehicle).reason] then
option:setDisabled(true) option:setDisabled(true)
self.rowData[option].locked = true self.rowData[option].locked = true
end end
@@ -678,6 +700,11 @@ function SmartPickupFrame:onClickIngredient(state, element)
return self:onClickCollectRound(state) return self:onClickCollectRound(state)
elseif data ~= nil and data.kind == "direction" then elseif data ~= nil and data.kind == "direction" then
return self:onClickDirection(state) return self:onClickDirection(state)
elseif data ~= nil and (data.kind == "showAllVehicles" or data.kind == "showAllBuildings") then
local isOn = state == SmartPickupFrame.STATE_ON
if data.kind == "showAllVehicles" then self.showAllVehicles = isOn else self.showAllBuildings = isOn end
self:requestRebuild()
return
elseif data ~= nil and (data.kind == "sourceBuilding" or data.kind == "targetBuilding" or data.kind == "storeBuilding") then elseif data ~= nil and (data.kind == "sourceBuilding" or data.kind == "targetBuilding" or data.kind == "storeBuilding") then
return self:onClickBuilding(state, element) return self:onClickBuilding(state, element)
end end
+4
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@@ -135,6 +135,10 @@
<text name="spu_stat_use" text="forbrug %s/døgn"/> <text name="spu_stat_use" text="forbrug %s/døgn"/>
<text name="spu_stat_prod" text="prod. %s/døgn"/> <text name="spu_stat_prod" text="prod. %s/døgn"/>
<text name="spu_stat_total" text="Bygningen i alt"/> <text name="spu_stat_total" text="Bygningen i alt"/>
<text name="spu_board_supply" text="· Ind til bygning ·"/>
<text name="spu_board_outbound" text="· Ud fra bygning ·"/>
<text name="spu_showAllVehicles" text="Vis alle traktorer (%d skjult)"/>
<text name="spu_showAllBuildings" text="Vis alle bygninger (%d skjult uden markør)"/>
<text name="spu_section_store" text="— Lager til (valgfrit; intet valgt = moden vælger selv) —"/> <text name="spu_section_store" text="— Lager til (valgfrit; intet valgt = moden vælger selv) —"/>
<text name="spu_stat_rising" text="stiger"/> <text name="spu_stat_rising" text="stiger"/>
<text name="spu_tab_factories" text="Fabrikker"/> <text name="spu_tab_factories" text="Fabrikker"/>
+4
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@@ -135,6 +135,10 @@
<text name="spu_stat_use" text="use %s/day"/> <text name="spu_stat_use" text="use %s/day"/>
<text name="spu_stat_prod" text="prod. %s/day"/> <text name="spu_stat_prod" text="prod. %s/day"/>
<text name="spu_stat_total" text="Building total"/> <text name="spu_stat_total" text="Building total"/>
<text name="spu_board_supply" text="· Into building ·"/>
<text name="spu_board_outbound" text="· Out of building ·"/>
<text name="spu_showAllVehicles" text="Show all tractors (%d hidden)"/>
<text name="spu_showAllBuildings" text="Show all buildings (%d hidden without marker)"/>
<text name="spu_section_store" text="— Store to (optional; none chosen = the mod picks) —"/> <text name="spu_section_store" text="— Store to (optional; none chosen = the mod picks) —"/>
<text name="spu_stat_rising" text="rising"/> <text name="spu_stat_rising" text="rising"/>
<text name="spu_tab_factories" text="Factories"/> <text name="spu_tab_factories" text="Factories"/>
+2 -1
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@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="no"?> <?xml version="1.0" encoding="utf-8" standalone="no"?>
<modDesc descVersion="107"> <modDesc descVersion="107">
<author>masterdraco</author> <author>masterdraco</author>
<version>1.18.8.0</version> <version>1.19.0.0</version>
<title> <title>
<en>AD Smart Pickup</en> <en>AD Smart Pickup</en>
</title> </title>
@@ -21,6 +21,7 @@
<sourceFile filename="adPrices.lua"/> <sourceFile filename="adPrices.lua"/>
<sourceFile filename="adOutboundPlanner.lua"/> <sourceFile filename="adOutboundPlanner.lua"/>
<sourceFile filename="adStorageStats.lua"/> <sourceFile filename="adStorageStats.lua"/>
<sourceFile filename="adFlowView.lua"/>
<sourceFile filename="adSources.lua"/> <sourceFile filename="adSources.lua"/>
<sourceFile filename="adBuildings.lua"/> <sourceFile filename="adBuildings.lua"/>
<sourceFile filename="adOutbound.lua"/> <sourceFile filename="adOutbound.lua"/>
+8 -3
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@@ -1,6 +1,6 @@
# AD Smart Pickup — brugermanual # AD Smart Pickup — brugermanual
Version 1.18.8 · Farming Simulator 25 · tillæg til AutoDrive Version 1.19.0 · Farming Simulator 25 · tillæg til AutoDrive
*English version: [USER_MANUAL.md](USER_MANUAL.md)* *English version: [USER_MANUAL.md](USER_MANUAL.md)*
@@ -139,7 +139,9 @@ Tryk **ESC** og vælg fanen **Smart Pickup**. Fanen har fem underfaner:
Foder stald: efter behov · alle siloer → Cow Barn 1 · behov · JCB 1 + JCB 2 · Stoppet (2 traktorer) Foder stald: efter behov · alle siloer → Cow Barn 1 · behov · JCB 1 + JCB 2 · Stoppet (2 traktorer)
``` ```
Linjen læses sådan: **navn: varer · fra → til · regel · traktorer · status**. Linjen læses sådan: **navn: varer · fra → til · regel · traktorer · status**. Tavlen er delt i
**Ind til bygning** og **Ud fra bygning**, og hver gruppe er sorteret efter navn. Flow-vælgeren følger
samme rækkefølge.
- Et `!` efter et bygningsnavn betyder, at bygningen mangler en markør. - Et `!` efter et bygningsnavn betyder, at bygningen mangler en markør.
- `!!` i status er en advarsel, fx at et salgssted ikke kan nås. - `!!` i status er en advarsel, fx at et salgssted ikke kan nås.
@@ -172,7 +174,8 @@ Cow Barn (large) — Cow 1 Milk 6 m · Cow 1 Slurry 4 m
Silo 7 (silo) — INGEN MARKØR inden for 40 m — sæt en AD-markør ved triggeren Silo 7 (silo) — INGEN MARKØR inden for 40 m — sæt en AD-markør ved triggeren
``` ```
Sæt **Ja** ud for de bygninger, flowet skal bruge. Listen er sorteret efter navn, så *Silo 9* Sæt **Ja** ud for de bygninger, flowet skal bruge. De valgte står øverst. Bygninger uden markør er
skjult, indtil du slår **Vis alle bygninger** til. Listen er ellers sorteret efter navn, så *Silo 9*
kommer før *Silo 10*. En bygning, du har solgt, står som *bygningen findes ikke længere*. kommer før *Silo 10*. En bygning, du har solgt, står som *bygningen findes ikke længere*.
--- ---
@@ -396,6 +399,8 @@ Nederst i flowet står gårdens køretøjer med kapacitet. Sæt **Ja** ud for de
- Kapaciteten står i liter for bulkvogne og som *autoload (paller)* for UAL-vogne. - Kapaciteten står i liter for bulkvogne og som *autoload (paller)* for UAL-vogne.
- **Køretøjer, der ikke kan bruges, er låst** og viser grunden. Grundene er beskrevet i tabellen. - **Køretøjer, der ikke kan bruges, er låst** og viser grunden. Grundene er beskrevet i tabellen.
- Som standard vises flowets egne traktorer og de ledige, der kan bruges. Traktorer i andre flows og
låste traktorer vises med **Vis alle traktorer**.
- Et køretøj kan kun være med i ét flow. Flyttes det, står der *flyttet fra 'andet flow'*. - Et køretøj kan kun være med i ét flow. Flyttes det, står der *flyttet fra 'andet flow'*.
- Fjerner du en kørende traktor fra et flow, stoppes den. - Fjerner du en kørende traktor fra et flow, stoppes den.
- **Navne:** traktorerne får automatisk AutoDrive-førernavn efter deres flow, fx *Milk Collect 1* og - **Navne:** traktorerne får automatisk AutoDrive-førernavn efter deres flow, fx *Milk Collect 1* og
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@@ -1,6 +1,6 @@
# AD Smart Pickup — user manual # AD Smart Pickup — user manual
Version 1.18.8 · Farming Simulator 25 · add-on for AutoDrive Version 1.19.0 · Farming Simulator 25 · add-on for AutoDrive
*Dansk version: [BRUGERMANUAL.md](BRUGERMANUAL.md)* *Dansk version: [BRUGERMANUAL.md](BRUGERMANUAL.md)*
@@ -141,7 +141,9 @@ At the top there is one line per flow. The selected flow is marked with `>`.
Barn feed: by need · all silos → Cow Barn 1 · need · JCB 1 + JCB 2 · Stopped (2 tractors) Barn feed: by need · all silos → Cow Barn 1 · need · JCB 1 + JCB 2 · Stopped (2 tractors)
``` ```
Read the line as **name: goods · from → to · rule · tractors · status**. Read the line as **name: goods · from → to · rule · tractors · status**. The board is split into
**Into building** and **Out of building**, and each group is sorted by name. The flow selector follows
the same order.
- A `!` after a building name means the building has no marker. - A `!` after a building name means the building has no marker.
- `!!` in the status is a warning, such as a selling point that cannot be reached. - `!!` in the status is a warning, such as a selling point that cannot be reached.
@@ -174,7 +176,8 @@ Cow Barn (large) — Cow 1 Milk 6 m · Cow 1 Slurry 4 m
Silo 7 (silo) — NO MARKER within 40 m — place an AD marker at the trigger Silo 7 (silo) — NO MARKER within 40 m — place an AD marker at the trigger
``` ```
Set **Yes** on the buildings the flow should use. The list is sorted by name, so *Silo 9* comes Set **Yes** on the buildings the flow should use. The chosen ones are at the top. Buildings without a
marker are hidden until you switch on **Show all buildings**. Otherwise the list is sorted by name, so *Silo 9* comes
before *Silo 10*. A building you have sold shows as *building no longer exists*. before *Silo 10*. A building you have sold shows as *building no longer exists*.
--- ---
@@ -401,6 +404,8 @@ ones that should drive.
- Capacity is shown in litres for bulk trailers and as *autoload (pallets)* for UAL trailers. - Capacity is shown in litres for bulk trailers and as *autoload (pallets)* for UAL trailers.
- **Vehicles that cannot be used are locked** and show the reason. The reasons are in the table. - **Vehicles that cannot be used are locked** and show the reason. The reasons are in the table.
- By default the flow's own tractors and the free usable ones are shown. Tractors in other flows and
locked tractors appear with **Show all tractors**.
- A vehicle can only be in one flow. If it is moved, it shows *moved from 'other flow'*. - A vehicle can only be in one flow. If it is moved, it shows *moved from 'other flow'*.
- If you remove a running tractor from a flow, it is stopped. - If you remove a running tractor from a flow, it is stopped.
- **Names:** tractors automatically get an AutoDrive driver name after their flow, such as - **Names:** tractors automatically get an AutoDrive driver name after their flow, such as
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@@ -189,8 +189,9 @@ end
-- B-COOP: hønsehus — foder aflæsses i den ene ende, æg-paller spawnes i den anden (ingen læssestation) -- B-COOP: hønsehus — foder aflæsses i den ene ende, æg-paller spawnes i den anden (ingen læssestation)
do do
local coop = placeable("coop1", "Chicken Coop", 10000, 0, {getHusbandryFillLevel = function() return 0 end, local coop = placeable("coop1", "Chicken Coop", 10000, 0, {getHusbandryFillLevel = function() return 0 end,
spec_husbandryFood = {feedingTrough = {exactFillRootNode = {x = 9970, z = 0}}},
spec_husbandryPallets = {fillTypeIndexToPalletSpawner = {[99] = {spawnPlaces = {{startNode = {x = 10030, z = 0}}}}}}}) spec_husbandryPallets = {fillTypeIndexToPalletSpawner = {[99] = {spawnPlaces = {{startNode = {x = 10030, z = 0}}}}}}})
table.insert(unloadStations, {owningPlaceable = coop, unloadTriggers = {{exactFillRootNode = {x = 9970, z = 0}}}}) table.insert(unloadStations, {owningPlaceable = coop, unloadTriggers = {}}) -- som chickenBarnBig: tom station
addMarker(61, "Chicken Food", "Chicken", 9965, 0) addMarker(61, "Chicken Food", "Chicken", 9965, 0)
addMarker(62, "Egg Pickup", "Chicken", 10035, 0) addMarker(62, "Egg Pickup", "Chicken", 10035, 0)
ADBuildings.invalidate() ADBuildings.invalidate()
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@@ -0,0 +1,64 @@
-- Kør: luajit tests/test_adFlowView.lua (fra repo-roden)
-- Ren oprydning af Flows-fanen: tavlens rækkefølge, hvilke traktorer og bygninger der vises.
dofile("FS25_ADSmartPickup/adFlowView.lua")
local V = ADFlowView
local failures = 0
local function check(name, actual, expected)
if actual == expected then
print("OK " .. name)
else
failures = failures + 1
print(string.format("FAIL %s: forventede %s, fik %s", name, tostring(expected), tostring(actual)))
end
end
local function ids(list, field)
local out = {}
for _, item in ipairs(list) do table.insert(out, tostring(item[field or "id"])) end
return table.concat(out, ",")
end
-- FV1: tavlen — forsyning (Ind) først, så udkørsel (Ud); hver gruppe sorteret efter navn (naturligt)
local runs = {
{id = 1, name = "Pig Food", kind = "supply"},
{id = 2, name = "Milk Sale", kind = "outbound"},
{id = 3, name = "Cow Food", kind = "supply"},
{id = 4, name = "Biogas 10", kind = "supply"},
{id = 5, name = "Biogas 9", kind = "supply"},
{id = 6, name = "Digestate", kind = "outbound"},
}
local groups = V.boardGroups(runs)
check("FV1 to grupper", #groups, 2)
check("FV1 Ind først", groups[1].kind, "supply")
check("FV1 Ind sorteret (Biogas 9 før 10)", ids(groups[1].runs), "5,4,3,1")
check("FV1 Ud sorteret", ids(groups[2].runs), "6,2")
check("FV1 samlet rækkefølge til vælgeren", ids(V.orderedRuns(runs)), "5,4,3,1,6,2")
check("FV1 tom gruppe udelades", #V.boardGroups({{id = 1, name = "A", kind = "supply"}}), 1)
-- FV2: traktorer — egne først, så ledige brugbare; andre flows og låste kun med "vis alle"
local vehicles = {
{id = "a", label = "Zetor", state = "free"},
{id = "b", label = "Fendt", state = "in"},
{id = "c", label = "Case", state = "other"},
{id = "d", label = "Claas", state = "blocked"},
{id = "e", label = "Deutz", state = "free"},
}
check("FV2 standard: egne + ledige, sorteret", ids(V.vehicleRows(vehicles, false)), "b,e,a")
check("FV2 vis alle: + andre flows + låste til sidst", ids(V.vehicleRows(vehicles, true)), "b,e,a,c,d")
check("FV2 antal skjulte", V.hiddenCount(vehicles, V.vehicleRows(vehicles, false)), 2)
-- FV3: bygninger — valgte først; uden markør skjult medmindre valgt eller "vis alle"
local buildings = {
{id = "s2", name = "Silo 2", hasMarker = true},
{id = "s10", name = "Silo 10", hasMarker = true},
{id = "x", name = "Gammel lade", hasMarker = false},
{id = "y", name = "Anden uden", hasMarker = false},
{id = "a", name = "Anlæg", hasMarker = true},
}
local chosen = {s10 = true, y = true}
check("FV3 standard: valgte først, så med markør", ids(V.buildingRows(buildings, chosen, false)), "y,s10,a,s2")
check("FV3 vis alle: uden markør til sidst", ids(V.buildingRows(buildings, chosen, true)), "y,s10,a,s2,x")
print(failures == 0 and "\nALLE TESTS OK" or ("\n" .. failures .. " FEJL"))
os.exit(failures == 0 and 0 or 1)
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@@ -1259,5 +1259,22 @@ check("X3 Wait-logik springer udkørsel over", okWait, true)
FS25_AutoDrive.AutoDrive.getAllDischargeableUnits = originalUnits FS25_AutoDrive.AutoDrive.getAllDischargeableUnits = originalUnits
ADOutbound = nil ADOutbound = nil
-- FT: hønsehus — foderkrybben (spec_husbandryFood.feedingTrough) står ikke i aflæsningsstationens
-- unloadTriggers; stationsopslaget ved markøren skal alligevel finde hønsehuset
do
local coop = {getHusbandryFillLevel = function() return 0 end, getName = function() return "Chicken Coop" end,
spec_husbandryFood = {feedingTrough = {exactFillRootNode = 9901}}}
nodePositions[9901] = {x = 20000, z = 3}
local coopStation = {owningPlaceable = coop, unloadTriggers = {}}
table.insert(unloadStations, coopStation)
g_currentMission.placeableSystem = {placeables = {coop}}
ADSmartPickup.invalidateUnloadCandidates()
addMarker(95, "Chicken 1 food", "Chicken", 20000, 10)
local found = ADSmartPickup.getUnloadStationAtWayPointId(FS25_AutoDrive, 95, 1)
check("FT krybbe findes via markøren", found ~= nil and found.owningPlaceable == coop, true)
g_currentMission.placeableSystem = nil
ADSmartPickup.invalidateUnloadCandidates()
end
print(failures == 0 and "\nALLE TESTS OK" or ("\n" .. failures .. " FEJL")) print(failures == 0 and "\nALLE TESTS OK" or ("\n" .. failures .. " FEJL"))
os.exit(failures == 0 and 0 or 1) os.exit(failures == 0 and 0 or 1)