Files
fs25-adsmartpickup/FS25_ADSmartPickup/adFieldJobs.lua
T

357 lines
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Lua

-- AD Field Jobs
-- Markarbejdets job-løkke (hvert sekund): opdater markerne, start kæder og pleje, beslut hvilke sæt der
-- skal ud, og gå videre til næste trin. decide() er ren og testet; udsendelse og opfølgning af sættene
-- (AutoDrive/Courseplay) ligger i adFieldWork. Alt spil-nært er pcall'et pr. mark og pr. sæt.
ADFieldJobs = {}
ADFieldJobs.LOG_PREFIX = "ADSmartPickup: "
ADFieldJobs.TICK_MS = 1000
-- én mark scannes hvert andet sekund; passive marker (manuelle, uden mål) vurderes i ti portioner
ADFieldJobs.PASSIVE_SLICES = 10
-- tidsmåling: tager et tick mere end dette, skrives det i loggen (højst én gang pr. minut)
ADFieldJobs.SLOW_TICK_MS = 3
ADFieldJobs.tickCount = 0
-- Courseplay kan efterlade hjørner på skæve marker: efter så mange færdige ture pr. sæt går marken videre.
ADFieldJobs.MAX_PASSES = 2
-- fleetMode: "all" = alle ledige maskiner (standard, "vælg og glem"), "ticked" = kun med flueben
-- courseRecords: vehicleId -> post i kursus-registret (ADCourseCache)
ADFieldJobs.state = {fields = {}, fleet = {}, assignments = {}, fleetMode = "all", courseRecords = {}}
-- mark-id -> {mower = kursus, rake = kursus, <trin> = fælles multi-tool-kursus}: kopier (kun i hukommelsen;
-- efter genindlæsning hentes slå-/rivekurset fra maskinen, som CP selv gemmer kurset på)
ADFieldJobs.courses = {}
ADFieldJobs.finished = {}
-- starter halvt forskudt, så markarbejdet og menuens opdatering (begge hvert sekund) ikke rammer samme frame
ADFieldJobs.timer = 500
ADFieldJobs.now = 0
ADFieldJobs.loaded = false
ADFieldJobs.ACTIVE_PHASES = {driving = true, starting = true, waitingCourse = true, working = true}
-- Andel græs i mellemhøjde (høstbart, men halv ydelse) der får en afbrudt slåning til at vente.
ADFieldJobs.REGROW_RATIO = 0.1
-- Trin efter høsten der ødelægger/ignorerer en stående afgrøde.
ADFieldJobs.PREP_STAGES = {strawCollecting = true, baling = true, baleCollecting = true, mulching = true, liming = true,
plowing = true, cultivating = true, sowing = true, rolling = true}
-- ---- ren beslutning ----
-- Er afgrøden taget (trin med afgrøde)? Slåning: under 50 % står. Høst: marken er bar eller under 50 %.
local function cropGone(stage, info)
if info == nil then return false end
if stage == "harvesting" and info.kind == "bare" then return true end
return (info.readyRatio or 0) < ADFieldModel.CUT_RATIO
end
-- Beslutning for én mark. assignments = sæt på marken ({phase, stage, helper}); kun sæt på det aktuelle
-- trin tæller (en aflæsningsvogn på vej hjem fra høsten forstyrrer ikke kultiveringen).
-- env = {raining = bool}: vejrfølsomme trin (høst/slå/vend/riv/hø) sendes ikke ud i regn.
-- Svar: {action = "start"|"care"|"advance"|"dispatch"|"wait"|"none", role, count, helper, stage, care, reason}.
function ADFieldJobs.decide(field, info, assignments, now, env)
local hasMarker = info ~= nil and info.markerId ~= nil
local raining = env ~= nil and env.raining == true
local kind = field.kind or (info ~= nil and info.kind) or "mowable"
if field.stage == "ready" then
if not ADFieldModel.shouldStart(field) then return {action = "none"} end
if not hasMarker then return {action = "wait"} end
local first = ADFieldModel.workStages(field.plan, info.kind, info.needs)[1]
if raining and first ~= nil and ADFieldModel.isWeatherSensitive(first, field.plan, info.kind) then
return {action = "wait", reason = "rain"}
end
return {action = "start"}
end
-- mål-afgrøde på en bar mark: klargør og så så snart målet kan sås
if info ~= nil and info.kind == "bare" and field.plan.targetFruit ~= nil and field.plan.targetFruit ~= "" then
local plantable = env ~= nil and env.plantable ~= nil and env.plantable(field.plan.targetFruit) or false
if ADFieldModel.shouldStartBare(field, "bare", plantable) then
if not hasMarker then return {action = "wait"} end
return {action = "start"}
end
end
-- klargøring på en mark hvor afgrøden står uhøstet: tilbage til klar (in-game 27/9 F16: kartofler
-- blev regnet som høstet, og marken stod til kultivering med afgrøden i jorden)
if ADFieldJobs.PREP_STAGES[field.stage] and info ~= nil and info.kind == "harvest" and info.phase == "ready"
and (info.readyRatio or 0) >= ADFieldModel.READY_RATIO then
return {action = "rewind"}
end
if not ADFieldModel.isWorking(field) then
local care = ADFieldModel.careNeed(field, info)
if care == nil then return {action = "none"} end
if field.plan.mode ~= "auto" and not field.startRequested then return {action = "none", care = care} end
if not hasMarker then return {action = "wait", care = care} end
return {action = "care", stage = care}
end
local active, finished, helpers = 0, 0, 0
for _, assignment in ipairs(assignments) do
if assignment.stage == nil or assignment.stage == field.stage then
local isActive = ADFieldJobs.ACTIVE_PHASES[assignment.phase]
if assignment.helper then
if isActive then helpers = helpers + 1 end
else
if isActive then active = active + 1 end
if assignment.phase == "finished" then finished = finished + 1 end
end
end
end
local isCropStage = ADFieldModel.CROP_STAGES[field.stage] == true
if active == 0 then
-- afgrøden er væk (sluppet undervejs, genindlæst, eller færdig): videre
if isCropStage and cropGone(field.stage, info) then return {action = "advance"} end
if finished > 0 then
local maxPasses = ADFieldJobs.MAX_PASSES * ADFieldModel.maxRigs(field.stage, field.plan)
if not isCropStage or finished >= maxPasses then return {action = "advance"} end
end
-- slåning uden maskine på en halvt slået mark: vent til genvæksten er fuldt udvokset igen
-- (et hjørne Courseplay efterlod i samme omgang, finished > 0, slås straks)
if field.stage == "mowing" and finished == 0 and info ~= nil and (info.immatureRatio or 0) > ADFieldJobs.REGROW_RATIO then
return {action = "wait", reason = "regrowing"}
end
if not hasMarker then return {action = "wait"} end
if (field.retryAt or 0) > now then return {action = "none"} end
if raining and ADFieldModel.isWeatherSensitive(field.stage, field.plan, kind) then
return {action = "wait", reason = "rain"}
end
return {action = "dispatch", role = ADFieldModel.roleFor(field.stage), count = ADFieldModel.maxRigs(field.stage, field.plan), helper = false}
end
-- hovedsættene arbejder: fyld op med hjælpere (aflæsningsvogne) en ad gangen
local helperRole = ADFieldModel.helperFor(field.stage)
if helperRole ~= nil and helpers < ADFieldModel.maxHelpers(field.stage, field.plan) and hasMarker and (field.retryAt or 0) <= now then
return {action = "dispatch", role = helperRole, count = 1, helper = true}
end
return {action = "none"}
end
-- ---- tilstand ----
function ADFieldJobs.log(fieldId, fmt, ...)
Logging.info(ADFieldJobs.LOG_PREFIX .. "F%s " .. fmt, tostring(fieldId), ...)
end
function ADFieldJobs.getField(id)
return ADFieldJobs.state.fields[id] or ADFieldModel.newField(id)
end
function ADFieldJobs.setField(field)
ADFieldJobs.state.fields[field.id] = field
end
-- Ændr felter på marken (kopi via modellen).
function ADFieldJobs.note(fieldId, changes)
ADFieldJobs.setField(ADFieldModel.with(ADFieldJobs.getField(fieldId), changes))
end
function ADFieldJobs.assignmentsFor(fieldId)
local list = {}
for _, assignment in pairs(ADFieldJobs.state.assignments) do
if assignment.fieldId == fieldId then table.insert(list, assignment) end
end
return list
end
function ADFieldJobs.save()
local ok, err = pcall(ADFieldStorage.save, ADFieldJobs.state)
if not ok then Logging.warning(ADFieldJobs.LOG_PREFIX .. "marker kunne ikke gemmes: %s", tostring(err)) end
end
function ADFieldJobs.load()
local ok, loaded = pcall(ADFieldStorage.load)
if ok then
ADFieldJobs.state.fields, ADFieldJobs.state.fleet = loaded.fields, loaded.fleet
ADFieldJobs.state.fleetMode = loaded.fleetMode or "all"
ADFieldJobs.state.courseRecords = loaded.courseRecords or {}
else
Logging.warning(ADFieldJobs.LOG_PREFIX .. "marker kunne ikke indlæses: %s", tostring(loaded))
end
ADFieldJobs.loaded = true
end
function ADFieldJobs.setPlan(id, changes)
ADFieldJobs.note(id, {plan = changes})
ADFieldJobs.save()
end
function ADFieldJobs.requestStart(id)
ADFieldJobs.note(id, {startRequested = true})
end
function ADFieldJobs.forceReady(id)
ADFieldJobs.setField(ADFieldModel.forceReady(ADFieldJobs.getField(id)))
end
function ADFieldJobs.setTarget(id, fruitName)
ADFieldJobs.setField(ADFieldModel.setTarget(ADFieldJobs.getField(id), fruitName))
ADFieldJobs.log(id, "mål-afgrøde: %s", fruitName ~= "" and fruitName or "ingen")
ADFieldJobs.save()
end
function ADFieldJobs.setFleetMode(mode)
ADFieldJobs.state.fleetMode = mode
ADFieldJobs.save()
end
function ADFieldJobs.toggleFleet(vehicleId)
ADFieldJobs.state.fleet = ADFieldFleet.toggle(ADFieldJobs.state.fleet, vehicleId)
ADFieldJobs.save()
end
-- GUI'et henter flåde og gæringssiloer herfra (ligger i adFieldWork).
function ADFieldJobs.getRigs(adEnv) return ADFieldWork.getRigs(adEnv) end
function ADFieldJobs.getFermenters(...) return ADFieldWork.getFermenters(...) end
function ADFieldJobs.forgetFinished(fieldId)
local remaining = {}
for _, done in ipairs(ADFieldJobs.finished) do
if done.fieldId ~= fieldId then table.insert(remaining, done) end
end
ADFieldJobs.finished = remaining
end
local function finishedFor(fieldId)
local list = {}
for _, assignment in ipairs(ADFieldJobs.finished) do
if assignment.fieldId == fieldId then table.insert(list, assignment) end
end
return list
end
function ADFieldJobs.stopField(adEnv, id)
ADFieldWork.stopAll(adEnv, id)
ADFieldJobs.forgetFinished(id)
ADFieldJobs.setField(ADFieldModel.stop(ADFieldJobs.getField(id)))
ADFieldJobs.save()
ADFieldJobs.log(id, "stoppet fra menuen")
end
-- Besked i spillet (højre side). critical = rød. Samme tekst vises kun én gang i træk.
function ADFieldJobs.notify(text, critical)
if ADFieldJobs.lastNotice == text then return end
ADFieldJobs.lastNotice = text
pcall(function()
local kind = critical and FSBaseMission.INGAME_NOTIFICATION_CRITICAL or FSBaseMission.INGAME_NOTIFICATION_OK
g_currentMission:addIngameNotification(kind, "Smart Pickup: " .. text)
end)
end
-- Vejret lige nu (regn), læst en gang pr. tick.
function ADFieldJobs.environment()
local ok, raining = pcall(function()
local weather = g_currentMission.environment.weather
return weather ~= nil and weather.getIsRaining ~= nil and weather:getIsRaining() or false
end)
return {
raining = ok and raining == true,
-- kan afgrøden (navn) sås i den aktuelle periode?
plantable = function(name)
local fruit = g_fruitTypeManager ~= nil and g_fruitTypeManager:getFruitTypeByName(name) or nil
return fruit ~= nil and ADCpBridge.isPlantableNow(fruit.index)
end,
}
end
-- Seneste beslutning pr. mark (GUI viser pleje-behov og grunde).
ADFieldJobs.lastDecision = {}
local function stepField(adEnv, info, env)
local current = ADFieldJobs.getField(info.id)
local field = ADFieldModel.onReadiness(current, info.readyRatio or 0)
if field ~= current then ADFieldJobs.setField(field) end
local assignments = ADFieldJobs.assignmentsFor(info.id)
for _, done in ipairs(finishedFor(info.id)) do table.insert(assignments, done) end
local decision = ADFieldJobs.decide(field, info, assignments, ADFieldJobs.now, env)
ADFieldJobs.lastDecision[info.id] = decision
if decision.action == "start" then
local started = ADFieldModel.start(field, info.kind, info.needs, info.fruitName)
started.lastFruit = info.kind == "harvest" and info.fruitName or field.lastFruit
ADFieldJobs.setField(started)
ADFieldJobs.log(info.id, "starter (%s: %s)", tostring(info.kind), started.stage)
ADFieldJobs.save()
elseif decision.action == "rewind" then
ADFieldJobs.setField(ADFieldModel.with(field, {stage = "ready", retryAt = 0, reason = false}))
ADFieldWork.windDownHelpers(adEnv, info.id, field.stage)
ADFieldJobs.log(info.id, "%s -> ready: afgrøden står stadig uhøstet (%.0f %% klar)", field.stage, (info.readyRatio or 0) * 100)
ADFieldJobs.save()
elseif decision.action == "care" then
ADFieldJobs.setField(ADFieldModel.startCare(field, decision.stage))
ADFieldJobs.log(info.id, "pleje: %s", decision.stage)
ADFieldJobs.save()
elseif decision.action == "advance" then
local nextField = ADFieldModel.advance(field, info.needs)
ADFieldJobs.setField(nextField)
ADFieldJobs.forgetFinished(info.id)
ADFieldWork.windDownHelpers(adEnv, info.id, field.stage)
ADFieldJobs.log(info.id, "%s -> %s", field.stage, nextField.stage)
if nextField.stage == "done" or (ADFieldModel.isCare(field.stage) and nextField.stage == "idle") then
ADFieldJobs.notify(string.format("F%d %s", info.id, g_i18n ~= nil and g_i18n:getText("spu_field_notice_done") or "done"), false)
end
ADFieldJobs.save()
elseif decision.action == "wait" and decision.reason ~= nil then
local key = "spu_field_reason_" .. decision.reason
if field.reason == nil or field.reason.key ~= key then
ADFieldJobs.note(info.id, {reason = {key = key}})
end
elseif decision.action == "dispatch" then
ADFieldWork.dispatch(adEnv, field, info, decision)
end
end
-- Realtid i ms: netGetTime (bruges overalt i FS), ellers getTimeSec.
local function clockMs()
local ok, ms = pcall(function() return netGetTime() end)
if ok and type(ms) == "number" then return ms end
local okSec, seconds = pcall(function() return getTimeSec() end)
return okSec and type(seconds) == "number" and seconds * 1000 or nil
end
-- Et langsomt tick (> SLOW_TICK_MS) skrives i loggen med fordeling, højst én gang pr. minut.
local function reportSlow(total, scan, follow, steps, stepped)
if total == nil or total <= ADFieldJobs.SLOW_TICK_MS then return end
if ADFieldJobs.lastSlowReport ~= nil and ADFieldJobs.now - ADFieldJobs.lastSlowReport < 60000 then return end
ADFieldJobs.lastSlowReport = ADFieldJobs.now
Logging.info(ADFieldJobs.LOG_PREFIX .. "markarbejde-tick %.1f ms (scan %.1f, sæt %.1f, marker %.1f for %d marker)",
total, scan or 0, follow or 0, steps or 0, stepped)
end
ADFieldJobs.STARTUP_GRACE_MS = 120000
function ADFieldJobs.tick(adEnv, dt)
ADFieldJobs.now = ADFieldJobs.now + dt
ADFieldJobs.timer = ADFieldJobs.timer + dt
if ADFieldJobs.loaded then
-- markscanningen kører et lille stykke HVERT frame (arbejdskø), aldrig en hel mark i ét frame
local okScan, errScan = pcall(ADFields.scanStep, adEnv, g_currentMission:getFarmId(), ADFieldJobs.now)
if not okScan then Logging.warning(ADFieldJobs.LOG_PREFIX .. "markscanning: %s", tostring(errScan)) end
end
if ADFieldJobs.timer < ADFieldJobs.TICK_MS then return end
ADFieldJobs.timer = 0
ADFieldJobs.tickCount = ADFieldJobs.tickCount + 1
if not ADFieldJobs.loaded then ADFieldJobs.load() end
local t0 = clockMs()
local t1 = t0
for _, assignment in pairs(ADFieldJobs.state.assignments) do
local ok, err = pcall(ADFieldWork.follow, adEnv, assignment)
if not ok then
Logging.warning(ADFieldJobs.LOG_PREFIX .. "F%s opfølgning fejlede: %s", tostring(assignment.fieldId), tostring(err))
ADFieldWork.release(assignment)
end
end
local t2 = clockMs()
-- de første minutter efter indlæsning sendes intet ud: Courseplay/AutoDrive genoptager deres egne jobs
-- lidt efter start, og indtil da ligner de maskiner ledige (in-game 26/9: kultivatoren blev taget midt
-- i spillerens eget CP-job 45 s efter indlæsning)
if ADFieldJobs.now < ADFieldJobs.STARTUP_GRACE_MS then return end
local env = ADFieldJobs.environment()
local slice = ADFieldJobs.tickCount % ADFieldJobs.PASSIVE_SLICES
local stepped = 0
for index, info in ipairs(ADFields.list()) do
-- passive marker (der sker intet uden brugeren) vurderes kun i deres tiendedel af sekunderne
if not ADFieldModel.isPassive(ADFieldJobs.getField(info.id)) or index % ADFieldJobs.PASSIVE_SLICES == slice then
stepped = stepped + 1
local ok, err = pcall(stepField, adEnv, info, env)
if not ok then Logging.warning(ADFieldJobs.LOG_PREFIX .. "F%s fejl: %s", tostring(info.id), tostring(err)) end
end
end
local t3 = clockMs()
if t0 ~= nil and t3 ~= nil then reportSlow(t3 - t0, t1 - t0, t2 - t1, t3 - t2, stepped) end
end