module COperationScenariosMain use CIActionReference use UnitySignalsModule implicit none public contains subroutine OperationScenarios_Step use OperationScenariosModule use CElevatorConnectionEnum use CCloseKellyCockLedNotification use CCloseSafetyValveLedNotification use CFillMouseHoleLedNotification use CIrIBopLedNotification use CIrSafetyValveLedNotification use CLatchLedNotification use COpenKellyCockLedNotification use COpenSafetyValveLedNotification use CSlipsNotification use CSwingLedNotification use CTongNotification use CUnlatchLedNotification use CInstallFillupHeadPermission use CInstallMudBucketPermission use CIrIbopPermission use CIrSafetyValvePermission use CRemoveFillupHeadPermission use CRemoveMudBucketPermission use SoftwareInputsVariables use UnityModule use UnitySignalsModule use CTongEnum use CFlowKellyDisconnectEnum use CFillupHeadPermission use CSwingDrillPermission use CSwingOffPermission use CSwingTiltPermission use CTdsElevatorModesEnum use CTdsSpineEnum use CTdsSwingEnum use CTdsTongEnum use CTdsBackupClamp use CTdsIbopLedNotification use CTdsPowerLedNotification use CTdsTorqueWrenchLedNotification use CElevatorConnectionEnum implicit none call Evaluate_KellyConnection() call Evaluate_ElevatorConnection() call Evaluate_CloseKellyCockLed() call Evaluate_CloseSafetyValveLed() call Evaluate_FillMouseHoleLed() call Evaluate_IrIBopLed() call Evaluate_IrSafetyValveLed() call Evaluate_LatchLed() call Evaluate_OpenKellyCockLed() call Evaluate_OpenSafetyValveLed() call Evaluate_SlipsNotification() call Evaluate_SwingLed() call Evaluate_TongNotification() call Evaluate_UnlatchLed() call Evaluate_InstallFillupHeadPermission() call Evaluate_InstallMudBucketPermission() call Evaluate_IrIbopPermission() call Evaluate_IrSafetyValvePermission() call Evaluate_RemoveFillupHeadPermission() call Evaluate_RemoveMudBucketPermission() call Evaluate_MudBucket() ! call Evaluate_Elevator() call Evaluate_FillupHead() ! call Evaluate_Ibop() is empty, so i commented (mahmood) ! call Evaluate_Kelly() is empty, so i commented (mahmood) ! call Evaluate_MouseHole() ! call Evaluate_OperationCondition() ! call Evaluate_SafetyValve() ! call Evaluate_Slips() ! call Evaluate_Swing() ! call Evaluate_Tong() ! call Evaluate_StringUpdate() ! call Evaluate_FlowKellyDisconnect() is empty, so i commented (mahmood) ! call Evaluate_FlowPipeDisconnect() is empty, so i commented (mahmood) !if(Get_FillMouseHoleLed()) then ! call Set_MouseHole(MOUSE_HOLE_FILL) !else ! if((Get_KellyConnection() == KELLY_CONNECTION_SINGLE .or.& ! Get_ElevatorConnection() == ELEVATOR_CONNECTION_SINGLE) .and.& ! Get_HookHeight() >= 95.0 ) then ! call Set_MouseHole(MOUSE_HOLE_NEUTRAL) ! else ! call Set_MouseHole(MOUSE_HOLE_EMPTY) ! endif !endif !topdrive ! call Evaluate_TdsElevatorModes() ! call Evaluate_TdsConnectionModes() ! call Evaluate_SwingTiltPermission() ! call Evaluate_SwingOffPermission() ! call Evaluate_SwingDrillPermission() ! call Evaluate_FillupHeadPermission() ! call Evaluate_TdsTong() ! call Evaluate_TdsBackupClamp() ! call Evaluate_TdsSwing() ! call Evaluate_TdsSpine() call Evaluate_PowerLed() call Evaluate_IbopLed() call Evaluate_TorqueWrenchLed() end subroutine OperationScenarios_Step ! subroutine UpdateUnity() ! implicit none ! if(associated(UpdateUnityPtr)) call UpdateUnityPtr() ! end subroutine subroutine Kelly_ConnectionNothing() bind (C,name="Kelly_ConnectionNothine") use UnitySignalVariables use CHook use SimulationVariables implicit none ! call logg(4,"Kelly_ConnectionNothing started") print *,"Kelly_ConnectionNothing started" call Set_HookHeight(75.0) call sleep(1) ! first wait for unity to get to starting point loop1: do if(Get_Swing() == SWING_WELL_END .and. Get_Slips() == SLIPS_SET_END) exit loop1 call sleepqq(100) enddo loop1 call sleep(1) !TODO: possibly goto a position to activate swing ! goto preferred swing position if(data%State%unitySignals%Swing_S == SWING_MOUSE_HOLE_END) then call Set_Swing(SWING_MOUSE_HOLE_BEGIN) !@call UpdateUnity() loop2: do if(Get_Swing() == SWING_MOUSE_HOLE_END) exit loop2 call sleepqq(100) enddo loop2 elseif (data%State%unitySignals%Swing_S == SWING_RAT_HOLE_END) then call Set_Swing(SWING_RAT_HOLE_BEGIN) !@call UpdateUnity() loop3: do if(Get_Swing() == SWING_RAT_HOLE_END) exit loop3 call sleepqq(100) enddo loop3 !elseif (Swing_S == SWING_WELL_END) then ! call Set_Swing(SWING_WELL_BEGIN) ! !@call UpdateUnity() ! loop4: do ! if(Get_Swing() == SWING_WELL_END) exit loop4 ! call sleepqq(100) ! enddo loop4 endif call sleep(3) ! move to final hook height call Update_HookHeight_From_Snapshot() call sleep(3) ! call logg(4,"Kelly_ConnectionNothing end") print *,"Kelly_ConnectionNothing end" end subroutine Kelly_ConnectionNothing subroutine Kelly_ConnectionString() BIND(C,name='Kelly_ConnectionString') use UnitySignalVariables use CHook use SimulationVariables implicit none call Set_HookHeight(75.0) call sleep(1) ! first wait for unity to get to starting point loop1: do if(Get_Swing() == SWING_WELL_END .and. Get_Slips() == SLIPS_SET_END) exit loop1 call sleepqq(100) enddo loop1 call sleep(1) ! goto connection to string position call Set_HookHeight_S(66.7) call sleep(1) ! start tong makeup call Set_Tong(TONG_MAKEUP_BEGIN) !@call UpdateUnity() loop2: do if(Get_Tong() == TONG_MAKEUP_END) exit loop2 call sleepqq(100) enddo loop2 call sleepqq(100) ! release slips call Set_Slips(SLIPS_UNSET_BEGIN) !@call UpdateUnity() loop3: do if(Get_Slips() == SLIPS_UNSET_END) exit loop3 call sleepqq(100) enddo loop3 call sleepqq(100) ! move to final hook height call Update_HookHeight_From_Snapshot() call sleep(3) ! put slips to saved position if(data%State%unitySignals%Slips_S == SLIPS_SET_END) then call Set_Slips(SLIPS_SET_BEGIN) !@call UpdateUnity() loop4: do if(Get_Slips() == SLIPS_SET_END) exit loop4 call sleepqq(100) enddo loop4 call sleep(1) endif end subroutine Kelly_ConnectionString subroutine Kelly_ConnectionSingle() BIND(C,name='Kelly_ConnectionSingle') use UnitySignalVariables use CHook use SimulationVariables implicit none call Set_HookHeight(75.0) call sleep(1) ! first wait for unity to get to starting point loop1: do if(Get_Swing() == SWING_WELL_END .and. Get_Slips() == SLIPS_SET_END) exit loop1 call sleepqq(100) enddo loop1 call sleep(1) ! goto swing mouse hole position call Set_HookHeight_S(70.0) call sleep(1) ! swing mouse hole call Set_Swing(SWING_MOUSE_HOLE_BEGIN) !@call UpdateUnity() loop2: do if(Get_Swing() == SWING_MOUSE_HOLE_END) exit loop2 call sleepqq(100) enddo loop2 call sleepqq(100) ! goto makeup pipe location call Set_HookHeight_S(65.0) call sleep(1) ! start tong makeup call Set_Tong(TONG_MAKEUP_BEGIN) !@call UpdateUnity() loop3: do if(Get_Tong() == TONG_MAKEUP_END) exit loop3 call sleepqq(100) enddo loop3 call sleepqq(100) if (data%State%unitySignals%Swing_S == SWING_WELL_END) then ! already in mouse hole ! goto swing location call Set_HookHeight_S(98.0) call sleep(1) ! goto preferred swing position call Set_Swing(SWING_WELL_BEGIN) !@call UpdateUnity() loop4: do if(Get_Swing() == SWING_WELL_END) exit loop4 call sleepqq(100) enddo loop4 call sleep(2) endif ! move to final hook height call Update_HookHeight_From_Snapshot() call sleep(3) end subroutine Kelly_ConnectionSingle subroutine Elevator_ConnectionNothing() BIND(C,name='Elevator_ConnectionNothing') use UnitySignalVariables use CHook use SimulationVariables implicit none call Set_HookHeight(75.0) call sleep(1) ! first wait for unity to get to starting point loop1: do if(Get_Swing() == SWING_WELL_END .and. Get_Slips() == SLIPS_SET_END) exit loop1 call sleepqq(100) enddo loop1 call sleep(1) call Set_Kelly(KELLY_REMOVE) call sleepqq(100) ! goto preferred swing position if(data%State%unitySignals%Swing_S == SWING_MOUSE_HOLE_END) then call Set_Swing(SWING_MOUSE_HOLE_BEGIN) !@call UpdateUnity() loop4: do if(Get_Swing() == SWING_MOUSE_HOLE_END) exit loop4 call sleepqq(100) enddo loop4 elseif (data%State%unitySignals%Swing_S == SWING_RAT_HOLE_END) then call Set_Swing(SWING_RAT_HOLE_BEGIN) !@call UpdateUnity() loop5: do if(Get_Swing() == SWING_RAT_HOLE_END) exit loop5 call sleepqq(100) enddo loop5 elseif (data%State%unitySignals%Swing_S == SWING_WELL_END) then call Set_Swing(SWING_WELL_BEGIN) !@call UpdateUnity() loop6: do if(Get_Swing() == SWING_WELL_END) exit loop6 call sleepqq(100) enddo loop6 endif call sleepqq(100) ! move to final hook height call Update_HookHeight_From_Snapshot() call sleep(3) end subroutine Elevator_ConnectionNothing subroutine Elevator_ConnectionString implicit none end subroutine Elevator_ConnectionString subroutine Elevator_ConnectionStand implicit none end subroutine Elevator_ConnectionStand subroutine Elevator_ConnectionSingle implicit none end subroutine Elevator_ConnectionSingle end module COperationScenariosMain