############################################################################### ## ## A cellular automaton forest fire model with the ability to ## spread over the multiplayer network. ## ## Copyright (C) 2007 - 2010 Anders Gidenstam (anders(at)gidenstam.org) ## This file is licensed under the GPL license version 2 or later. ## ############################################################################### # The cellular automata model used here is based on # A. Hernandez Encinas, L. Hernandez Encinas, S. Hoya White, # A. Martin del Rey, G. Rodriguez Sanchez, # "Simulation of forest fire fronts using cellular automata", # Advances in Engineering Software 38 (2007), pp. 372-378, Elsevier. # Set this to print for debug. var trace = func {} # Where to save fire event logs. var SAVEDIR = getprop("/sim/fg-home") ~ "/Wildfire/"; # Maximum number of ignite events a single user can send per second. var MAX_IGNITE_RATE = 0.25; ############################################################################### ## External API # Start a fire. # pos - fire location : geo.Coord # source - broadcast event? : bool var ignite = func (pos, source=1) { if (!getprop(CA_enabled_pp)) return; if (getprop(MP_share_pp) and source) broadcast.send(ignition_msg(pos)); CAFire.ignite(pos.lat(), pos.lon()); } # Resolve a water drop impact. # pos - drop location : geo.Coord # radius - drop radius m : double # volume - drop volume m3 : double var resolve_water_drop = func (pos, radius, volume, source=1) { if (!getprop(CA_enabled_pp)) return; if (getprop(MP_share_pp) and source) { broadcast.send(water_drop_msg(pos, radius, volume)); } var res = CAFire.resolve_water_drop(pos.lat(), pos.lon(), radius, volume); if (source) { score.extinguished += res.extinguished; score.protected += res.protected; score.waste += res.waste; } } # Resolve a retardant drop impact. # pos - drop location : geo.Coord # radius - drop radius : double # volume - drop volume : double var resolve_retardant_drop = func (pos, radius, volume, source=1) { if (!getprop(CA_enabled_pp)) return; if (getprop(MP_share_pp) and source) { broadcast.send(retardant_drop_msg(pos, radius, volume)); } var res = CAFire.resolve_retardant_drop(pos.lat(), pos.lon(), radius, volume); if (source) { score.extinguished += res.extinguished; score.protected += res.protected; score.waste += res.waste; } } # Resolve a foam drop impact. # pos - drop location : geo.Coord # radius - drop radius : double # volume - drop volume : double var resolve_foam_drop = func (pos, radius, volume, source=1) { if (!getprop(CA_enabled_pp)) return; if (getprop(MP_share_pp) and source) { broadcast.send(foam_drop_msg(pos, radius, volume)); } var res = CAFire.resolve_foam_drop(pos.lat(), pos.lon(), radius, volume); if (source) { score.extinguished += res.extinguished; score.protected += res.protected; score.waste += res.waste; } } # Load an event log. # skip_ahead_until - skip from last event to this time : double (epoch) # fast forward from skip_ahead_until # to current time. # x < last event - fast forward all the way to current time (use 0). # NOTE: Can be VERY time consuming. # -1 - skip to current time. var load_event_log = func (filename, skip_ahead_until=-1) { CAFire.load_event_log(filename, skip_ahead_until); } # Save an event log. # var save_event_log = func (filename) { CAFire.save_event_log(filename); } # Print current score summary. var print_score = func { print("Wildfire drop summary: #extinguished cells: " ~ score.extinguished ~ " #protected cells: " ~ score.protected ~ " #wasted: " ~ score.waste); print("Wildfire fire summary: #created cells: " ~ CAFire.cells_created ~ " #cells still burning: " ~ CAFire.cells_burning); } ############################################################################### # Internals. ############################################################################### var msg_channel_mpp = "environment/wildfire/data"; var broadcast = nil; var seq = 0; # Configuration properties var CA_enabled_pp = "environment/wildfire/enabled"; var MP_share_pp = "environment/wildfire/share-events"; var save_on_exit_pp = "environment/wildfire/save-on-exit"; var restore_on_startup_pp = "environment/wildfire/restore-on-startup"; var crash_fire_pp = "environment/wildfire/fire-on-crash"; var report_score_pp = "environment/wildfire/report-score"; # Internal properties to control the models var models_enabled_pp = "environment/wildfire/models/enabled"; var fire_LOD_pp = "environment/wildfire/models/fire-lod"; var smoke_LOD_pp = "environment/wildfire/models/smoke-lod"; var LOD_High = 20; var LOD_Low = 80; var mp_last_limited_event = {}; # source : time var score = { extinguished : 0, protected : 0, waste : 0 }; var old_score = { extinguished : 0, protected : 0, waste : 0 }; ############################################################################### # Utility functions. var score_report_loop = func { if ((score.extinguished > old_score.extinguished) or (score.protected > old_score.protected)) { if (getprop(report_score_pp)) { setprop("/sim/messages/copilot", "Extinguished " ~ (score.extinguished - old_score.extinguished) ~ " fire cells."); } old_score.extinguished = score.extinguished; old_score.protected = score.protected; old_score.waste = score.waste; } else { if (getprop(report_score_pp) and (score.waste > old_score.waste)) setprop("/sim/messages/copilot", "Miss!"); old_score.extinguished = score.extinguished; old_score.protected = score.protected; old_score.waste = score.waste; } settimer(score_report_loop, CAFire.GENERATION_DURATION); } ############################################################################### # MP messages var ignition_msg = func (pos) { seq += 1; return Binary.encodeInt(seq) ~ Binary.encodeByte(1) ~ Binary.encodeCoord(pos); } var water_drop_msg = func (pos, radius, volume) { seq += 1; return Binary.encodeInt(seq) ~ Binary.encodeByte(2) ~ Binary.encodeCoord(pos) ~ Binary.encodeDouble(radius); } var retardant_drop_msg = func (pos, radius, volume) { seq += 1; return Binary.encodeInt(seq) ~ Binary.encodeByte(3) ~ Binary.encodeCoord(pos) ~ Binary.encodeDouble(radius); } var foam_drop_msg = func (pos, radius, volume) { seq += 1; return Binary.encodeInt(seq) ~ Binary.encodeByte(4) ~ Binary.encodeCoord(pos) ~ Binary.encodeDouble(radius); } var parse_msg = func (source, msg) { if (!getprop(MP_share_pp)) return; var cur_time = systime(); var type = Binary.decodeByte(substr(msg, 5)); if (type == 1) { var i = source.getIndex(); if (!contains(mp_last_limited_event, i) or (cur_time - mp_last_limited_event[i]) > 1/MAX_IGNITE_RATE) { var pos = Binary.decodeCoord(substr(msg, 6)); ignite(pos, 0); } else { printlog("warn", "wildfire.nas: Ignored ignite event from " ~ source.getNode("callsign").getValue()); } mp_last_limited_event[i] = cur_time; } if (type == 2) { var pos = Binary.decodeCoord(substr(msg, 6)); var radius = Binary.decodeDouble(substr(msg, 36)); resolve_water_drop(pos, radius, 0, 0); } if (type == 3) { var pos = Binary.decodeCoord(substr(msg, 6)); var radius = Binary.decodeDouble(substr(msg, 36)); resolve_retardant_drop(pos, radius, 0, 0); } if (type == 4) { var pos = Binary.decodeCoord(substr(msg, 6)); var radius = Binary.decodeDouble(substr(msg, 36)); resolve_foam_drop(pos, radius, 0, 0); } } ############################################################################### # Simulation time management. # NOTE: Time warp is ignored for the time being. var SimTime = { ############################################################ init : func { # Sim time is me.real_time_base + warp + sim-elapsed-sec me.real_time_base = systime(); me.elapsed_time = props.globals.getNode("/sim/time/elapsed-sec"); }, current_time : func { return me.real_time_base + me.elapsed_time.getValue(); } }; ############################################################################### # Class that maintains one fire cell. var FireCell = { ############################################################ new : func (x, y) { # print("Creating FireCell[" ~ x ~ "," ~ y ~ "]"); var m = { parents: [FireCell] }; m.lat = y * CAFire.CELL_SIZE/60.0 + 0.5 * CAFire.CELL_SIZE / 60.0; m.lon = x * CAFire.CELL_SIZE/60.0 + 0.5 * CAFire.CELL_SIZE / 60.0; m.x = x; m.y = y; m.state = [0.0, 0.0]; # burned area / total area. m.burning = [0, 0]; # {0,1} Not intensity but could become, maybe m.last = 0; # Last update generation. # Fetch ground type. var geo_info = geodinfo(m.lat, m.lon); if ((geo_info == nil) or (geo_info[1] == nil) or (geo_info[1].names == nil)) return nil; m.alt = geo_info[0]; m.burn_rate = 0.0; foreach (var mat; geo_info[1].names) { trace("Material: " ~ mat); if (CAFire.BURN_RATE[mat] != nil) { if (CAFire.BURN_RATE[mat] > m.burn_rate) m.burn_rate = CAFire.BURN_RATE[mat]; } } m.model = CellModel.new(x, y, m.alt); append(CAFire.active, m); CAFire.cells_created += 1; return m; }, ############################################################ ignite : func { if ((me.state[CAFire.old] < 1) and (me.burn_rate > 0)) { trace("FireCell[" ~ me.x ~ "," ~me.y ~ "] Ignited!"); me.burning[CAFire.next] = 1; me.burning[CAFire.old] = 1; me.model.set_type("fire"); # Prevent update() on this cell in this generation. me.last = CAFire.generation; } else { trace("FireCell[" ~ me.lat ~ "," ~me.lon ~ "] Failed to ignite!"); } }, ############################################################ extinguish : func (type="soot") { trace("FireCell[" ~ me.x ~ "," ~ me.y ~ "] extinguished."); var result = 0; if (me.burning[CAFire.old]) result = 1; if (me.burn_rate == 0) result = -1; # A waste to protect this cell. if (me.state[CAFire.next] > 1) me.state[CAFire.next] = 1; me.burning[CAFire.next] = 0; me.burn_rate = 0; # This cell is nonflammable now. # Prevent update() on this cell in this generation. me.last = CAFire.generation; if ((me.state[CAFire.old] > 0.0) and (me.burning[CAFire.old] > 0)) { me.model.set_type("soot"); } else { # Use a model representing contamination here. me.model.set_type(type); } return result; }, ############################################################ update : func () { # print("FireCell[" ~ me.x ~ "," ~me.y ~ "] " ~ me.state[CAFire.old]); if ((me.state[CAFire.old] == 1) and (me.burning[CAFire.old] == 0)) return 0; if ((me.burn_rate == 0) and (me.burning[CAFire.old] == 0)) return 0; if (me.last >= CAFire.generation) return 1; # Some event has happened here. me.last = CAFire.generation; me.state[CAFire.next] = me.state[CAFire.old] + (me.burning[CAFire.old] * me.burn_rate + me.get_neighbour_burn((me.state[CAFire.old] > CAFire.IGNITE_THRESHOLD)) ) * CAFire.GENERATION_DURATION; if ((me.burning[CAFire.old] == 0) and (0 < me.state[CAFire.next]) and (me.state[CAFire.old] < 1)) { me.ignite(); return 1; } if (me.state[CAFire.next] >= 1) { me.extinguish("soot"); return 0; } if (me.burn_rate == 0) { # Does this make sense? me.extinguish("protected"); return 0; } me.burning[CAFire.next] = me.burning[CAFire.old]; me.model.set_type(me.burning[CAFire.old] ? "fire" : "soot"); return 1; }, ############################################################ # Get neightbour burn values. get_neighbour_burn : func (create) { var burn = 0.0; foreach (var d; CAFire.NEIGHBOURS[0]) { var c = CAFire.get_cell(me.x + d[0], me.y + d[1]); if (c != nil) { burn += c.burning[CAFire.old] * c.burn_rate * (5*me.alt / c.alt) * c.state[CAFire.old] * CAFire.GENERATION_DURATION; } else { if (create) { # Create the neighbour. CAFire.set_cell(me.x + d[0], me.y + d[1], FireCell.new(me.x + d[0], me.y + d[1])); } } } foreach (var d; CAFire.NEIGHBOURS[1]) { var c = CAFire.get_cell(me.x + d[0], me.y + d[1]); if (c != nil) { burn += 0.785 * c.burning[CAFire.old] * c.burn_rate * (5*me.alt / c.alt) * c.state[CAFire.old] * CAFire.GENERATION_DURATION; } else { if (create) { # Create the neighbour. CAFire.set_cell(me.x + d[0], me.y + d[1], FireCell.new(me.x + d[0], me.y + d[1])); } } } return burn; }, ############################################################ }; ############################################################################### # Class that maintains the 3d model(s) for one fire cell. var CellModel = { ############################################################ new : func (x, y, alt) { var m = { parents: [CellModel] }; m.type = "none"; m.model = nil; m.lat = y * CAFire.CELL_SIZE/60.0 + 0.5 * CAFire.CELL_SIZE / 60.0; m.lon = x * CAFire.CELL_SIZE/60.0 + 0.5 * CAFire.CELL_SIZE / 60.0; m.x = x; m.y = y; m.alt = alt + 0.1; return m; }, ############################################################ set_type : func(type) { if (me.model != nil) { if (me.type == type) return; me.model.remove(); me.model = nil; } me.type = type; if (CAFire.MODEL[type] == "") return; # Always put "cheap" models for now. if (CAFire.models_enabled or (type != "fire")) { me.model = geo.put_model(CAFire.MODEL[type], me.lat, me.lon, me.alt); # print("Created 3d model " ~ type ~ " " ~ CAFire.MODEL[type]); } }, ############################################################ remove : func() { if (me.model != nil) me.model.remove(); me.model = nil; } ############################################################ }; ############################################################################### # Singleton that maintains the fire CA grid. var CAFire = {}; # State CAFire.CELL_SIZE = 0.03; # "nm" (or rather minutes) CAFire.GENERATION_DURATION = 4.0; # seconds CAFire.PASSES = 8.0; # Passes per full update. CAFire.IGNITE_THRESHOLD = 0.3; # Minimum cell state for igniting neighbours. CAFire.grid = {}; # Sparse cell grid storage. CAFire.generation = 0; # CA generation. Defined from the epoch. CAFire.enabled = 0; CAFire.active = []; # List of active cells. These will be updated. CAFire.old = 0; # selects new/old cell state. CAFire.next = 1; # selects new/old cell state. CAFire.cells_created = 0; CAFire.cells_burning = 0; CAFire.pass = 0; # Update pass within the current full update. CAFire.pass_work = 0; # Cells to update in each pass. CAFire.remaining_work = []; # Work remaining in this full update. CAFire.loopid = 0; CAFire.event_log = []; # List of all events that has occured so far. CAFire.load_count = 0; CAFire.BURN_RATE = { # Burn rate DB. grid widths per second # Grass "Grass" : 0.0010, "grass_rwy" : 0.0010, "ShrubGrassCover" : 0.0010, "ScrubCover" : 0.0010, "BareTundraCover" : 0.0010, "MixedTundraCover" : 0.0010, "HerbTundraCover" : 0.0010, "MixedCropPastureCover" : 0.0010, "DryCropPastureCover" : 0.0010, "CropGrassCover" : 0.0010, "CropWoodCover" : 0.0010, # Forest "DeciduousBroadCover" : 0.0005, "EvergreenBroadCover" : 0.0005, "MixedForestCover" : 0.0005, "EvergreenNeedleCover" : 0.0005, "WoodedTundraCover" : 0.0005, "DeciduousNeedleCover" : 0.0005, # City "BuiltUpCover" : 0.0005, # ? "Landmass" : 0.0005 }; CAFire.MODEL = { # Model paths "fire" : "Models/Effects/Wildfire/wildfire.xml", "soot" : "Models/Effects/Wildfire/soot.xml", "foam" : "Models/Effects/Wildfire/foam.xml", "water" : "", "protected" : "", "none" : "", }; CAFire.NEIGHBOURS = # Neighbour index offsets. First row and column # and then diagonal. [[[-1, 0], [0, 1], [1, 0], [0, -1]], [[-1, 1], [1, 1], [1, -1], [-1, -1]]]; ###################################################################### # Public operations ############################################################ CAFire.init = func { # Initialization. setlistener(models_enabled_pp, func (n) { me.set_models_enabled(n.getValue()); }, 1); me.reset(1, SimTime.current_time()); } ############################################################ # Reset the CA to the empty state and set its current time to sim_time. CAFire.reset = func (enabled, sim_time) { # Clear the grid. foreach (var x; keys(me.grid)) { foreach (var y; keys(me.grid[x])) { if (me.grid[x][y].model != nil) me.grid[x][y].model.remove(); me.grid[x][y] = nil; } } # Reset state. me.grid = {}; me.generation = int(sim_time/CAFire.GENERATION_DURATION); me.active = []; me.old = 0; me.next = 1; me.cells_created = 0; me.cells_burning = 0; me.pass = 0; me.pass_work = 0; me.remaining_work = []; me.event_log = []; me.enabled = enabled; me.loopid += 1; me._loop_(me.loopid); } ############################################################ # Start a fire in the cell at pos. CAFire.ignite = func (lat, lon) { # print("Fire at " ~ lat ~", " ~ lon ~ "."); var x = int(lon*60/me.CELL_SIZE); var y = int(lat*60/me.CELL_SIZE); var cell = me.get_cell(x, y); if (cell == nil) { cell = FireCell.new(x, y); me.set_cell(x, y, cell); } if (cell != nil) cell.ignite(); append(me.event_log, [SimTime.current_time(), "ignite", lat, lon]); } ############################################################ # Resolve a water drop. # For now: Assume that water makes the affected cell nonflammable forever # and extinguishes it if burning. # radius - meter : double # Note: volume is unused ATM. CAFire.resolve_water_drop = func (lat, lon, radius, volume=0) { var x = int(lon*60/me.CELL_SIZE); var y = int(lat*60/me.CELL_SIZE); var r = int(2*radius/(me.CELL_SIZE*1852.0)); # print("Dumping water at " ~ lat ~", " ~ lon ~ # ". Center (" ~ x ~ "," ~ y ~ ") radius " ~ r ~"."); var result = { extinguished : 0, protected : 0, waste : 0 }; for (var dx = -r; dx <= r; dx += 1) { for (var dy = -r; dy <= r; dy += 1) { var cell = me.get_cell(x + dx, y + dy); if (cell == nil) { # print(" (" ~ (x + dx) ~ ", " ~ (y + dy) ~ ")"); cell = FireCell.new(x + dx, y + dy); me.set_cell(x + dx, y + dy, cell); } if (cell != nil) { var res = cell.extinguish("water"); if (res > 0) { result.extinguished += 1; } else { if (res == 0) result.protected += 1; else result.waste += 1; } } else { result.waste += 1; } } } append(me.event_log, [SimTime.current_time(), "water_drop", lat, lon, radius]); return result; } ############################################################ # Resolve a fire retardant drop. # For now: Assume that water makes the affected cell nonflammable forever # and extinguishes it if burning. # Note: volume is unused ATM. CAFire.resolve_retardant_drop = func (lat, lon, radius, volume=0) { return me.resolve_water_drop(lat, lon, radius, volume); } ############################################################ # Resolve a foam drop. # For now: Assume that water makes the affected cell nonflammable forever # and extinguishes it if burning. # radius - meter : double # Note: volume is unused ATM. CAFire.resolve_foam_drop = func (lat, lon, radius, volume=0) { var x = int(lon*60/me.CELL_SIZE); var y = int(lat*60/me.CELL_SIZE); var r = int(2*radius/(me.CELL_SIZE*1852.0)); # print("Dumping foam at " ~ lat ~", " ~ lon ~ # ". Center (" ~ x ~ "," ~ y ~ ") radius " ~ r ~"."); var result = { extinguished : 0, protected : 0, waste : 0 }; for (var dx = -r; dx <= r; dx += 1) { for (var dy = -r; dy <= r; dy += 1) { var cell = me.get_cell(x + dx, y + dy); if (cell == nil) { # print(" (" ~ (x + dx) ~ ", " ~ (y + dy) ~ ")"); cell = FireCell.new(x + dx, y + dy); me.set_cell(x + dx, y + dy, cell); } if (cell != nil) { var res = cell.extinguish("foam"); if (res > 0) { result.extinguished += 1; } else { if (res == 0) result.protected += 1; else result.waste += 1; } } else { result.waste += 1; } } } append(me.event_log, [SimTime.current_time(), "foam_drop", lat, lon, radius]); return result; } ############################################################ # Save the current event log. # This is modelled on Melchior FRANZ's ac_state.nas. CAFire.save_event_log = func (filename) { var args = props.Node.new({ filename : filename }); var data = args.getNode("data", 1); gui.popupTip("Wildfire: Saving state to " ~ filename); var i = 0; foreach (var e; me.event_log) { var event = data.getNode("event[" ~ i ~ "]", 1); event.getNode("time-sec", 1).setDoubleValue(e[0]); event.getNode("type", 1).setValue(e[1]); event.getNode("latitude", 1).setDoubleValue(e[2]); event.getNode("longitude", 1).setDoubleValue(e[3]); # Event type specific data. if (e[1] == "water_drop") event.getNode("radius", 1).setDoubleValue(e[4]); if (e[1] == "foam_drop") event.getNode("radius", 1).setDoubleValue(e[4]); # debug.dump(e); i += 1; } # Add save event to aid skip ahead restore. var event = data.getNode("event[" ~ i ~ "]", 1); event.getNode("time-sec", 1).setDoubleValue(SimTime.current_time()); event.getNode("type", 1).setValue("save"); fgcommand("savexml", args); } ############################################################ # Load an event log. # skip_ahead_until - skip from last event to this time : double (epoch) # fast forward from skip_ahead_until # to current time. # x < last event - fast forward all the way to current time (use 0). # -1 - skip to current time. CAFire.load_event_log = func (filename, skip_ahead_until=-1) { me.load_count += 1; var logbase = "/tmp/wildfire-load-log[" ~ me.load_count ~ "]"; if (!fgcommand("loadxml", props.Node.new({ filename : filename, targetnode : logbase }))) { printlog("warn", "Wildfire ... failed loading '" ~ filename ~ "'"); return; } # Fast forward the automaton from the first logged event to the current time. me.set_models_enabled(0); var first = 1; var events = props.globals.getNode(logbase).getChildren("event"); foreach (var event; events) { if (first) { first = 0; me.reset(1, event.getNode("time-sec").getValue()); } # print("[" ~ # event.getNode("time-sec").getValue() ~ "," ~ # event.getNode("type").getValue() ~ "]"); var e = [event.getNode("time-sec").getValue(), event.getNode("type").getValue()]; # Fast forward state. while (me.generation * me.GENERATION_DURATION <= e[0]) { # print("between event ff " ~ me.generation); me.update(); } # Apply event. Note: The logged time is wrong ATM. if (event.getNode("type").getValue() == "ignite") { me.ignite(event.getNode("latitude").getValue(), event.getNode("longitude").getValue()); me.event_log[size(me.event_log) - 1][0] = e[0]; } if (event.getNode("type").getValue() == "water_drop") { me.resolve_water_drop(event.getNode("latitude").getValue(), event.getNode("longitude").getValue(), event.getNode("radius").getValue()); me.event_log[size(me.event_log) - 1][0] = e[0]; } if (event.getNode("type").getValue() == "foam_drop") { me.resolve_foam_drop(event.getNode("latitude").getValue(), event.getNode("longitude").getValue(), event.getNode("radius").getValue()); me.event_log[size(me.event_log) - 1][0] = e[0]; } } if (first) { me.reset(1, SimTime.current_time()); return; } var now = SimTime.current_time(); if (skip_ahead_until == -1) { me.generation = int(now/me.GENERATION_DURATION); } else { if (me.generation < int(skip_ahead_until/me.GENERATION_DURATION)) { me.generation = int(skip_ahead_until/me.GENERATION_DURATION); } # Catch up with current time. NOTE: This can be very time consuming! while (me.generation * me.GENERATION_DURATION < now) me.update(); } me.set_models_enabled(getprop(models_enabled_pp)); } ############################################################ CAFire.set_models_enabled = func(on=1) { me.models_enabled = on; # We should do a pass over all cells here to add/remove models. # For now I don't so only active cells will actually remove the # models. All models will be hidden by there select animations, though. } ###################################################################### # Internal operations CAFire.get_cell = func (x, y) { if (me.grid[x] == nil) me.grid[x] = {}; return me.grid[x][y]; } ############################################################ CAFire.set_cell = func (x, y, cell) { if (me.grid[x] == nil) { me.grid[x] = {}; } me.grid[x][y] = cell; } ############################################################ CAFire.update = func { if (!me.enabled) return; # The CA is disabled. if (me.pass == me.PASSES) { # Setup a new main iteration. me.generation += 1; me.pass = 0; me.remaining_work = me.active; me.active = []; me.pass_work = size(me.remaining_work)/ me.PASSES + 1; if (me.old == 1) { me.old = 0; me.next = 1; } else { me.old = 1; me.next = 0; } if (me.cells_burning > 0) { printlog("info", "Wildfire: generation " ~ me.generation ~ " updating " ~ size(me.remaining_work) ~" / " ~ me.cells_created ~ " created cells. " ~ me.cells_burning ~ " burning cells."); } # Set LOD. if (LOD_Low <= me.cells_burning) { props.globals.getNode(fire_LOD_pp).setIntValue(1); props.globals.getNode(smoke_LOD_pp).setIntValue(1); } if ((LOD_High <= me.cells_burning) and (me.cells_burning < LOD_Low)) { props.globals.getNode(fire_LOD_pp).setIntValue(5); props.globals.getNode(smoke_LOD_pp).setIntValue(5); } if (me.cells_burning < LOD_High) { props.globals.getNode(fire_LOD_pp).setIntValue(10); props.globals.getNode(smoke_LOD_pp).setIntValue(10); } me.cells_burning = 0; } me.pass += 1; var work = me.pass_work; var c = pop(me.remaining_work); while (c != nil) { if (c.update() != 0) { append(me.active, c); me.cells_burning += c.burning[me.next]; } work -= 1; if (work <= 0) return; c = pop(me.remaining_work); } } ############################################################ CAFire._loop_ = func(id) { id == me.loopid or return; me.update(); settimer(func { me._loop_(id); }, me.GENERATION_DURATION * (me.generation + 1/me.PASSES) - SimTime.current_time()); } ############################################################################### ############################################################################### # Main initialization. var Binary = nil; _setlistener("/sim/signals/nasal-dir-initialized", func { Binary = mp_broadcast.Binary; # Create configuration properties if they don't exist already. props.globals.initNode(CA_enabled_pp, 1, "BOOL"); setlistener(CA_enabled_pp, func (n) { if (getprop("/sim/signals/reinit")) return; # Ignore resets. CAFire.reset(n.getValue(), SimTime.current_time()); }); props.globals.initNode(MP_share_pp, 1, "BOOL"); props.globals.initNode(crash_fire_pp, 1, "BOOL"); props.globals.initNode(save_on_exit_pp, 0, "BOOL"); props.globals.initNode(restore_on_startup_pp, 0, "BOOL"); props.globals.initNode(models_enabled_pp, 1, "BOOL"); props.globals.initNode(report_score_pp, 1, "BOOL"); props.globals.initNode(fire_LOD_pp, 10, "INT"); props.globals.initNode(smoke_LOD_pp, 10, "INT"); SimTime.init(); CAFire.init(); broadcast = mp_broadcast.BroadcastChannel.new(msg_channel_mpp, parse_msg); setlistener("/sim/signals/exit", func { if (getprop(report_score_pp) and (CAFire.cells_created > 0)) print_score(); if (getprop(save_on_exit_pp)) CAFire.save_event_log(SAVEDIR ~ "fire_log.xml"); }); if (getprop(restore_on_startup_pp)) { settimer(func { # Delay loading the log until the terrain is there. Note: hack. CAFire.load_event_log(SAVEDIR ~ "fire_log.xml", 1); }, 3); } # Start the score reporting. settimer(score_report_loop, CAFire.GENERATION_DURATION); # Detect aircraft crash. setlistener("sim/crashed", func(n) { if (getprop(crash_fire_pp) and n.getBoolValue()) wildfire.ignite(geo.aircraft_position()); }); printlog("info", "Wildfire ... initialized."); }); ############################################################################### ############################################################################### ## WildFire configuration dialog. ## Partly based on Till Bush's multiplayer dialog var CONFIG_DLG = 0; var dialog = { ################################################################# init : func (x = nil, y = nil) { me.x = x; me.y = y; me.bg = [0, 0, 0, 0.3]; # background color me.fg = [[1.0, 1.0, 1.0, 1.0]]; # # "private" me.title = "Wildfire"; me.basenode = props.globals.getNode("/environment/wildfire"); me.dialog = nil; me.namenode = props.Node.new({"dialog-name" : me.title }); me.listeners = []; }, ################################################################# create : func { if (me.dialog != nil) me.close(); me.dialog = gui.Widget.new(); me.dialog.set("name", me.title); if (me.x != nil) me.dialog.set("x", me.x); if (me.y != nil) me.dialog.set("y", me.y); me.dialog.set("layout", "vbox"); me.dialog.set("default-padding", 0); var titlebar = me.dialog.addChild("group"); titlebar.set("layout", "hbox"); titlebar.addChild("empty").set("stretch", 1); titlebar.addChild("text").set("label", "Wildfire settings"); var w = titlebar.addChild("button"); w.set("pref-width", 16); w.set("pref-height", 16); w.set("legend", ""); w.set("default", 0); w.set("key", "esc"); w.setBinding("nasal", "wildfire.dialog.destroy(); "); w.setBinding("dialog-close"); me.dialog.addChild("hrule"); var content = me.dialog.addChild("group"); content.set("layout", "vbox"); content.set("halign", "center"); content.set("default-padding", 5); foreach (var b; [["Enabled", CA_enabled_pp], ["Share over MP", MP_share_pp], ["Show 3d models", models_enabled_pp], ["Crash starts fire", crash_fire_pp], ["Report score", report_score_pp], ["Save on exit", save_on_exit_pp]]) { var w = content.addChild("checkbox"); w.node.setValues({"label" : b[0], "halign" : "left", "property" : b[1]}); w.setBinding("nasal", "setprop(\"" ~ b[1] ~ "\"," ~ "!getprop(\"" ~ b[1] ~ "\"))"); } me.dialog.addChild("hrule"); # Load button. var load = me.dialog.addChild("button"); load.node.setValues({"legend" : "Load Wildfire log", "halign" : "center"}); load.setBinding("nasal", "wildfire.dialog.select_and_load()"); fgcommand("dialog-new", me.dialog.prop()); fgcommand("dialog-show", me.namenode); }, ################################################################# close : func { fgcommand("dialog-close", me.namenode); }, ################################################################# destroy : func { CONFIG_DLG = 0; me.close(); foreach(var l; me.listeners) removelistener(l); delete(gui.dialog, "\"" ~ me.title ~ "\""); }, ################################################################# show : func { if (!CONFIG_DLG) { CONFIG_DLG = 1; me.init(); me.create(); } }, ################################################################# select_and_load : func { var selector = gui.FileSelector.new (func (n) { CAFire.load_event_log(n.getValue()); }, "Load Wildfire log", # dialog title "Load", # button text ["*.xml"], # pattern for files SAVEDIR, # start dir "fire_log.xml"); # default file name selector.open(); } } ###############################################################################