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flightgear/src/AIModel/AIManager.cxx

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// AIManager.cxx Based on David Luff's AIMgr:
// - a global management type for AI objects
//
// Written by David Culp, started October 2003.
// - davidculp2@comcast.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include <cstring>
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#include <algorithm>
#include <simgear/sg_inlines.h>
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#include <simgear/math/sg_geodesy.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/structure/exception.hxx>
#include <simgear/structure/commands.hxx>
#include <simgear/structure/SGBinding.hxx>
#include <boost/mem_fn.hpp>
#include <boost/foreach.hpp>
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#include <Main/globals.hxx>
#include <Airports/airport.hxx>
#include <Scripting/NasalSys.hxx>
#include "AIManager.hxx"
#include "AIAircraft.hxx"
#include "AIShip.hxx"
#include "AIBallistic.hxx"
#include "AIStorm.hxx"
#include "AIThermal.hxx"
#include "AICarrier.hxx"
#include "AIStatic.hxx"
#include "AIMultiplayer.hxx"
#include "AITanker.hxx"
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#include "AIWingman.hxx"
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#include "AIGroundVehicle.hxx"
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#include "AIEscort.hxx"
class FGAIManager::Scenario
{
public:
Scenario(FGAIManager* man, const std::string& nm, SGPropertyNode* scenarios) :
_internalName(nm)
{
BOOST_FOREACH(SGPropertyNode* scEntry, scenarios->getChildren("entry")) {
FGAIBasePtr ai = man->addObject(scEntry);
if (ai) {
_objects.push_back(ai);
}
} // of scenario entry iteration
SGPropertyNode* nasalScripts = scenarios->getChild("nasal");
if (!nasalScripts) {
return;
}
_unloadScript = nasalScripts->getStringValue("unload");
std::string loadScript = nasalScripts->getStringValue("load");
if (!loadScript.empty()) {
FGNasalSys* nasalSys = (FGNasalSys*) globals->get_subsystem("nasal");
std::string moduleName = "scenario_" + _internalName;
nasalSys->createModule(moduleName.c_str(), moduleName.c_str(),
loadScript.c_str(), loadScript.size(),
0);
}
}
~Scenario()
{
BOOST_FOREACH(FGAIBasePtr ai, _objects) {
ai->setDie(true);
}
FGNasalSys* nasalSys = (FGNasalSys*) globals->get_subsystem("nasal");
std::string moduleName = "scenario_" + _internalName;
if (!_unloadScript.empty()) {
nasalSys->createModule(moduleName.c_str(), moduleName.c_str(),
_unloadScript.c_str(), _unloadScript.size(),
0);
}
nasalSys->deleteModule(moduleName.c_str());
}
private:
std::vector<FGAIBasePtr> _objects;
std::string _internalName;
std::string _unloadScript;
};
///////////////////////////////////////////////////////////////////////////////
FGAIManager::FGAIManager() :
cb_ai_bare(SGPropertyChangeCallback<FGAIManager>(this,&FGAIManager::updateLOD,
fgGetNode("/sim/rendering/static-lod/ai-bare", true))),
cb_ai_detailed(SGPropertyChangeCallback<FGAIManager>(this,&FGAIManager::updateLOD,
fgGetNode("/sim/rendering/static-lod/ai-detailed", true)))
{
}
FGAIManager::~FGAIManager()
{
std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::unbind));
}
void
FGAIManager::init() {
root = fgGetNode("sim/ai", true);
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
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enabled = root->getNode("enabled", true);
thermal_lift_node = fgGetNode("/environment/thermal-lift-fps", true);
wind_from_east_node = fgGetNode("/environment/wind-from-east-fps",true);
wind_from_north_node = fgGetNode("/environment/wind-from-north-fps",true);
user_altitude_agl_node = fgGetNode("/position/altitude-agl-ft", true);
user_yaw_node = fgGetNode("/orientation/side-slip-deg", true);
user_speed_node = fgGetNode("/velocities/uBody-fps", true);
globals->get_commands()->addCommand("load-scenario", this, &FGAIManager::loadScenarioCommand);
globals->get_commands()->addCommand("unload-scenario", this, &FGAIManager::unloadScenarioCommand);
}
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void
FGAIManager::postinit() {
// postinit, so that it can access the Nasal subsystem
if (!root->getBoolValue("scenarios-enabled", true))
return;
// scenarios enabled, AI subsystem required
if (!enabled->getBoolValue())
enabled->setBoolValue(true);
// process all scenarios
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BOOST_FOREACH(SGPropertyNode* n, root->getChildren("scenario")) {
const string& name = n->getStringValue();
if (name.empty())
continue;
if (_scenarios.find(name) != _scenarios.end()) {
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SG_LOG(SG_AI, SG_WARN, "won't load scenario '" << name << "' twice");
continue;
}
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SG_LOG(SG_AI, SG_INFO, "loading scenario '" << name << '\'');
loadScenario(name);
}
}
void
FGAIManager::reinit()
{
update(0.0);
std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::reinit));
}
void
FGAIManager::bind() {
root = globals->get_props()->getNode("ai/models", true);
root->tie("count", SGRawValueMethods<FGAIManager, int>(*this,
&FGAIManager::getNumAiObjects));
}
void
FGAIManager::unbind() {
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
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root->untie("count");
}
void FGAIManager::removeDeadItem(FGAIBase* base)
{
SGPropertyNode *props = base->_getProps();
props->setBoolValue("valid", false);
base->unbind();
// for backward compatibility reset properties, so that aircraft,
// which don't know the <valid> property, keep working
// TODO: remove after a while
props->setIntValue("id", -1);
props->setBoolValue("radar/in-range", false);
props->setIntValue("refuel/tanker", false);
}
void
FGAIManager::update(double dt) {
// initialize these for finding nearest thermals
range_nearest = 10000.0;
strength = 0.0;
if (!enabled->getBoolValue())
return;
fetchUserState();
// partition the list into dead followed by alive
ai_list_iterator firstAlive =
std::stable_partition(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::getDie));
// clean up each item and finally remove from the container
for (ai_list_iterator it=ai_list.begin(); it != firstAlive; ++it) {
removeDeadItem(*it);
}
ai_list.erase(ai_list.begin(), firstAlive);
// every remaining item is alive
BOOST_FOREACH(FGAIBase* base, ai_list) {
if (base->isa(FGAIBase::otThermal)) {
processThermal(dt, (FGAIThermal*)base);
} else {
base->update(dt);
}
} // of live AI objects iteration
thermal_lift_node->setDoubleValue( strength ); // for thermals
}
/** update LOD settings of all AI/MP models */
void
FGAIManager::updateLOD(SGPropertyNode* node)
{
SG_UNUSED(node);
std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::updateLOD));
}
void
FGAIManager::attach(FGAIBase *model)
{
const char* typeString = model->getTypeString();
SGPropertyNode* root = globals->get_props()->getNode("ai/models", true);
SGPropertyNode* p;
int i;
// find free index in the property tree, if we have
// more than 10000 mp-aircrafts in the property tree we should optimize the mp-server
for (i = 0; i < 10000; i++) {
p = root->getNode(typeString, i, false);
if (!p || !p->getBoolValue("valid", false))
break;
if (p->getIntValue("id",-1)==model->getID()) {
p->setStringValue("callsign","***invalid node***"); //debug only, should never set!
}
}
p = root->getNode(typeString, i, true);
model->setManager(this, p);
ai_list.push_back(model);
model->init(model->getType()==FGAIBase::otAircraft
|| model->getType()==FGAIBase::otMultiplayer
|| model->getType()==FGAIBase::otStatic);
model->bind();
p->setBoolValue("valid", true);
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
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}
int
FGAIManager::getNumAiObjects(void) const
{
return ai_list.size();
}
void
FGAIManager::fetchUserState( void ) {
user_yaw = user_yaw_node->getDoubleValue();
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globals->get_aircraft_orientation(user_heading, user_pitch, user_roll);
user_speed = user_speed_node->getDoubleValue() * 0.592484;
wind_from_east = wind_from_east_node->getDoubleValue();
wind_from_north = wind_from_north_node->getDoubleValue();
user_altitude_agl = user_altitude_agl_node->getDoubleValue();
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
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}
// only keep the results from the nearest thermal
void
FGAIManager::processThermal( double dt, FGAIThermal* thermal ) {
thermal->update(dt);
if ( thermal->_getRange() < range_nearest ) {
range_nearest = thermal->_getRange();
strength = thermal->getStrength();
}
}
bool FGAIManager::loadScenarioCommand(const SGPropertyNode* args)
{
std::string name = args->getStringValue("name");
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if (args->hasChild("load-property")) {
// slightly ugly, to simplify life in the dialogs, make load allow
// loading or unloading based on a bool property.
bool loadIt = fgGetBool(args->getStringValue("load-property"));
if (!loadIt) {
// user actually wants to unload, fine.
return unloadScenario(name);
}
}
if (_scenarios.find(name) != _scenarios.end()) {
SG_LOG(SG_AI, SG_WARN, "scenario '" << name << "' already loaded");
return false;
}
bool ok = loadScenario(name);
if (ok) {
// create /sim/ai node for consistency
int index = 0;
for (; root->hasChild("scenario", index); ++index) {}
SGPropertyNode* scenarioNode = root->getChild("scenario", index, true);
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scenarioNode->setAttribute(SGPropertyNode::USERARCHIVE, true);
scenarioNode->setStringValue(name);
}
return ok;
}
bool FGAIManager::unloadScenarioCommand(const SGPropertyNode* args)
{
std::string name = args->getStringValue("name");
return unloadScenario(name);
}
bool FGAIManager::addObjectCommand(const SGPropertyNode* definition)
{
addObject(definition);
return true;
}
FGAIBasePtr FGAIManager::addObject(const SGPropertyNode* definition)
{
const std::string& type = definition->getStringValue("type", "aircraft");
FGAIBase* ai = NULL;
if (type == "tanker") { // refueling scenarios
ai = new FGAITanker;
} else if (type == "wingman") {
ai = new FGAIWingman;
} else if (type == "aircraft") {
ai = new FGAIAircraft;
} else if (type == "ship") {
ai = new FGAIShip;
} else if (type == "carrier") {
ai = new FGAICarrier;
} else if (type == "groundvehicle") {
ai = new FGAIGroundVehicle;
} else if (type == "escort") {
ai = new FGAIEscort;
} else if (type == "thunderstorm") {
ai = new FGAIStorm;
} else if (type == "thermal") {
ai = new FGAIThermal;
} else if (type == "ballistic") {
ai = new FGAIBallistic;
} else if (type == "static") {
ai = new FGAIStatic;
}
ai->readFromScenario(const_cast<SGPropertyNode*>(definition));
attach(ai);
return ai;
}
bool FGAIManager::removeObject(const SGPropertyNode* args)
{
int id = args->getIntValue("id");
BOOST_FOREACH(FGAIBase* ai, get_ai_list()) {
if (ai->getID() == id) {
ai->setDie(true);
break;
}
}
return false;
}
bool
FGAIManager::loadScenario( const string &filename )
{
SGPropertyNode_ptr file = loadScenarioFile(filename);
if (!file) {
return false;
}
SGPropertyNode_ptr scNode = file->getChild("scenario");
if (!scNode) {
return false;
}
_scenarios[filename] = new Scenario(this, filename, scNode);
return true;
}
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bool
FGAIManager::unloadScenario( const string &filename)
{
ScenarioDict::iterator it = _scenarios.find(filename);
if (it == _scenarios.end()) {
SG_LOG(SG_AI, SG_WARN, "unload scenario: not found:" << filename);
return false;
}
// remove /sim/ai node
unsigned int index = 0;
for (SGPropertyNode* n = NULL; (n = root->getChild("scenario", index)) != NULL; ++index) {
if (n->getStringValue() == filename) {
root->removeChild("scenario", index);
break;
}
}
delete it->second;
_scenarios.erase(it);
return true;
}
SGPropertyNode_ptr
FGAIManager::loadScenarioFile(const std::string& filename)
{
SGPath path(globals->get_fg_root());
path.append("AI/" + filename + ".xml");
try {
SGPropertyNode_ptr root = new SGPropertyNode;
readProperties(path.str(), root);
return root;
} catch (const sg_exception &t) {
SG_LOG(SG_AI, SG_ALERT, "Failed to load scenario '"
<< path.str() << "': " << t.getFormattedMessage());
}
return 0;
}
bool
FGAIManager::getStartPosition(const string& id, const string& pid,
SGGeod& geodPos, double& hdng, SGVec3d& uvw)
Mathias Fröhlich: I have introduced the posibility to start directly on the carrier. With that patch you will have a --carrrier=id argument where id can either be the pennant number configured in the nimitz scenario or the carriers name also configured in the carriers scenario. Additionaly you can use --parkpos=id to select different positions on the carrier. They are also configured in the scenario file. That includes the switch of the whole FGInterface class to make use of the groundcache. That means that an aircraft no longer uses the current elevation value from the scenery class. It rather has its own local cache of the aircrafts environment which is setup in the common_init method of FGInterface and updated either manually by calling FGInterface::get_groundlevel_m(lat, lon, alt_m); or implicitly by calling the above method in the FGInterface::_updateGeo*Position(lat, lon, alt); methods. A call get_groundlevel_m rebuilds the groundcache if the request is outside the range of the cache. Note that for the real usage of the groundcache including the correct information about the movement of objects and the velocity information, you still need to set up the groundcache in the usual way like YASim and JSBSim currently does. If you use the native interface, you will get only static objects correctly. But for FDM's only using one single ground level for a whole step this is IMO sufficient. The AIManager gets a way to return the location of a object which is placed wrt an AI Object. At the moment it only honours AICarriers for that. That method is a static one, which loads the scenario file for that reason and throws it away afterwards. This looked like the aprioriate way, because the AIManager is initialized much later in flightgears bootstrap, and I did not find an easy way to reorder that for my needs. Since this additional load is very small and does only happen if such a relative location is required, I think that this is ok. Note that moving on the carrier will only work correctly for JSBSim and YASim, but you should now be able to start and move on every not itself moving object with any FDM.
2005-07-03 09:39:14 +00:00
{
bool found = false;
SGPropertyNode* root = fgGetNode("sim/ai", true);
if (!root->getNode("enabled", true)->getBoolValue())
return found;
for (int i = 0 ; (!found) && i < root->nChildren() ; i++) {
SGPropertyNode *aiEntry = root->getChild( i );
if ( !strcmp( aiEntry->getName(), "scenario" ) ) {
const string& filename = aiEntry->getStringValue();
SGPropertyNode_ptr scenarioTop = loadScenarioFile(filename);
if (scenarioTop) {
SGPropertyNode* scenarios = scenarioTop->getChild("scenario");
if (scenarios) {
for (int i = 0; i < scenarios->nChildren(); i++) {
SGPropertyNode* scEntry = scenarios->getChild(i);
const std::string& type = scEntry->getStringValue("type");
const std::string& pnumber = scEntry->getStringValue("pennant-number");
const std::string& name = scEntry->getStringValue("name");
if (type == "carrier" && (pnumber == id || name == id)) {
SGSharedPtr<FGAICarrier> carrier = new FGAICarrier;
carrier->readFromScenario(scEntry);
if (carrier->getParkPosition(pid, geodPos, hdng, uvw)) {
found = true;
break;
}
}
}
}
}
}
Mathias Fröhlich: I have introduced the posibility to start directly on the carrier. With that patch you will have a --carrrier=id argument where id can either be the pennant number configured in the nimitz scenario or the carriers name also configured in the carriers scenario. Additionaly you can use --parkpos=id to select different positions on the carrier. They are also configured in the scenario file. That includes the switch of the whole FGInterface class to make use of the groundcache. That means that an aircraft no longer uses the current elevation value from the scenery class. It rather has its own local cache of the aircrafts environment which is setup in the common_init method of FGInterface and updated either manually by calling FGInterface::get_groundlevel_m(lat, lon, alt_m); or implicitly by calling the above method in the FGInterface::_updateGeo*Position(lat, lon, alt); methods. A call get_groundlevel_m rebuilds the groundcache if the request is outside the range of the cache. Note that for the real usage of the groundcache including the correct information about the movement of objects and the velocity information, you still need to set up the groundcache in the usual way like YASim and JSBSim currently does. If you use the native interface, you will get only static objects correctly. But for FDM's only using one single ground level for a whole step this is IMO sufficient. The AIManager gets a way to return the location of a object which is placed wrt an AI Object. At the moment it only honours AICarriers for that. That method is a static one, which loads the scenario file for that reason and throws it away afterwards. This looked like the aprioriate way, because the AIManager is initialized much later in flightgears bootstrap, and I did not find an easy way to reorder that for my needs. Since this additional load is very small and does only happen if such a relative location is required, I think that this is ok. Note that moving on the carrier will only work correctly for JSBSim and YASim, but you should now be able to start and move on every not itself moving object with any FDM.
2005-07-03 09:39:14 +00:00
}
return found;
}
const FGAIBase *
FGAIManager::calcCollision(double alt, double lat, double lon, double fuse_range)
{
// we specify tgt extent (ft) according to the AIObject type
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double tgt_ht[] = {0, 50, 100, 250, 0, 100, 0, 0, 50, 50, 20, 100, 50};
double tgt_length[] = {0, 100, 200, 750, 0, 50, 0, 0, 200, 100, 40, 200, 100};
ai_list_iterator ai_list_itr = ai_list.begin();
ai_list_iterator end = ai_list.end();
SGGeod pos(SGGeod::fromDegFt(lon, lat, alt));
SGVec3d cartPos(SGVec3d::fromGeod(pos));
while (ai_list_itr != end) {
double tgt_alt = (*ai_list_itr)->_getAltitude();
int type = (*ai_list_itr)->getType();
tgt_ht[type] += fuse_range;
if (fabs(tgt_alt - alt) > tgt_ht[type] || type == FGAIBase::otBallistic
|| type == FGAIBase::otStorm || type == FGAIBase::otThermal ) {
//SG_LOG(SG_AI, SG_DEBUG, "AIManager: skipping "
// << fabs(tgt_alt - alt)
// << " "
// << type
// );
++ai_list_itr;
continue;
}
int id = (*ai_list_itr)->getID();
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double range = calcRangeFt(cartPos, (*ai_list_itr));
//SG_LOG(SG_AI, SG_DEBUG, "AIManager: AI list size "
// << ai_list.size()
// << " type " << type
// << " ID " << id
// << " range " << range
// //<< " bearing " << bearing
// << " alt " << tgt_alt
// );
tgt_length[type] += fuse_range;
if (range < tgt_length[type]){
SG_LOG(SG_AI, SG_DEBUG, "AIManager: HIT! "
<< " type " << type
<< " ID " << id
<< " range " << range
<< " alt " << tgt_alt
);
return (*ai_list_itr).get();
}
++ai_list_itr;
}
return 0;
}
double
2013-03-27 23:31:22 +00:00
FGAIManager::calcRangeFt(const SGVec3d& aCartPos, FGAIBase* aObject) const
{
double distM = dist(aCartPos, aObject->getCartPos());
return distM * SG_METER_TO_FEET;
Mathias Fröhlich: I have introduced the posibility to start directly on the carrier. With that patch you will have a --carrrier=id argument where id can either be the pennant number configured in the nimitz scenario or the carriers name also configured in the carriers scenario. Additionaly you can use --parkpos=id to select different positions on the carrier. They are also configured in the scenario file. That includes the switch of the whole FGInterface class to make use of the groundcache. That means that an aircraft no longer uses the current elevation value from the scenery class. It rather has its own local cache of the aircrafts environment which is setup in the common_init method of FGInterface and updated either manually by calling FGInterface::get_groundlevel_m(lat, lon, alt_m); or implicitly by calling the above method in the FGInterface::_updateGeo*Position(lat, lon, alt); methods. A call get_groundlevel_m rebuilds the groundcache if the request is outside the range of the cache. Note that for the real usage of the groundcache including the correct information about the movement of objects and the velocity information, you still need to set up the groundcache in the usual way like YASim and JSBSim currently does. If you use the native interface, you will get only static objects correctly. But for FDM's only using one single ground level for a whole step this is IMO sufficient. The AIManager gets a way to return the location of a object which is placed wrt an AI Object. At the moment it only honours AICarriers for that. That method is a static one, which loads the scenario file for that reason and throws it away afterwards. This looked like the aprioriate way, because the AIManager is initialized much later in flightgears bootstrap, and I did not find an easy way to reorder that for my needs. Since this additional load is very small and does only happen if such a relative location is required, I think that this is ok. Note that moving on the carrier will only work correctly for JSBSim and YASim, but you should now be able to start and move on every not itself moving object with any FDM.
2005-07-03 09:39:14 +00:00
}
//end AIManager.cxx