// AIManager.cxx Based on David Luff's AIMgr: // - a global management class 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 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. #include #include
#include
#include #include "AIManager.hxx" #include "AIAircraft.hxx" #include "AIShip.hxx" #include "AIBallistic.hxx" #include "AIStorm.hxx" #include "AIThermal.hxx" SG_USING_STD(list); FGAIManager::FGAIManager() { initDone = false; numObjects = 0; _dt = 0.0; dt_count = 9; scenario_filename = ""; } FGAIManager::~FGAIManager() { ai_list_itr = ai_list.begin(); while(ai_list_itr != ai_list.end()) { delete (*ai_list_itr); ++ai_list_itr; } ai_list.clear(); ids.clear(); } void FGAIManager::init() { root = fgGetNode("sim/ai", true); enabled = root->getNode("enabled", true)->getBoolValue(); if (!enabled) return; wind_from_down = fgGetNode("/environment/wind-from-down-fps", true); scenario_filename = root->getNode("scenario", true)->getStringValue(); if (scenario_filename != "") processScenario( scenario_filename ); initDone = true; } void FGAIManager::bind() { root = globals->get_props()->getNode("ai/models", true); root->tie("count", SGRawValuePointer(&numObjects)); } void FGAIManager::unbind() { root->untie("count"); } void FGAIManager::update(double dt) { // initialize these for finding nearest thermals range_nearest = 10000.0; strength = 0.0; if (!enabled) return; _dt = dt; ai_list_itr = ai_list.begin(); while(ai_list_itr != ai_list.end()) { if ((*ai_list_itr)->getDie()) { freeID((*ai_list_itr)->getID()); delete (*ai_list_itr); --numObjects; if ( ai_list_itr == ai_list.begin() ) { ai_list.erase(ai_list_itr); ai_list_itr = ai_list.begin(); continue; } else { ai_list.erase(ai_list_itr--); } } else { fetchUserState(); if ((*ai_list_itr)->isa(FGAIBase::otThermal)) { processThermal((FGAIThermal*)*ai_list_itr); } else { (*ai_list_itr)->update(_dt); } } ++ai_list_itr; } wind_from_down->setDoubleValue( strength ); } // This function returns the next available ID int FGAIManager::assignID() { int maxint = 30000; int x; bool used; for (x=1; xsetID( assignID() ); ++numObjects; if (model_class == "light") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]); } else if (model_class == "ww2_fighter") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]); } else if (model_class == "jet_transport") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]); } else if (model_class == "jet_fighter") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]); } else if (model_class == "tanker") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]); ai_plane->SetTanker(true); } else { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]); } ai_plane->setHeading(heading); ai_plane->setSpeed(speed); ai_plane->setPath(path.c_str()); ai_plane->setAltitude(altitude); ai_plane->setLongitude(longitude); ai_plane->setLatitude(latitude); ai_plane->setBank(roll); ai_plane->init(); ai_plane->bind(); return ai_plane->getID(); } int FGAIManager::createAircraft( string model_class, string path, FGAIFlightPlan* flightplan ) { FGAIAircraft* ai_plane = new FGAIAircraft(this); ai_list.push_back(ai_plane); ai_plane->setID( assignID() ); ++numObjects; if (model_class == "light") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]); } else if (model_class == "ww2_fighter") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]); } else if (model_class == "jet_transport") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]); } else if (model_class == "jet_fighter") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]); } else if (model_class == "tanker") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]); ai_plane->SetTanker(true); } else { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]); } ai_plane->setPath(path.c_str()); ai_plane->SetFlightPlan(flightplan); ai_plane->init(); ai_plane->bind(); return ai_plane->getID(); } int FGAIManager::createShip( string path, double latitude, double longitude, double altitude, double heading, double speed, double rudder ) { FGAIShip* ai_ship = new FGAIShip(this); ai_list.push_back(ai_ship); ai_ship->setID( assignID() ); ++numObjects; ai_ship->setHeading(heading); ai_ship->setSpeed(speed); ai_ship->setPath(path.c_str()); ai_ship->setAltitude(altitude); ai_ship->setLongitude(longitude); ai_ship->setLatitude(latitude); ai_ship->setBank(rudder); ai_ship->init(); ai_ship->bind(); return ai_ship->getID(); } int FGAIManager::createShip( string path, FGAIFlightPlan* flightplan ) { FGAIShip* ai_ship = new FGAIShip(this); ai_list.push_back(ai_ship); ai_ship->setID( assignID() ); ++numObjects; ai_ship->setPath(path.c_str()); ai_ship->setFlightPlan(flightplan); ai_ship->init(); ai_ship->bind(); return ai_ship->getID(); } int FGAIManager::createBallistic( string path, double latitude, double longitude, double altitude, double azimuth, double elevation, double speed ) { FGAIBallistic* ai_ballistic = new FGAIBallistic(this); ai_list.push_back(ai_ballistic); ai_ballistic->setID( assignID() ); ++numObjects; ai_ballistic->setAzimuth(azimuth); ai_ballistic->setElevation(elevation); ai_ballistic->setSpeed(speed); ai_ballistic->setPath(path.c_str()); ai_ballistic->setAltitude(altitude); ai_ballistic->setLongitude(longitude); ai_ballistic->setLatitude(latitude); ai_ballistic->init(); ai_ballistic->bind(); return ai_ballistic->getID(); } int FGAIManager::createStorm( string path, double latitude, double longitude, double altitude, double heading, double speed ) { FGAIStorm* ai_storm = new FGAIStorm(this); ai_list.push_back(ai_storm); ai_storm->setID( assignID() ); ++numObjects; ai_storm->setHeading(heading); ai_storm->setSpeed(speed); ai_storm->setPath(path.c_str()); ai_storm->setAltitude(altitude); ai_storm->setLongitude(longitude); ai_storm->setLatitude(latitude); ai_storm->init(); ai_storm->bind(); return ai_storm->getID(); } int FGAIManager::createThermal( double latitude, double longitude, double strength, double diameter ) { FGAIThermal* ai_thermal = new FGAIThermal(this); ai_list.push_back(ai_thermal); ai_thermal->setID( assignID() ); ++numObjects; ai_thermal->setLongitude(longitude); ai_thermal->setLatitude(latitude); ai_thermal->setMaxStrength(strength); ai_thermal->setDiameter(diameter / 6076.11549); ai_thermal->init(); ai_thermal->bind(); return ai_thermal->getID(); } void FGAIManager::destroyObject( int ID ) { ai_list_itr = ai_list.begin(); while(ai_list_itr != ai_list.end()) { if ((*ai_list_itr)->getID() == ID) { freeID( ID ); delete (*ai_list_itr); ai_list.erase(ai_list_itr); --ai_list_itr; --numObjects; return; } ++ai_list_itr; } } // fetch the user's state every 10 sim cycles void FGAIManager::fetchUserState( void ) { ++dt_count; if (dt_count == 10) { user_latitude = fgGetDouble("/position/latitude-deg"); user_longitude = fgGetDouble("/position/longitude-deg"); user_altitude = fgGetDouble("/position/altitude-ft"); user_heading = fgGetDouble("/orientation/heading-deg"); user_pitch = fgGetDouble("/orientation/pitch-deg"); user_yaw = fgGetDouble("/orientation/side-slip-deg"); user_speed = fgGetDouble("/velocities/uBody-fps") * 0.592484; dt_count = 0; } } // only keep the results from the nearest thermal void FGAIManager::processThermal( FGAIThermal* thermal ) { thermal->update(_dt); if ( thermal->_getRange() < range_nearest ) { range_nearest = thermal->_getRange(); strength = thermal->getStrength(); } } void FGAIManager::processScenario( string filename ) { FGAIScenario* s = new FGAIScenario( filename ); FGAIFlightPlan* f; for (int i=0;inEntries();i++) { FGAIScenario::entry* en = s->getNextEntry(); f = 0; if (en) { if (en->flightplan != ""){ f = new FGAIFlightPlan( en->flightplan ); } if (en->aitype == "aircraft"){ if (f){ createAircraft( en->aircraft_class, en->model_path, f ); } else { createAircraft( en->aircraft_class, en->model_path, en->latitude, en->longitude, en->altitude, en->heading, en->speed, en->roll ); } } else if (en->aitype == "ship"){ if (f){ createShip( en->model_path, f ); } else { createShip( en->model_path, en->latitude, en->longitude, en->altitude, en->heading, en->speed, en->rudder ); } } else if (en->aitype == "storm"){ createStorm( en->model_path, en->latitude, en->longitude, en->altitude, en->heading, en->speed ); } else if (en->aitype == "thermal"){ createThermal( en->latitude, en->longitude, en->strength, en->diameter ); } else if (en->aitype == "ballistic"){ createBallistic( en->model_path, en->latitude, en->longitude, en->altitude, en->azimuth, en->elevation, en->speed ); } } } delete s; } int FGAIManager::getNum( FGAIBase::object_type ot ) { ai_list_iterator itr = ai_list.begin(); int count = 0; while(itr != ai_list.end()) { if ((*itr)->getType() == ot) { ++count; } ++itr; } return count; }