// 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 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. #include
#include #include #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" FGAIManager::FGAIManager() { for (int i=0; i < FGAIBase::MAX_OBJECTS; i++) numObjects[i] = 0; _dt = 0.0; scenario_filename = ""; } FGAIManager::~FGAIManager() { ai_list_iterator ai_list_itr = ai_list.begin(); while(ai_list_itr != ai_list.end()) { (*ai_list_itr)->unbind(); ++ai_list_itr; } } void FGAIManager::init() { root = fgGetNode("sim/ai", true); enabled = root->getNode("enabled", true)->getBoolValue(); if (!enabled) return; wind_from_down_node = fgGetNode("/environment/wind-from-down-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_latitude_node = fgGetNode("/position/latitude-deg", true); user_longitude_node = fgGetNode("/position/longitude-deg", true); user_altitude_node = fgGetNode("/position/altitude-ft", true); user_heading_node = fgGetNode("/orientation/heading-deg", true); user_pitch_node = fgGetNode("/orientation/pitch-deg", true); user_yaw_node = fgGetNode("/orientation/side-slip-deg", true); user_speed_node = fgGetNode("/velocities/uBody-fps", true); /// Move that into the constructor for(int i = 0 ; i < root->nChildren() ; i++) { SGPropertyNode *aiEntry = root->getChild( i ); if( !strcmp( aiEntry->getName(), "scenario" ) ) { scenario_filename = aiEntry->getStringValue(); if (!scenario_filename.empty()) processScenario( scenario_filename ); } } } void FGAIManager::reinit() { update(0.0); } void FGAIManager::bind() { root = globals->get_props()->getNode("ai/models", true); root->tie("count", SGRawValuePointer(&numObjects[0])); } void FGAIManager::unbind() { root->untie("count"); } void FGAIManager::update(double dt) { // initialize these for finding nearest thermals range_nearest = 10000.0; strength = 0.0; FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager"); if (!enabled) return; _dt = dt; ai_list_iterator ai_list_itr = ai_list.begin(); while(ai_list_itr != ai_list.end()) { if ((*ai_list_itr)->getDie()) { tmgr->release((*ai_list_itr)->getID()); --numObjects[(*ai_list_itr)->getType()]; --numObjects[0]; (*ai_list_itr)->unbind(); 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)) { FGAIBase *base = *ai_list_itr; processThermal((FGAIThermal*)base); } else { (*ai_list_itr)->update(_dt); } } ++ai_list_itr; } wind_from_down_node->setDoubleValue( strength ); // for thermals } void FGAIManager::attach(SGSharedPtr model) { model->setManager(this); ai_list.push_back(model); ++numObjects[0]; ++numObjects[model->getType()]; model->init(); model->bind(); } void FGAIManager::destroyObject( int ID ) { ai_list_iterator ai_list_itr = ai_list.begin(); while(ai_list_itr != ai_list.end()) { if ((*ai_list_itr)->getID() == ID) { --numObjects[0]; --numObjects[(*ai_list_itr)->getType()]; (*ai_list_itr)->unbind(); ai_list.erase(ai_list_itr); break; } ++ai_list_itr; } } void FGAIManager::fetchUserState( void ) { user_latitude = user_latitude_node->getDoubleValue(); user_longitude = user_longitude_node->getDoubleValue(); user_altitude = user_altitude_node->getDoubleValue(); user_heading = user_heading_node->getDoubleValue(); user_pitch = user_pitch_node->getDoubleValue(); user_yaw = user_yaw_node->getDoubleValue(); user_speed = user_speed_node->getDoubleValue() * 0.592484; wind_from_east = wind_from_east_node->getDoubleValue(); wind_from_north = wind_from_north_node->getDoubleValue(); } // 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( const string &filename ) { SGPropertyNode_ptr scenarioTop = loadScenarioFile(filename); if (!scenarioTop) return; SGPropertyNode* scenarios = scenarioTop->getChild("scenario"); if (!scenarios) return; for (int i = 0; i < scenarios->nChildren(); i++) { SGPropertyNode* scEntry = scenarios->getChild(i); std::string type = scEntry->getStringValue("type", "aircraft"); if (type == "aircraft") { FGAIAircraft* aircraft = new FGAIAircraft; aircraft->readFromScenario(scEntry); attach(aircraft); } else if (type == "ship") { FGAIShip* ship = new FGAIShip; ship->readFromScenario(scEntry); attach(ship); } else if (type == "carrier") { FGAICarrier* carrier = new FGAICarrier; carrier->readFromScenario(scEntry); attach(carrier); } else if (type == "thunderstorm") { FGAIStorm* storm = new FGAIStorm; storm->readFromScenario(scEntry); attach(storm); } else if (type == "thermal") { FGAIThermal* thermal = new FGAIThermal; thermal->readFromScenario(scEntry); attach(thermal); } else if (type == "ballistic") { FGAIBallistic* ballistic = new FGAIBallistic; ballistic->readFromScenario(scEntry); attach(ballistic); } else if (type == "static") { FGAIStatic* aistatic = new FGAIStatic; aistatic->readFromScenario(scEntry); attach(aistatic); } } } 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 &e) { SG_LOG(SG_GENERAL, SG_ALERT, "Incorrect path specified for AI " "scenario: \"" << path.str() << "\""); return 0; } } // This code keeps track of models that have already been loaded // Eventually we'd prbably need to find a way to keep track of models // that are unloaded again ssgBranch * FGAIManager::getModel(const string& path) const { ModelVecIterator i = loadedModels.begin(); while (i != loadedModels.end()) { if (i->getPath() == path) return i->getModelId(); i++; } return 0; } void FGAIManager::setModel(const string& path, ssgBranch *model) { loadedModels.push_back(FGModelID(path,model)); } bool FGAIManager::getStartPosition(const string& id, const string& pid, Point3D& geodPos, double& heading, sgdVec3 uvw) { 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" ) ) { 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); std::string type = scEntry->getStringValue("type"); std::string pnumber = scEntry->getStringValue("pennant-number"); std::string name = scEntry->getStringValue("name"); if (type == "carrier" && (pnumber == id || name == id)) { SGSharedPtr carrier = new FGAICarrier; carrier->readFromScenario(scEntry); if (carrier->getParkPosition(pid, geodPos, heading, uvw)) { found = true; break; } } } } } } } return found; } //end AIManager.cxx