// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. #include #include #include #include #include #include #include #include #include #include #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" #include "AITanker.hxx" #include "AIWingman.hxx" #include "AIGroundVehicle.hxx" #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 _objects; std::string _internalName; std::string _unloadScript; }; /////////////////////////////////////////////////////////////////////////////// FGAIManager::FGAIManager() : cb_ai_bare(SGPropertyChangeCallback(this,&FGAIManager::updateLOD, fgGetNode("/sim/rendering/static-lod/ai-bare", true))), cb_ai_detailed(SGPropertyChangeCallback(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); 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); } 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 BOOST_FOREACH(SGPropertyNode* n, root->getChildren("scenario")) { const string& name = n->getStringValue(); if (name.empty()) continue; if (_scenarios.find(name) != _scenarios.end()) { SG_LOG(SG_AI, SG_WARN, "won't load scenario '" << name << "' twice"); continue; } 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(*this, &FGAIManager::getNumAiObjects)); } void FGAIManager::unbind() { 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 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); } int FGAIManager::getNumAiObjects(void) const { return ai_list.size(); } void FGAIManager::fetchUserState( void ) { user_yaw = user_yaw_node->getDoubleValue(); 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(); } // 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"); 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); 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(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; } 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) { 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 carrier = new FGAICarrier; carrier->readFromScenario(scEntry); if (carrier->getParkPosition(pid, geodPos, hdng, uvw)) { found = true; break; } } } } } } } 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 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(); 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 FGAIManager::calcRangeFt(const SGVec3d& aCartPos, FGAIBase* aObject) const { double distM = dist(aCartPos, aObject->getCartPos()); return distM * SG_METER_TO_FEET; } //end AIManager.cxx