474 lines
15 KiB
C++
474 lines
15 KiB
C++
// AIManager.cxx Based on David Luff's AIMgr:
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// - a global management type for AI objects
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//
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// Written by David Culp, started October 2003.
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// - davidculp2@comcast.net
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// 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.
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#include <cstring>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/structure/exception.hxx>
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#include <Main/globals.hxx>
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#include <Airports/simple.hxx>
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#include <Traffic/TrafficMgr.hxx>
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#include "AIManager.hxx"
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#include "AIAircraft.hxx"
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#include "AIShip.hxx"
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#include "AIBallistic.hxx"
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#include "AIStorm.hxx"
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#include "AIThermal.hxx"
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#include "AICarrier.hxx"
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#include "AIStatic.hxx"
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#include "AIMultiplayer.hxx"
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#include "AITanker.hxx"
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#include "AIWingman.hxx"
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#include "AIGroundVehicle.hxx"
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#include "AIEscort.hxx"
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FGAIManager::FGAIManager() {
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_dt = 0.0;
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mNumAiModels = 0;
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for (unsigned i = 0; i < FGAIBase::MAX_OBJECTS; ++i)
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mNumAiTypeModels[i] = 0;
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}
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FGAIManager::~FGAIManager() {
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ai_list_iterator ai_list_itr = ai_list.begin();
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while(ai_list_itr != ai_list.end()) {
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(*ai_list_itr)->unbind();
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++ai_list_itr;
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}
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}
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void
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FGAIManager::init() {
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root = fgGetNode("sim/ai", true);
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enabled = root->getNode("enabled", true)->getBoolValue();
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if (!enabled)
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return;
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thermal_lift_node = fgGetNode("/environment/thermal-lift-fps", true);
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wind_from_east_node = fgGetNode("/environment/wind-from-east-fps",true);
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wind_from_north_node = fgGetNode("/environment/wind-from-north-fps",true);
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user_latitude_node = fgGetNode("/position/latitude-deg", true);
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user_longitude_node = fgGetNode("/position/longitude-deg", true);
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user_altitude_node = fgGetNode("/position/altitude-ft", true);
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user_altitude_agl_node = fgGetNode("/position/altitude-agl-ft", true);
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user_heading_node = fgGetNode("/orientation/heading-deg", true);
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user_pitch_node = fgGetNode("/orientation/pitch-deg", true);
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user_yaw_node = fgGetNode("/orientation/side-slip-deg", true);
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user_roll_node = fgGetNode("/orientation/roll-deg", true);
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user_speed_node = fgGetNode("/velocities/uBody-fps", true);
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}
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void
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FGAIManager::postinit() {
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// postinit, so that it can access the Nasal subsystem
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map<string, bool> scenarios;
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for (int i = 0 ; i < root->nChildren() ; i++) {
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SGPropertyNode *n = root->getChild(i);
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if (strcmp(n->getName(), "scenario"))
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continue;
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string name = n->getStringValue();
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if (name.empty())
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continue;
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if (scenarios.find(name) != scenarios.end()) {
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SG_LOG(SG_GENERAL, SG_DEBUG, "won't load scenario '" << name << "' twice");
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continue;
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}
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SG_LOG(SG_GENERAL, SG_ALERT, "loading scenario '" << name << '\'');
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processScenario(name);
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scenarios[name] = true;
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}
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}
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void
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FGAIManager::reinit() {
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update(0.0);
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ai_list_iterator ai_list_itr = ai_list.begin();
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while(ai_list_itr != ai_list.end()) {
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(*ai_list_itr)->reinit();
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++ai_list_itr;
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}
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}
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void
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FGAIManager::bind() {
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root = globals->get_props()->getNode("ai/models", true);
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root->tie("count", SGRawValueMethods<FGAIManager, int>(*this,
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&FGAIManager::getNumAiObjects));
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}
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void
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FGAIManager::unbind() {
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root->untie("count");
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}
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void
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FGAIManager::update(double dt) {
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// initialize these for finding nearest thermals
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range_nearest = 10000.0;
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strength = 0.0;
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if (!enabled)
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return;
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FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager");
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_dt = dt;
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ai_list_iterator ai_list_itr = ai_list.begin();
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while(ai_list_itr != ai_list.end()) {
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if ((*ai_list_itr)->getDie()) {
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tmgr->release((*ai_list_itr)->getID());
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--mNumAiModels;
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--(mNumAiTypeModels[(*ai_list_itr)->getType()]);
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FGAIBase *base = (*ai_list_itr).get();
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SGPropertyNode *props = base->_getProps();
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props->setBoolValue("valid", false);
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base->unbind();
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// for backward compatibility reset properties, so that aircraft,
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// which don't know the <valid> property, keep working
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// TODO: remove after a while
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props->setIntValue("id", -1);
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props->setBoolValue("radar/in-range", false);
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props->setIntValue("refuel/tanker", false);
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ai_list_itr = ai_list.erase(ai_list_itr);
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} else {
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fetchUserState();
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if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
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FGAIBase *base = (*ai_list_itr).get();
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processThermal((FGAIThermal*)base);
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} else {
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(*ai_list_itr)->update(_dt);
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}
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++ai_list_itr;
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}
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}
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thermal_lift_node->setDoubleValue( strength ); // for thermals
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}
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void
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FGAIManager::attach(FGAIBase *model)
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{
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//unsigned idx = mNumAiTypeModels[model->getType()];
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const char* typeString = model->getTypeString();
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SGPropertyNode* root = globals->get_props()->getNode("ai/models", true);
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SGPropertyNode* p;
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int i;
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// find free index in the property tree, if we have
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// more than 10000 mp-aircrafts in the property tree we should optimize the mp-server
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for (i = 0; i < 10000; i++) {
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p = root->getNode(typeString, i, false);
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if (!p || !p->getBoolValue("valid", false))
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break;
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if (p->getIntValue("id",-1)==model->getID()) {
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p->setStringValue("callsign","***invalid node***"); //debug only, should never set!
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}
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}
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p = root->getNode(typeString, i, true);
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model->setManager(this, p);
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ai_list.push_back(model);
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++mNumAiModels;
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++(mNumAiTypeModels[model->getType()]);
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model->init(model->getType()==FGAIBase::otAircraft
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|| model->getType()==FGAIBase::otMultiplayer
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|| model->getType()==FGAIBase::otStatic);
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model->bind();
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p->setBoolValue("valid", true);
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}
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void
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FGAIManager::destroyObject( int ID ) {
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ai_list_iterator ai_list_itr = ai_list.begin();
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while(ai_list_itr != ai_list.end()) {
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if ((*ai_list_itr)->getID() == ID) {
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--mNumAiModels;
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--(mNumAiTypeModels[(*ai_list_itr)->getType()]);
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(*ai_list_itr)->unbind();
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ai_list_itr = ai_list.erase(ai_list_itr);
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} else
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++ai_list_itr;
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}
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}
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int
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FGAIManager::getNumAiObjects(void) const
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{
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return mNumAiModels;
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}
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void
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FGAIManager::fetchUserState( void ) {
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user_latitude = user_latitude_node->getDoubleValue();
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user_longitude = user_longitude_node->getDoubleValue();
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user_altitude = user_altitude_node->getDoubleValue();
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user_heading = user_heading_node->getDoubleValue();
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user_pitch = user_pitch_node->getDoubleValue();
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user_yaw = user_yaw_node->getDoubleValue();
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user_speed = user_speed_node->getDoubleValue() * 0.592484;
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user_roll = user_roll_node->getDoubleValue();
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wind_from_east = wind_from_east_node->getDoubleValue();
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wind_from_north = wind_from_north_node->getDoubleValue();
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user_altitude_agl = user_altitude_agl_node->getDoubleValue();
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}
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// only keep the results from the nearest thermal
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void
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FGAIManager::processThermal( FGAIThermal* thermal ) {
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thermal->update(_dt);
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if ( thermal->_getRange() < range_nearest ) {
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range_nearest = thermal->_getRange();
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strength = thermal->getStrength();
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}
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}
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void
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FGAIManager::processScenario( const string &filename ) {
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SGPropertyNode_ptr scenarioTop = loadScenarioFile(filename);
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if (!scenarioTop)
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return;
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SGPropertyNode* scenarios = scenarioTop->getChild("scenario");
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if (!scenarios)
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return;
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for (int i = 0; i < scenarios->nChildren(); i++) {
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SGPropertyNode* scEntry = scenarios->getChild(i);
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if (strcmp(scEntry->getName(), "entry"))
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continue;
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std::string type = scEntry->getStringValue("type", "aircraft");
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if (type == "tanker") { // refueling scenarios
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FGAITanker* tanker = new FGAITanker;
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tanker->readFromScenario(scEntry);
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attach(tanker);
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} else if (type == "wingman") {
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FGAIWingman* wingman = new FGAIWingman;
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wingman->readFromScenario(scEntry);
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attach(wingman);
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} else if (type == "aircraft") {
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FGAIAircraft* aircraft = new FGAIAircraft;
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aircraft->readFromScenario(scEntry);
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attach(aircraft);
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} else if (type == "ship") {
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FGAIShip* ship = new FGAIShip;
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ship->readFromScenario(scEntry);
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attach(ship);
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} else if (type == "carrier") {
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FGAICarrier* carrier = new FGAICarrier;
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carrier->readFromScenario(scEntry);
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attach(carrier);
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} else if (type == "groundvehicle") {
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FGAIGroundVehicle* groundvehicle = new FGAIGroundVehicle;
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groundvehicle->readFromScenario(scEntry);
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attach(groundvehicle);
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} else if (type == "escort") {
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FGAIEscort* escort = new FGAIEscort;
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escort->readFromScenario(scEntry);
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attach(escort);
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} else if (type == "thunderstorm") {
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FGAIStorm* storm = new FGAIStorm;
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storm->readFromScenario(scEntry);
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attach(storm);
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} else if (type == "thermal") {
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FGAIThermal* thermal = new FGAIThermal;
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thermal->readFromScenario(scEntry);
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attach(thermal);
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} else if (type == "ballistic") {
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FGAIBallistic* ballistic = new FGAIBallistic;
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ballistic->readFromScenario(scEntry);
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attach(ballistic);
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} else if (type == "static") {
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FGAIStatic* aistatic = new FGAIStatic;
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aistatic->readFromScenario(scEntry);
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attach(aistatic);
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}
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}
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}
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SGPropertyNode_ptr
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FGAIManager::loadScenarioFile(const std::string& filename)
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{
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SGPath path(globals->get_fg_root());
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path.append("AI/" + filename + ".xml");
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try {
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SGPropertyNode_ptr root = new SGPropertyNode;
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readProperties(path.str(), root);
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return root;
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} catch (const sg_exception &) {
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SG_LOG(SG_GENERAL, SG_DEBUG, "Incorrect path specified for AI "
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"scenario: \"" << path.str() << "\"");
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return 0;
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}
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}
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bool
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FGAIManager::getStartPosition(const string& id, const string& pid,
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SGGeod& geodPos, double& hdng, SGVec3d& uvw)
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{
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bool found = false;
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SGPropertyNode* root = fgGetNode("sim/ai", true);
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if (!root->getNode("enabled", true)->getBoolValue())
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return found;
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for (int i = 0 ; (!found) && i < root->nChildren() ; i++) {
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SGPropertyNode *aiEntry = root->getChild( i );
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if ( !strcmp( aiEntry->getName(), "scenario" ) ) {
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string filename = aiEntry->getStringValue();
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SGPropertyNode_ptr scenarioTop = loadScenarioFile(filename);
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if (scenarioTop) {
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SGPropertyNode* scenarios = scenarioTop->getChild("scenario");
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if (scenarios) {
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for (int i = 0; i < scenarios->nChildren(); i++) {
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SGPropertyNode* scEntry = scenarios->getChild(i);
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std::string type = scEntry->getStringValue("type");
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std::string pnumber = scEntry->getStringValue("pennant-number");
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std::string name = scEntry->getStringValue("name");
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if (type == "carrier" && (pnumber == id || name == id)) {
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SGSharedPtr<FGAICarrier> carrier = new FGAICarrier;
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carrier->readFromScenario(scEntry);
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if (carrier->getParkPosition(pid, geodPos, hdng, uvw)) {
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found = true;
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break;
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}
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}
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}
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}
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}
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}
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}
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return found;
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}
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const FGAIBase *
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FGAIManager::calcCollision(double alt, double lat, double lon, double fuse_range)
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{
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// 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};
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double tgt_length[] = {0, 100, 200, 750, 0, 50, 0, 0, 200, 100, 40, 200, 100};
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ai_list_iterator ai_list_itr = ai_list.begin();
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ai_list_iterator end = ai_list.end();
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while (ai_list_itr != end) {
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double tgt_alt = (*ai_list_itr)->_getAltitude();
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int type = (*ai_list_itr)->getType();
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tgt_ht[type] += fuse_range;
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if (fabs(tgt_alt - alt) > tgt_ht[type] || type == FGAIBase::otBallistic
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|| type == FGAIBase::otStorm || type == FGAIBase::otThermal ) {
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//SG_LOG(SG_GENERAL, SG_DEBUG, "AIManager: skipping "
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// << fabs(tgt_alt - alt)
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// << " "
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// << type
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// );
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++ai_list_itr;
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continue;
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}
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double tgt_lat = (*ai_list_itr)->_getLatitude();
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double tgt_lon = (*ai_list_itr)->_getLongitude();
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int id = (*ai_list_itr)->getID();
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double range = calcRange(lat, lon, tgt_lat, tgt_lon);
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//SG_LOG(SG_GENERAL, SG_DEBUG, "AIManager: AI list size "
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// << ai_list.size()
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// << " type " << type
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// << " ID " << id
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// << " range " << range
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// //<< " bearing " << bearing
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// << " alt " << tgt_alt
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// );
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tgt_length[type] += fuse_range;
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if (range < tgt_length[type]){
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SG_LOG(SG_GENERAL, SG_DEBUG, "AIManager: HIT! "
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<< " type " << type
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<< " ID " << id
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<< " range " << range
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<< " alt " << tgt_alt
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);
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return (*ai_list_itr).get();
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}
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++ai_list_itr;
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}
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return 0;
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}
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double
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FGAIManager::calcRange(double lat, double lon, double lat2, double lon2) const
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{
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double course, az2, distance;
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//calculate the bearing and range of the second pos from the first
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geo_inverse_wgs_84(lat, lon, lat2, lon2, &course, &az2, &distance);
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distance *= SG_METER_TO_FEET;
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return distance;
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}
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//end AIManager.cxx
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