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flightgear/src/AIModel/AIManager.cxx

318 lines
9.7 KiB
C++

// 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 <simgear/misc/sg_path.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <list>
#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;
for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
numObjects[i] = 0;
_dt = 0.0;
dt_count = 9;
scenario_filename = "";
ai_list.clear();
}
FGAIManager::~FGAIManager() {
ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
(*ai_list_itr)->unbind();
delete (*ai_list_itr);
++ai_list_itr;
}
ai_list.clear();
}
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);
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<int>(&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;
if (!enabled)
return;
_dt = dt;
ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getDie()) {
--numObjects[(*ai_list_itr)->getType()];
--numObjects[0];
(*ai_list_itr)->unbind();
delete (*ai_list_itr);
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_node->setDoubleValue( strength );
}
void*
FGAIManager::createAircraft( FGAIModelEntity *entity ) {
FGAIAircraft* ai_plane = new FGAIAircraft(this);
ai_list.push_back(ai_plane);
++numObjects[0];
++numObjects[FGAIBase::otAircraft];
if (entity->m_class == "light") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
} else if (entity->m_class == "ww2_fighter") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
} else if (entity->m_class == "jet_transport") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
} else if (entity->m_class == "jet_fighter") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
} else if (entity->m_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(entity->heading);
ai_plane->setSpeed(entity->speed);
ai_plane->setPath(entity->path.c_str());
ai_plane->setAltitude(entity->altitude);
ai_plane->setLongitude(entity->longitude);
ai_plane->setLatitude(entity->latitude);
ai_plane->setBank(entity->roll);
if ( entity->fp ) {
ai_plane->SetFlightPlan(entity->fp);
}
ai_plane->init();
ai_plane->bind();
return ai_plane;
}
void*
FGAIManager::createShip( FGAIModelEntity *entity ) {
FGAIShip* ai_ship = new FGAIShip(this);
ai_list.push_back(ai_ship);
++numObjects[0];
++numObjects[FGAIBase::otShip];
ai_ship->setHeading(entity->heading);
ai_ship->setSpeed(entity->speed);
ai_ship->setPath(entity->path.c_str());
ai_ship->setAltitude(entity->altitude);
ai_ship->setLongitude(entity->longitude);
ai_ship->setLatitude(entity->latitude);
ai_ship->setBank(entity->rudder);
if ( entity->fp ) {
ai_ship->setFlightPlan(entity->fp);
}
ai_ship->init();
ai_ship->bind();
return ai_ship;
}
void*
FGAIManager::createBallistic( FGAIModelEntity *entity ) {
FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
ai_list.push_back(ai_ballistic);
++numObjects[0];
++numObjects[FGAIBase::otBallistic];
ai_ballistic->setAzimuth(entity->azimuth);
ai_ballistic->setElevation(entity->elevation);
ai_ballistic->setSpeed(entity->speed);
ai_ballistic->setPath(entity->path.c_str());
ai_ballistic->setAltitude(entity->altitude);
ai_ballistic->setLongitude(entity->longitude);
ai_ballistic->setLatitude(entity->latitude);
ai_ballistic->setDragArea(entity->eda);
ai_ballistic->setLife(entity->life);
ai_ballistic->setBuoyancy(entity->buoyancy);
ai_ballistic->setWind_from_east(entity->wind_from_east);
ai_ballistic->setWind_from_north(entity->wind_from_north);
ai_ballistic->setWind(entity->wind);
ai_ballistic->setRoll(entity->roll);
ai_ballistic->setCd(entity->cd);
ai_ballistic->setMass(entity->mass);
ai_ballistic->init();
ai_ballistic->bind();
return ai_ballistic;
}
void*
FGAIManager::createStorm( FGAIModelEntity *entity ) {
FGAIStorm* ai_storm = new FGAIStorm(this);
++numObjects[0];
++numObjects[FGAIBase::otStorm];
ai_storm->setHeading(entity->heading);
ai_storm->setSpeed(entity->speed);
ai_storm->setPath(entity->path.c_str());
ai_storm->setAltitude(entity->altitude);
ai_storm->setLongitude(entity->longitude);
ai_storm->setLatitude(entity->latitude);
ai_storm->init();
ai_storm->bind();
ai_list.push_back(ai_storm);
return ai_storm;
}
void*
FGAIManager::createThermal( FGAIModelEntity *entity ) {
FGAIThermal* ai_thermal = new FGAIThermal(this);
++numObjects[0];
++numObjects[FGAIBase::otThermal];
ai_thermal->setLongitude(entity->longitude);
ai_thermal->setLatitude(entity->latitude);
ai_thermal->setMaxStrength(entity->strength);
ai_thermal->setDiameter(entity->diameter / 6076.11549);
ai_thermal->init();
ai_thermal->bind();
ai_list.push_back(ai_thermal);
return ai_thermal;
}
void FGAIManager::destroyObject( void* ID ) {
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();
delete (*ai_list_itr);
ai_list.erase(ai_list_itr);
break;
}
++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 );
for (int i=0;i<s->nEntries();i++) {
FGAIModelEntity* en = s->getNextEntry();
if (en) {
if ( en->m_type == "aircraft") {
createAircraft( en );
} else if ( en->m_type == "ship") {
createShip( en );
} else if ( en->m_type == "thunderstorm") {
createStorm( en );
} else if ( en->m_type == "thermal") {
createThermal( en );
} else if ( en->m_type == "ballistic") {
createBallistic( en );
}
}
}
delete s;
}
//end AIManager.cxx