4b5a80129d
1) The AIStorm sets the properties: /environment/turbulence/magnitude-norm /environment/turbulence/rate-hz The actual turbulence effects are handled by the FDM. If the effects are deemed unrealistic, then that will have to be fixed in the FDM(s). 2) The zone of turbulence is cylindrical, and is centered at the AIStorm's lat/lon. The diameter is set with <diameter-ft>, the top with <height-msl>, the bottom is assumed to be at <altitude> minus 1000 feet. 3) Note that the zone of turbulence may not match well with the visual model of the storm. In this case I had to x-offset the storm model by 4700 meters to match the zone of turbulence. (i.e. the storm model is 4700m off center). 4) While I was in there I also increased the speed of the lightning flashes to look more realistic.
402 lines
13 KiB
C++
402 lines
13 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., 675 Mass Ave, Cambridge, MA 02139, USA.
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#include <simgear/misc/sg_path.hxx>
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#include <Main/fg_props.hxx>
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#include <Main/globals.hxx>
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#include <Airports/simple.hxx>
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#include <Traffic/SchedFlight.hxx>
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#include <Traffic/Schedule.hxx>
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#include <Traffic/TrafficMgr.hxx>
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#include <list>
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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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SG_USING_STD(list);
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FGAIManager::FGAIManager() {
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initDone = false;
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for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
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numObjects[i] = 0;
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_dt = 0.0;
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dt_count = 9;
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scenario_filename = "";
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ai_list.clear();
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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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delete (*ai_list_itr);
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++ai_list_itr;
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}
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ai_list.clear();
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ModelVecIterator i = loadedModels.begin();
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while (i != loadedModels.end())
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{
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i->getModelId()->deRef();
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}
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}
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void 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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wind_from_down_node = fgGetNode("/environment/wind-from-down-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_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_speed_node = fgGetNode("/velocities/uBody-fps", true);
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scenario_filename = root->getNode("scenario", true)->getStringValue();
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if (scenario_filename != "") processScenario( scenario_filename );
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initDone = true;
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}
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void FGAIManager::bind() {
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root = globals->get_props()->getNode("ai/models", true);
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root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
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}
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void FGAIManager::unbind() {
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root->untie("count");
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}
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void 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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FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager");
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if (!enabled)
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return;
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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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--numObjects[(*ai_list_itr)->getType()];
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--numObjects[0];
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(*ai_list_itr)->unbind();
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delete (*ai_list_itr);
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if ( ai_list_itr == ai_list.begin() ) {
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ai_list.erase(ai_list_itr);
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ai_list_itr = ai_list.begin();
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continue;
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} else {
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ai_list.erase(ai_list_itr--);
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}
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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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processThermal((FGAIThermal*)*ai_list_itr);
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} else {
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(*ai_list_itr)->update(_dt);
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}
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}
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++ai_list_itr;
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}
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wind_from_down_node->setDoubleValue( strength ); // for thermals
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}
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void*
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FGAIManager::createAircraft( FGAIModelEntity *entity, FGAISchedule *ref) {
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FGAIAircraft* ai_plane = new FGAIAircraft(this, ref);
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ai_list.push_back(ai_plane);
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++numObjects[0];
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++numObjects[FGAIBase::otAircraft];
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if (entity->m_class == "light") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
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} else if (entity->m_class == "ww2_fighter") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
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} else if (entity->m_class == "jet_transport") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
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} else if (entity->m_class == "jet_fighter") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
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} else if (entity->m_class == "tanker") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
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ai_plane->SetTanker(true);
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} else {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
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}
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ai_plane->setAcType(entity->acType);
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ai_plane->setCompany(entity->company);
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ai_plane->setHeading(entity->heading);
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ai_plane->setSpeed(entity->speed);
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ai_plane->setPath(entity->path.c_str());
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ai_plane->setAltitude(entity->altitude);
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ai_plane->setLongitude(entity->longitude);
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ai_plane->setLatitude(entity->latitude);
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ai_plane->setBank(entity->roll);
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if ( entity->fp ) {
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ai_plane->SetFlightPlan(entity->fp);
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}
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ai_plane->init();
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ai_plane->bind();
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return ai_plane;
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}
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void*
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FGAIManager::createShip( FGAIModelEntity *entity ) {
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// cout << "creating ship" << endl;
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FGAIShip* ai_ship = new FGAIShip(this);
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ai_list.push_back(ai_ship);
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++numObjects[0];
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++numObjects[FGAIBase::otShip];
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ai_ship->setHeading(entity->heading);
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ai_ship->setSpeed(entity->speed);
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ai_ship->setPath(entity->path.c_str());
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ai_ship->setAltitude(entity->altitude);
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ai_ship->setLongitude(entity->longitude);
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ai_ship->setLatitude(entity->latitude);
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ai_ship->setBank(entity->rudder);
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ai_ship->setName(entity->name);
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if ( entity->fp ) {
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ai_ship->setFlightPlan(entity->fp);
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}
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ai_ship->init();
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ai_ship->bind();
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return ai_ship;
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}
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void*
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FGAIManager::createCarrier( FGAIModelEntity *entity ) {
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// cout << "creating carrier" << endl;
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FGAICarrier* ai_carrier = new FGAICarrier(this);
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ai_list.push_back(ai_carrier);
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++numObjects[0];
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++numObjects[FGAIBase::otCarrier];
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ai_carrier->setHeading(entity->heading);
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ai_carrier->setSpeed(entity->speed);
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ai_carrier->setPath(entity->path.c_str());
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ai_carrier->setAltitude(entity->altitude);
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ai_carrier->setLongitude(entity->longitude);
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ai_carrier->setLatitude(entity->latitude);
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ai_carrier->setBank(entity->rudder);
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ai_carrier->setSolidObjects(entity->solid_objects);
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ai_carrier->setWireObjects(entity->wire_objects);
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ai_carrier->setCatapultObjects(entity->catapult_objects);
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ai_carrier->setParkingPositions(entity->ppositions);
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ai_carrier->setRadius(entity->radius);
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ai_carrier->setSign(entity->pennant_number);
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ai_carrier->setName(entity->name);
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ai_carrier->setFlolsOffset(entity->flols_offset);
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if ( entity->fp ) {
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ai_carrier->setFlightPlan(entity->fp);
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}
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ai_carrier->init();
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ai_carrier->bind();
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return ai_carrier;
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}
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void*
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FGAIManager::createBallistic( FGAIModelEntity *entity ) {
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FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
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ai_list.push_back(ai_ballistic);
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++numObjects[0];
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++numObjects[FGAIBase::otBallistic];
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ai_ballistic->setAzimuth(entity->azimuth);
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ai_ballistic->setElevation(entity->elevation);
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ai_ballistic->setSpeed(entity->speed);
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ai_ballistic->setPath(entity->path.c_str());
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ai_ballistic->setAltitude(entity->altitude);
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ai_ballistic->setLongitude(entity->longitude);
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ai_ballistic->setLatitude(entity->latitude);
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ai_ballistic->setDragArea(entity->eda);
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ai_ballistic->setLife(entity->life);
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ai_ballistic->setBuoyancy(entity->buoyancy);
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ai_ballistic->setWind_from_east(entity->wind_from_east);
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ai_ballistic->setWind_from_north(entity->wind_from_north);
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ai_ballistic->setWind(entity->wind);
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ai_ballistic->setRoll(entity->roll);
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ai_ballistic->setCd(entity->cd);
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ai_ballistic->setMass(entity->mass);
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ai_ballistic->setStabilisation(entity->aero_stabilised);
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ai_ballistic->init();
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ai_ballistic->bind();
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return ai_ballistic;
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}
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void*
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FGAIManager::createStorm( FGAIModelEntity *entity ) {
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FGAIStorm* ai_storm = new FGAIStorm(this);
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++numObjects[0];
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++numObjects[FGAIBase::otStorm];
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ai_storm->setHeading(entity->heading);
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ai_storm->setSpeed(entity->speed);
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ai_storm->setPath(entity->path.c_str());
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ai_storm->setAltitude(entity->altitude);
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ai_storm->setDiameter(entity->diameter / 6076.11549);
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ai_storm->setHeight(entity->height_msl);
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ai_storm->setStrengthNorm(entity->strength);
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ai_storm->setLongitude(entity->longitude);
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ai_storm->setLatitude(entity->latitude);
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ai_storm->init();
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ai_storm->bind();
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ai_list.push_back(ai_storm);
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return ai_storm;
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}
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void*
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FGAIManager::createThermal( FGAIModelEntity *entity ) {
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FGAIThermal* ai_thermal = new FGAIThermal(this);
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++numObjects[0];
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++numObjects[FGAIBase::otThermal];
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ai_thermal->setLongitude(entity->longitude);
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ai_thermal->setLatitude(entity->latitude);
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ai_thermal->setMaxStrength(entity->strength);
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ai_thermal->setDiameter(entity->diameter / 6076.11549);
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ai_thermal->setHeight(entity->height_msl);
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ai_thermal->init();
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ai_thermal->bind();
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ai_list.push_back(ai_thermal);
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return ai_thermal;
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}
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void FGAIManager::destroyObject( void* 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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--numObjects[0];
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--numObjects[(*ai_list_itr)->getType()];
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(*ai_list_itr)->unbind();
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delete (*ai_list_itr);
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ai_list.erase(ai_list_itr);
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break;
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}
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++ai_list_itr;
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}
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}
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void 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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}
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// only keep the results from the nearest thermal
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void 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 FGAIManager::processScenario( string &filename ) {
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FGAIScenario* s = new FGAIScenario( filename );
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for (int i=0;i<s->nEntries();i++) {
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FGAIModelEntity* en = s->getNextEntry();
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if (en) {
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if ( en->m_type == "aircraft") {
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createAircraft( en );
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} else if ( en->m_type == "ship") {
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createShip( en );
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} else if ( en->m_type == "carrier") {
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createCarrier( en );
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} else if ( en->m_type == "thunderstorm") {
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createStorm( en );
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} else if ( en->m_type == "thermal") {
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createThermal( en );
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} else if ( en->m_type == "ballistic") {
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createBallistic( en );
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}
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}
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}
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delete s;
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}
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// This code keeps track of models that have already been loaded
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// Eventually we'd prbably need to find a way to keep track of models
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// that are unloaded again
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ssgBranch * FGAIManager::getModel(const string& path)
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{
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ModelVecIterator i = loadedModels.begin();
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while (i != loadedModels.end())
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{
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if (i->getPath() == path)
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return i->getModelId();
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i++;
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}
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return 0;
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}
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void FGAIManager::setModel(const string& path, ssgBranch *model)
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{
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loadedModels.push_back(FGModelID(path,model));
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}
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//end AIManager.cxx
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