606 lines
18 KiB
C++
606 lines
18 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 <algorithm>
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#include <simgear/sg_inlines.h>
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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 <simgear/structure/commands.hxx>
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#include <simgear/structure/SGBinding.hxx>
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#include <boost/mem_fn.hpp>
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#include <boost/foreach.hpp>
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#include <Main/globals.hxx>
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#include <Airports/airport.hxx>
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#include <Scripting/NasalSys.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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class FGAIManager::Scenario
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{
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public:
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Scenario(FGAIManager* man, const std::string& nm, SGPropertyNode* scenarios) :
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_internalName(nm)
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{
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BOOST_FOREACH(SGPropertyNode* scEntry, scenarios->getChildren("entry")) {
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FGAIBasePtr ai = man->addObject(scEntry);
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if (ai) {
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_objects.push_back(ai);
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}
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} // of scenario entry iteration
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SGPropertyNode* nasalScripts = scenarios->getChild("nasal");
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if (!nasalScripts) {
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return;
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}
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_unloadScript = nasalScripts->getStringValue("unload");
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std::string loadScript = nasalScripts->getStringValue("load");
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if (!loadScript.empty()) {
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FGNasalSys* nasalSys = (FGNasalSys*) globals->get_subsystem("nasal");
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std::string moduleName = "scenario_" + _internalName;
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nasalSys->createModule(moduleName.c_str(), moduleName.c_str(),
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loadScript.c_str(), loadScript.size(),
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0);
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}
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}
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~Scenario()
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{
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BOOST_FOREACH(FGAIBasePtr ai, _objects) {
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ai->setDie(true);
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}
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FGNasalSys* nasalSys = (FGNasalSys*) globals->get_subsystem("nasal");
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if (!nasalSys)
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return;
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std::string moduleName = "scenario_" + _internalName;
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if (!_unloadScript.empty()) {
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nasalSys->createModule(moduleName.c_str(), moduleName.c_str(),
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_unloadScript.c_str(), _unloadScript.size(),
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0);
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}
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nasalSys->deleteModule(moduleName.c_str());
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}
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private:
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std::vector<FGAIBasePtr> _objects;
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std::string _internalName;
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std::string _unloadScript;
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};
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///////////////////////////////////////////////////////////////////////////////
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FGAIManager::FGAIManager() :
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cb_ai_bare(SGPropertyChangeCallback<FGAIManager>(this,&FGAIManager::updateLOD,
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fgGetNode("/sim/rendering/static-lod/ai-bare", true))),
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cb_ai_detailed(SGPropertyChangeCallback<FGAIManager>(this,&FGAIManager::updateLOD,
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fgGetNode("/sim/rendering/static-lod/ai-detailed", true)))
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{
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}
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FGAIManager::~FGAIManager()
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{
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std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::unbind));
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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);
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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_altitude_agl_node = fgGetNode("/position/altitude-agl-ft", true);
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user_speed_node = fgGetNode("/velocities/uBody-fps", true);
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globals->get_commands()->addCommand("load-scenario", this, &FGAIManager::loadScenarioCommand);
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globals->get_commands()->addCommand("unload-scenario", this, &FGAIManager::unloadScenarioCommand);
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}
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void
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FGAIManager::postinit()
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{
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// postinit, so that it can access the Nasal subsystem
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// scenarios enabled, AI subsystem required
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if (!enabled->getBoolValue())
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enabled->setBoolValue(true);
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// process all scenarios
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BOOST_FOREACH(SGPropertyNode* n, root->getChildren("scenario")) {
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const 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_AI, SG_WARN, "won't load scenario '" << name << "' twice");
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continue;
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}
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SG_LOG(SG_AI, SG_INFO, "loading scenario '" << name << '\'');
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loadScenario(name);
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}
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}
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void
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FGAIManager::reinit()
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{
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// shutdown scenarios
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unloadAllScenarios();
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update(0.0);
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std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::reinit));
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// (re-)load scenarios
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postinit();
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}
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void
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FGAIManager::shutdown()
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{
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unloadAllScenarios();
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BOOST_FOREACH(FGAIBase* ai, ai_list) {
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ai->unbind();
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}
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ai_list.clear();
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globals->get_commands()->removeCommand("load-scenario");
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globals->get_commands()->removeCommand("unload-scenario");
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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 FGAIManager::removeDeadItem(FGAIBase* base)
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{
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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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}
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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->getBoolValue())
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return;
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fetchUserState();
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// partition the list into dead followed by alive
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ai_list_iterator firstAlive =
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std::stable_partition(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::getDie));
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// clean up each item and finally remove from the container
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for (ai_list_iterator it=ai_list.begin(); it != firstAlive; ++it) {
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removeDeadItem(*it);
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}
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ai_list.erase(ai_list.begin(), firstAlive);
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// every remaining item is alive. update them in turn, but guard for
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// exceptions, so a single misbehaving AI object doesn't bring down the
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// entire subsystem.
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BOOST_FOREACH(FGAIBase* base, ai_list) {
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try {
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if (base->isa(FGAIBase::otThermal)) {
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processThermal(dt, (FGAIThermal*)base);
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} else {
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base->update(dt);
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}
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} catch (sg_exception& e) {
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SG_LOG(SG_AI, SG_WARN, "caught exception updating AI model:" << base->_getName()<< ", which will be killed."
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"\n\tError:" << e.getFormattedMessage());
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base->setDie(true);
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}
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} // of live AI objects iteration
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thermal_lift_node->setDoubleValue( strength ); // for thermals
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}
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/** update LOD settings of all AI/MP models */
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void
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FGAIManager::updateLOD(SGPropertyNode* node)
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{
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SG_UNUSED(node);
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std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::updateLOD));
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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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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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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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int
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FGAIManager::getNumAiObjects() const
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{
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return ai_list.size();
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}
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void
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FGAIManager::fetchUserState( void ) {
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globals->get_aircraft_orientation(user_heading, user_pitch, user_roll);
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user_speed = user_speed_node->getDoubleValue() * 0.592484;
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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( double dt, 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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bool FGAIManager::loadScenarioCommand(const SGPropertyNode* args)
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{
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std::string name = args->getStringValue("name");
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if (args->hasChild("load-property")) {
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// slightly ugly, to simplify life in the dialogs, make load allow
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// loading or unloading based on a bool property.
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bool loadIt = fgGetBool(args->getStringValue("load-property"));
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if (!loadIt) {
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// user actually wants to unload, fine.
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return unloadScenario(name);
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}
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}
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if (_scenarios.find(name) != _scenarios.end()) {
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SG_LOG(SG_AI, SG_WARN, "scenario '" << name << "' already loaded");
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return false;
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}
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bool ok = loadScenario(name);
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if (ok) {
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// create /sim/ai node for consistency
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int index = 0;
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for (; root->hasChild("scenario", index); ++index) {}
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SGPropertyNode* scenarioNode = root->getChild("scenario", index, true);
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scenarioNode->setStringValue(name);
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}
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return ok;
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}
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bool FGAIManager::unloadScenarioCommand(const SGPropertyNode* args)
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{
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std::string name = args->getStringValue("name");
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return unloadScenario(name);
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}
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bool FGAIManager::addObjectCommand(const SGPropertyNode* definition)
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{
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addObject(definition);
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return true;
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}
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FGAIBasePtr FGAIManager::addObject(const SGPropertyNode* definition)
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{
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const std::string& type = definition->getStringValue("type", "aircraft");
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FGAIBase* ai = NULL;
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if (type == "tanker") { // refueling scenarios
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ai = new FGAITanker;
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} else if (type == "wingman") {
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ai = new FGAIWingman;
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} else if (type == "aircraft") {
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ai = new FGAIAircraft;
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} else if (type == "ship") {
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ai = new FGAIShip;
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} else if (type == "carrier") {
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ai = new FGAICarrier;
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} else if (type == "groundvehicle") {
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ai = new FGAIGroundVehicle;
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} else if (type == "escort") {
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ai = new FGAIEscort;
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} else if (type == "thunderstorm") {
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ai = new FGAIStorm;
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} else if (type == "thermal") {
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ai = new FGAIThermal;
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} else if (type == "ballistic") {
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ai = new FGAIBallistic;
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} else if (type == "static") {
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ai = new FGAIStatic;
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}
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ai->readFromScenario(const_cast<SGPropertyNode*>(definition));
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attach(ai);
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return ai;
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}
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bool FGAIManager::removeObject(const SGPropertyNode* args)
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{
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int id = args->getIntValue("id");
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BOOST_FOREACH(FGAIBase* ai, get_ai_list()) {
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if (ai->getID() == id) {
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ai->setDie(true);
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break;
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}
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}
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return false;
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}
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FGAIBasePtr FGAIManager::getObjectFromProperty(const SGPropertyNode* aProp) const
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{
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BOOST_FOREACH(FGAIBase* ai, get_ai_list()) {
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if (ai->_getProps() == aProp) {
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return ai;
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}
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} // of AI objects iteration
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return NULL;
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}
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bool
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FGAIManager::loadScenario( const string &filename )
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{
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SGPropertyNode_ptr file = loadScenarioFile(filename);
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if (!file) {
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return false;
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}
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SGPropertyNode_ptr scNode = file->getChild("scenario");
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if (!scNode) {
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return false;
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}
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_scenarios[filename] = new Scenario(this, filename, scNode);
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return true;
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}
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bool
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FGAIManager::unloadScenario( const string &filename)
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{
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ScenarioDict::iterator it = _scenarios.find(filename);
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if (it == _scenarios.end()) {
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SG_LOG(SG_AI, SG_WARN, "unload scenario: not found:" << filename);
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return false;
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}
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// remove /sim/ai node
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unsigned int index = 0;
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for (SGPropertyNode* n = NULL; (n = root->getChild("scenario", index)) != NULL; ++index) {
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if (n->getStringValue() == filename) {
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root->removeChild("scenario", index);
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break;
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}
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}
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delete it->second;
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_scenarios.erase(it);
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return true;
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}
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void
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FGAIManager::unloadAllScenarios()
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{
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ScenarioDict::iterator it = _scenarios.begin();
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for (; it != _scenarios.end(); ++it) {
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delete it->second;
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} // of scenarios iteration
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// remove /sim/ai node
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root->removeChildren("scenario");
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_scenarios.clear();
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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 &t) {
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SG_LOG(SG_AI, SG_ALERT, "Failed to load scenario '"
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<< path.str() << "': " << t.getFormattedMessage());
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}
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return 0;
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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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const 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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const std::string& type = scEntry->getStringValue("type");
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const std::string& pnumber = scEntry->getStringValue("pennant-number");
|
|
const std::string& name = scEntry->getStringValue("name");
|
|
if (type == "carrier" && (pnumber == id || name == id)) {
|
|
SGSharedPtr<FGAICarrier> 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
|