6a08c79fcc
I added some things to the AI stuff to improve the AIThermal processing. Before, all the thermals were processed in order, and the last one overwrote the prior one. Now, only the data from the nearest thermal is kept. This way a tile can be populated with many thermals, and (as long as they have the same diameter) the one nearest the airplane correctly takes effect. This will make us ready for the next step, "auto-thermaling", where FlightGear's tile manager can cover a tile with thermals, and set the thermal strength based on land-use type. I moved the enumerated object_type to the base class. When an AI object is created it now sets the _otype variable in the base class. This lets the AI manager find out what kind of AI object it is dealing with, using the base pointer. I also added a function isa() to the base class, so the manager can process objects differently based on their type. The AI manager now sends AIThermal processing to a different function, where only the data from the nearest thermal is kept. After the manager processes all the AI objects, then the results from the nearest thermal are applied to wind-from-down.
338 lines
11 KiB
C++
338 lines
11 KiB
C++
// AIManager.cxx Based on David Luff's AIMgr:
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// - a global management class 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 <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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SG_USING_STD(list);
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FGAIManager::FGAIManager() {
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initDone = false;
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numObjects = 0;
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_dt = 0.0;
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dt_count = 9;
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}
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FGAIManager::~FGAIManager() {
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ai_list_itr = ai_list.begin();
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while(ai_list_itr != ai_list.end()) {
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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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ids.clear();
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}
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void FGAIManager::init() {
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int rval;
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root = fgGetNode("sim/ai", true);
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wind_from_down = fgGetNode("/environment/wind-from-down-fps", true);
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for (int i = 0; i < root->nChildren(); i++) {
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const SGPropertyNode * entry = root->getChild(i);
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if (!strcmp(entry->getName(), "entry")) {
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if (!strcmp(entry->getStringValue("type", ""), "aircraft")) {
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rval = createAircraft( entry->getStringValue("class", ""),
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entry->getStringValue("path"),
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entry->getDoubleValue("latitude"),
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entry->getDoubleValue("longitude"),
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entry->getDoubleValue("altitude-ft"),
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entry->getDoubleValue("heading"),
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entry->getDoubleValue("speed-KTAS"),
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0.0,
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entry->getDoubleValue("bank") );
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} else if (!strcmp(entry->getStringValue("type", ""), "ship")) {
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rval = createShip( entry->getStringValue("path"),
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entry->getDoubleValue("latitude"),
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entry->getDoubleValue("longitude"),
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entry->getDoubleValue("altitude-ft"),
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entry->getDoubleValue("heading"),
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entry->getDoubleValue("speed-KTAS"),
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entry->getDoubleValue("rudder") );
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} else if (!strcmp(entry->getStringValue("type", ""), "ballistic")) {
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rval = createBallistic( entry->getStringValue("path"),
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entry->getDoubleValue("latitude"),
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entry->getDoubleValue("longitude"),
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entry->getDoubleValue("altitude-ft"),
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entry->getDoubleValue("azimuth"),
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entry->getDoubleValue("elevation"),
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entry->getDoubleValue("speed") );
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} else if (!strcmp(entry->getStringValue("type", ""), "storm")) {
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rval = createStorm( entry->getStringValue("path"),
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entry->getDoubleValue("latitude"),
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entry->getDoubleValue("longitude"),
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entry->getDoubleValue("altitude-ft"),
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entry->getDoubleValue("heading"),
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entry->getDoubleValue("speed-KTAS") );
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} else if (!strcmp(entry->getStringValue("type", ""), "thermal")) {
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rval = createThermal( entry->getDoubleValue("latitude"),
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entry->getDoubleValue("longitude"),
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entry->getDoubleValue("strength-fps"),
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entry->getDoubleValue("diameter-ft") );
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}
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}
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}
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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));
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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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_dt = dt;
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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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freeID((*ai_list_itr)->getID());
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delete (*ai_list_itr);
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ai_list.erase(ai_list_itr);
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--ai_list_itr;
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--numObjects;
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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->setDoubleValue( strength );
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}
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// This function returns the next available ID
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int FGAIManager::assignID() {
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int maxint = 30000;
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int x;
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bool used;
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for (x=0; x<maxint; x++) {
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used = false;
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id_itr = ids.begin();
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while( id_itr != ids.end() ) {
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if ((*id_itr) == x) used = true;
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++id_itr;
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}
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if (!used) {
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ids.push_back(x);
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return x;
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}
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}
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return -1; // no available ID's
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}
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// This function removes an ID from the ID array, making it
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// available for assignment to another AI object
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void FGAIManager::freeID( int ID ) {
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id_itr = ids.begin();
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while( id_itr != ids.end() ) {
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if (*id_itr == ID) {
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ids.erase( id_itr );
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return;
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}
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++id_itr;
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}
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}
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int FGAIManager::createAircraft( string model_class, string path,
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double latitude, double longitude, double altitude,
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double heading, double speed, double pitch, double roll ) {
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FGAIAircraft* ai_plane = new FGAIAircraft(this);
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ai_list.push_back(ai_plane);
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ai_plane->setID( assignID() );
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++numObjects;
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if (model_class == "light") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
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} else if (model_class == "ww2_fighter") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
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} else if (model_class == "jet_transport") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
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} else if (model_class == "jet_fighter") {
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ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
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}
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ai_plane->setHeading(heading);
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ai_plane->setSpeed(speed);
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ai_plane->setPath(path.c_str());
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ai_plane->setAltitude(altitude);
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ai_plane->setLongitude(longitude);
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ai_plane->setLatitude(latitude);
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ai_plane->setBank(roll);
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ai_plane->init();
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ai_plane->bind();
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return ai_plane->getID();
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}
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int FGAIManager::createShip( string path, double latitude, double longitude,
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double altitude, double heading, double speed,
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double rudder ) {
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FGAIShip* ai_ship = new FGAIShip(this);
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ai_list.push_back(ai_ship);
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ai_ship->setID( assignID() );
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++numObjects;
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ai_ship->setHeading(heading);
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ai_ship->setSpeed(speed);
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ai_ship->setPath(path.c_str());
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ai_ship->setAltitude(altitude);
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ai_ship->setLongitude(longitude);
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ai_ship->setLatitude(latitude);
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ai_ship->setBank(rudder);
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ai_ship->init();
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ai_ship->bind();
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return ai_ship->getID();
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}
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int FGAIManager::createBallistic( string path, double latitude, double longitude,
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double altitude, double azimuth, double elevation,
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double speed ) {
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FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
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ai_list.push_back(ai_ballistic);
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ai_ballistic->setID( assignID() );
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++numObjects;
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ai_ballistic->setAzimuth(azimuth);
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ai_ballistic->setElevation(elevation);
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ai_ballistic->setSpeed(speed);
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ai_ballistic->setPath(path.c_str());
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ai_ballistic->setAltitude(altitude);
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ai_ballistic->setLongitude(longitude);
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ai_ballistic->setLatitude(latitude);
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ai_ballistic->init();
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ai_ballistic->bind();
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return ai_ballistic->getID();
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}
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int FGAIManager::createStorm( string path, double latitude, double longitude,
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double altitude, double heading, double speed ) {
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FGAIStorm* ai_storm = new FGAIStorm(this);
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ai_list.push_back(ai_storm);
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ai_storm->setID( assignID() );
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++numObjects;
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ai_storm->setHeading(heading);
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ai_storm->setSpeed(speed);
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ai_storm->setPath(path.c_str());
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ai_storm->setAltitude(altitude);
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ai_storm->setLongitude(longitude);
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ai_storm->setLatitude(latitude);
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ai_storm->init();
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ai_storm->bind();
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return ai_storm->getID();
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}
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int FGAIManager::createThermal( double latitude, double longitude,
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double strength, double diameter ) {
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FGAIThermal* ai_thermal = new FGAIThermal(this);
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ai_list.push_back(ai_thermal);
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ai_thermal->setID( assignID() );
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++numObjects;
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ai_thermal->setLongitude(longitude);
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ai_thermal->setLatitude(latitude);
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ai_thermal->setMaxStrength(strength);
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ai_thermal->setDiameter(diameter / 6076.11549);
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ai_thermal->init();
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ai_thermal->bind();
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return ai_thermal->getID();
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}
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void FGAIManager::destroyObject( int ID ) {
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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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freeID( ID );
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delete (*ai_list_itr);
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ai_list.erase(ai_list_itr);
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--ai_list_itr;
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--numObjects;
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return;
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}
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++ai_list_itr;
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}
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}
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// fetch the user's state every 10 sim cycles
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void FGAIManager::fetchUserState( void ) {
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++dt_count;
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if (dt_count == 10) {
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user_latitude = fgGetDouble("/position/latitude-deg");
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user_longitude = fgGetDouble("/position/longitude-deg");
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user_altitude = fgGetDouble("/position/altitude-ft");
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user_heading = fgGetDouble("/orientation/heading-deg");
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user_pitch = fgGetDouble("/orientation/pitch-deg");
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user_yaw = fgGetDouble("/orientation/side-slip-deg");
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user_speed = fgGetDouble("/velocities/uBody-fps") * 0.592484;
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dt_count = 0;
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}
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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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