1 // AIManager.cxx Based on David Luff's AIMgr:
2 // - a global management type for AI objects
4 // Written by David Culp, started October 2003.
5 // - davidculp2@comcast.net
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 #include <simgear/misc/sg_path.hxx>
22 #include <Main/fg_props.hxx>
23 #include <Main/globals.hxx>
27 #include "AIManager.hxx"
28 #include "AIAircraft.hxx"
30 #include "AIBallistic.hxx"
31 #include "AIStorm.hxx"
32 #include "AIThermal.hxx"
37 FGAIManager::FGAIManager() {
39 for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
43 scenario_filename = "";
47 FGAIManager::~FGAIManager() {
48 ai_list_itr = ai_list.begin();
49 while(ai_list_itr != ai_list.end()) {
50 (*ai_list_itr)->unbind();
51 delete (*ai_list_itr);
58 void FGAIManager::init() {
59 root = fgGetNode("sim/ai", true);
61 enabled = root->getNode("enabled", true)->getBoolValue();
65 wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
67 scenario_filename = root->getNode("scenario", true)->getStringValue();
68 if (scenario_filename != "") processScenario( scenario_filename );
74 void FGAIManager::bind() {
75 root = globals->get_props()->getNode("ai/models", true);
76 root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
80 void FGAIManager::unbind() {
85 void FGAIManager::update(double dt) {
87 // initialize these for finding nearest thermals
88 range_nearest = 10000.0;
96 ai_list_itr = ai_list.begin();
97 while(ai_list_itr != ai_list.end()) {
98 if ((*ai_list_itr)->getDie()) {
99 --numObjects[(*ai_list_itr)->getType()];
101 (*ai_list_itr)->unbind();
102 delete (*ai_list_itr);
103 if ( ai_list_itr == ai_list.begin() ) {
104 ai_list.erase(ai_list_itr);
105 ai_list_itr = ai_list.begin();
108 ai_list.erase(ai_list_itr--);
112 if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
113 processThermal((FGAIThermal*)*ai_list_itr);
115 (*ai_list_itr)->update(_dt);
120 wind_from_down_node->setDoubleValue( strength );
126 FGAIManager::createAircraft( FGAIModelEntity *entity ) {
128 FGAIAircraft* ai_plane = new FGAIAircraft(this);
129 ai_list.push_back(ai_plane);
131 ++numObjects[FGAIBase::otAircraft];
132 if (entity->m_class == "light") {
133 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
134 } else if (entity->m_class == "ww2_fighter") {
135 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
136 } else if (entity->m_class == "jet_transport") {
137 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
138 } else if (entity->m_class == "jet_fighter") {
139 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
140 } else if (entity->m_class == "tanker") {
141 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
142 ai_plane->SetTanker(true);
144 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
146 ai_plane->setHeading(entity->heading);
147 ai_plane->setSpeed(entity->speed);
148 ai_plane->setPath(entity->path.c_str());
149 ai_plane->setAltitude(entity->altitude);
150 ai_plane->setLongitude(entity->longitude);
151 ai_plane->setLatitude(entity->latitude);
152 ai_plane->setBank(entity->roll);
155 ai_plane->SetFlightPlan(entity->fp);
164 FGAIManager::createShip( FGAIModelEntity *entity ) {
166 FGAIShip* ai_ship = new FGAIShip(this);
167 ai_list.push_back(ai_ship);
169 ++numObjects[FGAIBase::otShip];
170 ai_ship->setHeading(entity->heading);
171 ai_ship->setSpeed(entity->speed);
172 ai_ship->setPath(entity->path.c_str());
173 ai_ship->setAltitude(entity->altitude);
174 ai_ship->setLongitude(entity->longitude);
175 ai_ship->setLatitude(entity->latitude);
176 ai_ship->setBank(entity->rudder);
179 ai_ship->setFlightPlan(entity->fp);
188 FGAIManager::createBallistic( FGAIModelEntity *entity ) {
190 FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
191 ai_list.push_back(ai_ballistic);
193 ++numObjects[FGAIBase::otBallistic];
194 ai_ballistic->setAzimuth(entity->azimuth);
195 ai_ballistic->setElevation(entity->elevation);
196 ai_ballistic->setSpeed(entity->speed);
197 ai_ballistic->setPath(entity->path.c_str());
198 ai_ballistic->setAltitude(entity->altitude);
199 ai_ballistic->setLongitude(entity->longitude);
200 ai_ballistic->setLatitude(entity->latitude);
201 ai_ballistic->setDragArea(entity->eda);
202 ai_ballistic->setLife(entity->life);
203 ai_ballistic->setBuoyancy(entity->buoyancy);
204 ai_ballistic->setWind_from_east(entity->wind_from_east);
205 ai_ballistic->setWind_from_north(entity->wind_from_north);
206 ai_ballistic->setWind(entity->wind);
207 ai_ballistic->setRoll(entity->roll);
208 ai_ballistic->setCd(entity->cd);
209 ai_ballistic->setMass(entity->mass);
210 ai_ballistic->init();
211 ai_ballistic->bind();
216 FGAIManager::createStorm( FGAIModelEntity *entity ) {
218 FGAIStorm* ai_storm = new FGAIStorm(this);
220 ++numObjects[FGAIBase::otStorm];
221 ai_storm->setHeading(entity->heading);
222 ai_storm->setSpeed(entity->speed);
223 ai_storm->setPath(entity->path.c_str());
224 ai_storm->setAltitude(entity->altitude);
225 ai_storm->setLongitude(entity->longitude);
226 ai_storm->setLatitude(entity->latitude);
229 ai_list.push_back(ai_storm);
234 FGAIManager::createThermal( FGAIModelEntity *entity ) {
236 FGAIThermal* ai_thermal = new FGAIThermal(this);
238 ++numObjects[FGAIBase::otThermal];
239 ai_thermal->setLongitude(entity->longitude);
240 ai_thermal->setLatitude(entity->latitude);
241 ai_thermal->setMaxStrength(entity->strength);
242 ai_thermal->setDiameter(entity->diameter / 6076.11549);
245 ai_list.push_back(ai_thermal);
249 void FGAIManager::destroyObject( void* ID ) {
250 ai_list_itr = ai_list.begin();
251 while(ai_list_itr != ai_list.end()) {
252 if ((*ai_list_itr)->getID() == ID) {
254 --numObjects[(*ai_list_itr)->getType()];
255 (*ai_list_itr)->unbind();
256 delete (*ai_list_itr);
257 ai_list.erase(ai_list_itr);
265 // fetch the user's state every 10 sim cycles
266 void FGAIManager::fetchUserState( void ) {
268 if (dt_count == 10) {
269 user_latitude = fgGetDouble("/position/latitude-deg");
270 user_longitude = fgGetDouble("/position/longitude-deg");
271 user_altitude = fgGetDouble("/position/altitude-ft");
272 user_heading = fgGetDouble("/orientation/heading-deg");
273 user_pitch = fgGetDouble("/orientation/pitch-deg");
274 user_yaw = fgGetDouble("/orientation/side-slip-deg");
275 user_speed = fgGetDouble("/velocities/uBody-fps") * 0.592484;
281 // only keep the results from the nearest thermal
282 void FGAIManager::processThermal( FGAIThermal* thermal ) {
283 thermal->update(_dt);
284 if ( thermal->_getRange() < range_nearest ) {
285 range_nearest = thermal->_getRange();
286 strength = thermal->getStrength();
291 void FGAIManager::processScenario( string &filename ) {
292 FGAIScenario* s = new FGAIScenario( filename );
293 for (int i=0;i<s->nEntries();i++) {
294 FGAIModelEntity* en = s->getNextEntry();
297 if ( en->m_type == "aircraft") {
298 createAircraft( en );
300 } else if ( en->m_type == "ship") {
303 } else if ( en->m_type == "thunderstorm") {
306 } else if ( en->m_type == "thermal") {
309 } else if ( en->m_type == "ballistic") {
310 createBallistic( en );