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1 // AIManager.cxx  Based on David Luff's AIMgr:
2 // - a global management type for AI objects
3 //
4 // Written by David Culp, started October 2003.
5 // - davidculp2@comcast.net
6 //
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.
11 //
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.
16 //
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.
20
21 #include <simgear/misc/sg_path.hxx>
22 #include <Main/fg_props.hxx>
23 #include <Main/globals.hxx>
24
25 #include <list>
26
27 #include "AIManager.hxx"
28 #include "AIAircraft.hxx"
29 #include "AIShip.hxx"
30 #include "AIBallistic.hxx"
31 #include "AIStorm.hxx"
32 #include "AIThermal.hxx"
33
34 SG_USING_STD(list);
35
36
37 FGAIManager::FGAIManager() {
38   initDone = false;
39   for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
40      numObjects[i] = 0;
41   _dt = 0.0;
42   dt_count = 9;
43   scenario_filename = "";
44   ai_list.clear();
45 }
46
47 FGAIManager::~FGAIManager() {
48   ai_list_itr = ai_list.begin();
49   while(ai_list_itr != ai_list.end()) {
50       delete (*ai_list_itr);
51       ++ai_list_itr;
52     }
53   ai_list.clear();
54 }
55
56
57 void FGAIManager::init() {
58   root = fgGetNode("sim/ai", true);
59
60   enabled = root->getNode("enabled", true)->getBoolValue();
61   if (!enabled)
62       return;
63
64   wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
65  
66   scenario_filename = root->getNode("scenario", true)->getStringValue();
67
68   if (scenario_filename != "") processScenario( scenario_filename );
69   initDone = true;
70 }
71
72
73 void FGAIManager::bind() {
74    root = globals->get_props()->getNode("ai/models", true);
75    root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
76 }
77
78
79 void FGAIManager::unbind() {
80     root->untie("count");
81 }
82
83
84 void FGAIManager::update(double dt) {
85
86         // initialize these for finding nearest thermals
87         range_nearest = 10000.0;
88         strength = 0.0;
89
90         if (!enabled)
91             return;
92
93         _dt = dt;       
94
95         ai_list_itr = ai_list.begin();
96         while(ai_list_itr != ai_list.end()) {
97                 if ((*ai_list_itr)->getDie()) {      
98                    delete (*ai_list_itr);
99                    --numObjects[(*ai_list_itr)->getType()];
100                    --numObjects[0];
101                    if ( ai_list_itr == ai_list.begin() ) {
102                        ai_list.erase(ai_list_itr);
103                        ai_list_itr = ai_list.begin();
104                        continue;
105                    } else {
106                        ai_list.erase(ai_list_itr--);
107                    }
108                 } else {
109                    fetchUserState();
110                    if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
111                        processThermal((FGAIThermal*)*ai_list_itr); 
112                    } else { 
113                       (*ai_list_itr)->update(_dt);
114                    }
115                 }
116                 ++ai_list_itr;
117         }
118         wind_from_down_node->setDoubleValue( strength );
119
120 }
121
122
123 void*
124 FGAIManager::createAircraft( FGAIModelEntity *entity ) {
125      
126         FGAIAircraft* ai_plane = new FGAIAircraft(this);
127         ai_list.push_back(ai_plane);
128         ++numObjects[0];
129         ++numObjects[FGAIBase::otAircraft];
130         if (entity->m_class == "light") {
131           ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
132         } else if (entity->m_class == "ww2_fighter") {
133           ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
134         } else if (entity->m_class ==  "jet_transport") {
135           ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
136         } else if (entity->m_class == "jet_fighter") {
137           ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
138         } else if (entity->m_class ==  "tanker") {
139           ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
140           ai_plane->SetTanker(true);
141         } else {
142           ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
143         }
144         ai_plane->setHeading(entity->heading);
145         ai_plane->setSpeed(entity->speed);
146         ai_plane->setPath(entity->path);
147         ai_plane->setAltitude(entity->altitude);
148         ai_plane->setLongitude(entity->longitude);
149         ai_plane->setLatitude(entity->latitude);
150         ai_plane->setBank(entity->roll);
151
152         if ( entity->fp ) {
153           ai_plane->SetFlightPlan(entity->fp);
154         }
155
156         ai_plane->init();
157         ai_plane->bind();
158         return ai_plane;
159 }
160
161 void*
162 FGAIManager::createShip( FGAIModelEntity *entity ) {
163
164         FGAIShip* ai_ship = new FGAIShip(this);
165         ai_list.push_back(ai_ship);
166         ++numObjects[0];
167         ++numObjects[FGAIBase::otShip];
168         ai_ship->setHeading(entity->heading);
169         ai_ship->setSpeed(entity->speed);
170         ai_ship->setPath(entity->path);
171         ai_ship->setAltitude(entity->altitude);
172         ai_ship->setLongitude(entity->longitude);
173         ai_ship->setLatitude(entity->latitude);
174         ai_ship->setBank(entity->rudder);
175
176         if ( entity->fp ) {
177            ai_ship->setFlightPlan(entity->fp);
178         }
179
180         ai_ship->init();
181         ai_ship->bind();
182         return ai_ship;
183 }
184
185 void*
186 FGAIManager::createBallistic( FGAIModelEntity *entity ) {
187
188         FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
189         ai_list.push_back(ai_ballistic);
190         ++numObjects[0];
191         ++numObjects[FGAIBase::otBallistic];
192         ai_ballistic->setAzimuth(entity->azimuth);
193         ai_ballistic->setElevation(entity->elevation);
194         ai_ballistic->setSpeed(entity->speed);
195         ai_ballistic->setPath(entity->path);
196         ai_ballistic->setAltitude(entity->altitude);
197         ai_ballistic->setLongitude(entity->longitude);
198         ai_ballistic->setLatitude(entity->latitude);
199         ai_ballistic->setDragArea(entity->eda);
200         ai_ballistic->setLife(entity->life);
201         ai_ballistic->setBuoyancy(entity->buoyancy);
202         ai_ballistic->setWind_from_east(entity->wind_from_east);
203         ai_ballistic->setWind_from_north(entity->wind_from_north);
204         ai_ballistic->setWind(entity->wind);
205         ai_ballistic->init();
206         ai_ballistic->bind();
207         return ai_ballistic;
208 }
209
210 void*
211 FGAIManager::createStorm( FGAIModelEntity *entity ) {
212
213         FGAIStorm* ai_storm = new FGAIStorm(this);
214         ai_list.push_back(ai_storm);
215         ++numObjects[0];
216         ++numObjects[FGAIBase::otStorm];
217         ai_storm->setHeading(entity->heading);
218         ai_storm->setSpeed(entity->speed);
219         ai_storm->setPath(entity->path);
220         ai_storm->setAltitude(entity->altitude);
221         ai_storm->setLongitude(entity->longitude);
222         ai_storm->setLatitude(entity->latitude);
223         ai_storm->init();
224         ai_storm->bind();
225         return ai_storm;
226 }
227
228 void*
229 FGAIManager::createThermal( FGAIModelEntity *entity ) {
230
231         FGAIThermal* ai_thermal = new FGAIThermal(this);
232         ai_list.push_back(ai_thermal);
233         ++numObjects[0];
234         ++numObjects[FGAIBase::otThermal];
235         ai_thermal->setLongitude(entity->longitude);
236         ai_thermal->setLatitude(entity->latitude);
237         ai_thermal->setMaxStrength(entity->strength);
238         ai_thermal->setDiameter(entity->diameter / 6076.11549);
239         ai_thermal->init();
240         ai_thermal->bind();
241         return ai_thermal;
242 }
243
244 void FGAIManager::destroyObject( void* ID ) {
245         ai_list_itr = ai_list.begin();
246         while(ai_list_itr != ai_list.end()) {
247             if ((*ai_list_itr)->getID() == ID) {
248               --numObjects[0];
249               --numObjects[(*ai_list_itr)->getType()];
250               delete (*ai_list_itr);
251               ai_list.erase(ai_list_itr);
252
253               break;
254             }
255             ++ai_list_itr;
256         }
257 }
258
259 // fetch the user's state every 10 sim cycles
260 void FGAIManager::fetchUserState( void ) {
261    ++dt_count;
262    if (dt_count == 10) {
263      user_latitude  = fgGetDouble("/position/latitude-deg");
264      user_longitude = fgGetDouble("/position/longitude-deg");
265      user_altitude  = fgGetDouble("/position/altitude-ft");
266      user_heading   = fgGetDouble("/orientation/heading-deg");
267      user_pitch     = fgGetDouble("/orientation/pitch-deg");
268      user_yaw       = fgGetDouble("/orientation/side-slip-deg");
269      user_speed     = fgGetDouble("/velocities/uBody-fps") * 0.592484;
270      dt_count = 0;
271    }
272 }
273
274
275 // only keep the results from the nearest thermal
276 void FGAIManager::processThermal( FGAIThermal* thermal ) {
277   thermal->update(_dt);
278   if ( thermal->_getRange() < range_nearest ) {
279      range_nearest = thermal->_getRange();
280      strength = thermal->getStrength();
281   }
282 }
283
284
285 void FGAIManager::processScenario( string filename ) {
286   FGAIScenario* s = new FGAIScenario( filename );
287
288   for (int i=0;i<s->nEntries();i++) {
289     FGAIModelEntity* en = s->getNextEntry();
290
291     if (en) {
292       en->fp = NULL;
293       if (en->flightplan != ""){
294         en->fp = new FGAIFlightPlan( en->flightplan );
295       }
296  
297       if (en->m_class == "aircraft") {
298          createAircraft( en );
299
300       } else if (en->m_class == "ship") {
301            createShip( en );
302
303       } else if (en->m_class == "storm") {
304         createStorm( en );
305
306       } else if (en->m_class == "thermal") {
307         createThermal( en );
308
309       } else if (en->m_class == "ballistic") {
310         createBallistic( en );
311       }      
312     }
313   }
314
315   delete s;
316 }
317