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 delete (*ai_list_itr);
57 void FGAIManager::init() {
58 root = fgGetNode("sim/ai", true);
60 enabled = root->getNode("enabled", true)->getBoolValue();
64 wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
66 scenario_filename = root->getNode("scenario", true)->getStringValue();
68 if (scenario_filename != "") processScenario( scenario_filename );
73 void FGAIManager::bind() {
74 root = globals->get_props()->getNode("ai/models", true);
75 root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
79 void FGAIManager::unbind() {
84 void FGAIManager::update(double dt) {
86 // initialize these for finding nearest thermals
87 range_nearest = 10000.0;
95 ai_list_itr = ai_list.begin();
96 while(ai_list_itr != ai_list.end()) {
97 if ((*ai_list_itr)->getDie()) {
98 --numObjects[(*ai_list_itr)->getType()];
100 delete (*ai_list_itr);
101 if ( ai_list_itr == ai_list.begin() ) {
102 ai_list.erase(ai_list_itr);
103 ai_list_itr = ai_list.begin();
106 ai_list.erase(ai_list_itr--);
110 if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
111 processThermal((FGAIThermal*)*ai_list_itr);
113 (*ai_list_itr)->update(_dt);
118 wind_from_down_node->setDoubleValue( strength );
124 FGAIManager::createAircraft( FGAIModelEntity *entity ) {
126 FGAIAircraft* ai_plane = new FGAIAircraft(this);
127 ai_list.push_back(ai_plane);
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);
142 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
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);
153 ai_plane->SetFlightPlan(entity->fp);
162 FGAIManager::createShip( FGAIModelEntity *entity ) {
164 FGAIShip* ai_ship = new FGAIShip(this);
165 ai_list.push_back(ai_ship);
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);
177 ai_ship->setFlightPlan(entity->fp);
186 FGAIManager::createBallistic( FGAIModelEntity *entity ) {
188 FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
189 ai_list.push_back(ai_ballistic);
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();
211 FGAIManager::createStorm( FGAIModelEntity *entity ) {
213 FGAIStorm* ai_storm = new FGAIStorm(this);
214 ai_list.push_back(ai_storm);
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);
229 FGAIManager::createThermal( FGAIModelEntity *entity ) {
231 FGAIThermal* ai_thermal = new FGAIThermal(this);
232 ai_list.push_back(ai_thermal);
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);
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) {
249 --numObjects[(*ai_list_itr)->getType()];
250 delete (*ai_list_itr);
251 ai_list.erase(ai_list_itr);
259 // fetch the user's state every 10 sim cycles
260 void FGAIManager::fetchUserState( void ) {
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;
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();
285 void FGAIManager::processScenario( string filename ) {
286 FGAIScenario* s = new FGAIScenario( filename );
288 for (int i=0;i<s->nEntries();i++) {
289 FGAIModelEntity* en = s->getNextEntry();
293 if (en->flightplan != ""){
294 en->fp = new FGAIFlightPlan( en->flightplan );
297 if (en->m_class == "aircraft") {
298 createAircraft( en );
300 } else if (en->m_class == "ship") {
303 } else if (en->m_class == "storm") {
306 } else if (en->m_class == "thermal") {
309 } else if (en->m_class == "ballistic") {
310 createBallistic( en );