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"
33 #include "AICarrier.hxx"
38 FGAIManager::FGAIManager() {
40 for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
44 scenario_filename = "";
48 FGAIManager::~FGAIManager() {
49 ai_list_itr = ai_list.begin();
50 while(ai_list_itr != ai_list.end()) {
51 (*ai_list_itr)->unbind();
52 delete (*ai_list_itr);
59 void FGAIManager::init() {
60 root = fgGetNode("sim/ai", true);
62 enabled = root->getNode("enabled", true)->getBoolValue();
66 wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
68 scenario_filename = root->getNode("scenario", true)->getStringValue();
69 if (scenario_filename != "") processScenario( scenario_filename );
75 void FGAIManager::bind() {
76 root = globals->get_props()->getNode("ai/models", true);
77 root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
81 void FGAIManager::unbind() {
86 void FGAIManager::update(double dt) {
88 // initialize these for finding nearest thermals
89 range_nearest = 10000.0;
97 ai_list_itr = ai_list.begin();
98 while(ai_list_itr != ai_list.end()) {
99 if ((*ai_list_itr)->getDie()) {
100 --numObjects[(*ai_list_itr)->getType()];
102 (*ai_list_itr)->unbind();
103 delete (*ai_list_itr);
104 if ( ai_list_itr == ai_list.begin() ) {
105 ai_list.erase(ai_list_itr);
106 ai_list_itr = ai_list.begin();
109 ai_list.erase(ai_list_itr--);
113 if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
114 processThermal((FGAIThermal*)*ai_list_itr);
116 (*ai_list_itr)->update(_dt);
121 wind_from_down_node->setDoubleValue( strength );
127 FGAIManager::createAircraft( FGAIModelEntity *entity ) {
129 FGAIAircraft* ai_plane = new FGAIAircraft(this);
130 ai_list.push_back(ai_plane);
132 ++numObjects[FGAIBase::otAircraft];
133 if (entity->m_class == "light") {
134 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
135 } else if (entity->m_class == "ww2_fighter") {
136 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
137 } else if (entity->m_class == "jet_transport") {
138 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
139 } else if (entity->m_class == "jet_fighter") {
140 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
141 } else if (entity->m_class == "tanker") {
142 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
143 ai_plane->SetTanker(true);
145 ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
147 ai_plane->setHeading(entity->heading);
148 ai_plane->setSpeed(entity->speed);
149 ai_plane->setPath(entity->path.c_str());
150 ai_plane->setAltitude(entity->altitude);
151 ai_plane->setLongitude(entity->longitude);
152 ai_plane->setLatitude(entity->latitude);
153 ai_plane->setBank(entity->roll);
156 ai_plane->SetFlightPlan(entity->fp);
165 FGAIManager::createShip( FGAIModelEntity *entity ) {
167 //cout << "creating ship" << endl;
169 FGAIShip* ai_ship = new FGAIShip(this);
170 ai_list.push_back(ai_ship);
172 ++numObjects[FGAIBase::otShip];
173 ai_ship->setHeading(entity->heading);
174 ai_ship->setSpeed(entity->speed);
175 ai_ship->setPath(entity->path.c_str());
176 ai_ship->setAltitude(entity->altitude);
177 ai_ship->setLongitude(entity->longitude);
178 ai_ship->setLatitude(entity->latitude);
179 ai_ship->setBank(entity->rudder);
182 ai_ship->setFlightPlan(entity->fp);
191 FGAIManager::createCarrier( FGAIModelEntity *entity ) {
193 //cout << "creating carrier" << endl;
195 FGAIShip* ai_carrier = new FGAICarrier(this);
196 ai_list.push_back(ai_carrier);
198 ++numObjects[FGAIBase::otShip];
199 ai_carrier->setHeading(entity->heading);
200 ai_carrier->setSpeed(entity->speed);
201 ai_carrier->setPath(entity->path.c_str());
202 ai_carrier->setAltitude(entity->altitude);
203 ai_carrier->setLongitude(entity->longitude);
204 ai_carrier->setLatitude(entity->latitude);
205 ai_carrier->setBank(entity->rudder);
206 ai_carrier->setRadius(entity->radius);
209 ai_carrier->setFlightPlan(entity->fp);
218 FGAIManager::createBallistic( FGAIModelEntity *entity ) {
220 FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
221 ai_list.push_back(ai_ballistic);
223 ++numObjects[FGAIBase::otBallistic];
224 ai_ballistic->setAzimuth(entity->azimuth);
225 ai_ballistic->setElevation(entity->elevation);
226 ai_ballistic->setSpeed(entity->speed);
227 ai_ballistic->setPath(entity->path.c_str());
228 ai_ballistic->setAltitude(entity->altitude);
229 ai_ballistic->setLongitude(entity->longitude);
230 ai_ballistic->setLatitude(entity->latitude);
231 ai_ballistic->setDragArea(entity->eda);
232 ai_ballistic->setLife(entity->life);
233 ai_ballistic->setBuoyancy(entity->buoyancy);
234 ai_ballistic->setWind_from_east(entity->wind_from_east);
235 ai_ballistic->setWind_from_north(entity->wind_from_north);
236 ai_ballistic->setWind(entity->wind);
237 ai_ballistic->setRoll(entity->roll);
238 ai_ballistic->setCd(entity->cd);
239 ai_ballistic->setMass(entity->mass);
240 ai_ballistic->setStabilisation(entity->aero_stabilised);
241 ai_ballistic->init();
242 ai_ballistic->bind();
247 FGAIManager::createStorm( FGAIModelEntity *entity ) {
249 FGAIStorm* ai_storm = new FGAIStorm(this);
251 ++numObjects[FGAIBase::otStorm];
252 ai_storm->setHeading(entity->heading);
253 ai_storm->setSpeed(entity->speed);
254 ai_storm->setPath(entity->path.c_str());
255 ai_storm->setAltitude(entity->altitude);
256 ai_storm->setLongitude(entity->longitude);
257 ai_storm->setLatitude(entity->latitude);
260 ai_list.push_back(ai_storm);
265 FGAIManager::createThermal( FGAIModelEntity *entity ) {
267 FGAIThermal* ai_thermal = new FGAIThermal(this);
269 ++numObjects[FGAIBase::otThermal];
270 ai_thermal->setLongitude(entity->longitude);
271 ai_thermal->setLatitude(entity->latitude);
272 ai_thermal->setMaxStrength(entity->strength);
273 ai_thermal->setDiameter(entity->diameter / 6076.11549);
276 ai_list.push_back(ai_thermal);
280 void FGAIManager::destroyObject( void* ID ) {
281 ai_list_itr = ai_list.begin();
282 while(ai_list_itr != ai_list.end()) {
283 if ((*ai_list_itr)->getID() == ID) {
285 --numObjects[(*ai_list_itr)->getType()];
286 (*ai_list_itr)->unbind();
287 delete (*ai_list_itr);
288 ai_list.erase(ai_list_itr);
296 // fetch the user's state every 10 sim cycles
297 void FGAIManager::fetchUserState( void ) {
299 if (dt_count == 10) {
300 user_latitude = fgGetDouble("/position/latitude-deg");
301 user_longitude = fgGetDouble("/position/longitude-deg");
302 user_altitude = fgGetDouble("/position/altitude-ft");
303 user_heading = fgGetDouble("/orientation/heading-deg");
304 user_pitch = fgGetDouble("/orientation/pitch-deg");
305 user_yaw = fgGetDouble("/orientation/side-slip-deg");
306 user_speed = fgGetDouble("/velocities/uBody-fps") * 0.592484;
312 // only keep the results from the nearest thermal
313 void FGAIManager::processThermal( FGAIThermal* thermal ) {
314 thermal->update(_dt);
315 if ( thermal->_getRange() < range_nearest ) {
316 range_nearest = thermal->_getRange();
317 strength = thermal->getStrength();
322 void FGAIManager::processScenario( string &filename ) {
323 FGAIScenario* s = new FGAIScenario( filename );
324 for (int i=0;i<s->nEntries();i++) {
325 FGAIModelEntity* en = s->getNextEntry();
328 if ( en->m_type == "aircraft") {
329 createAircraft( en );
331 } else if ( en->m_type == "ship") {
334 } else if ( en->m_type == "carrier") {
337 } else if ( en->m_type == "thunderstorm") {
340 } else if ( en->m_type == "thermal") {
343 } else if ( en->m_type == "ballistic") {
344 createBallistic( en );