// - a global management type for AI objects
//
// Written by David Culp, started October 2003.
-// - davidculp2@comcast.net
+// - davidculp2@comcast.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#include <Main/globals.hxx>
+#include <cstring>
+#include <algorithm>
+
+#include <simgear/sg_inlines.h>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/props/props_io.hxx>
+#include <simgear/structure/exception.hxx>
+#include <simgear/structure/commands.hxx>
+#include <simgear/structure/SGBinding.hxx>
-#include <Airports/simple.hxx>
-#include <Traffic/TrafficMgr.hxx>
+#include <boost/mem_fn.hpp>
+#include <boost/foreach.hpp>
+
+#include <Main/globals.hxx>
+#include <Airports/airport.hxx>
+#include <Scripting/NasalSys.hxx>
#include "AIManager.hxx"
#include "AIAircraft.hxx"
#include "AICarrier.hxx"
#include "AIStatic.hxx"
#include "AIMultiplayer.hxx"
+#include "AITanker.hxx"
+#include "AIWingman.hxx"
+#include "AIGroundVehicle.hxx"
+#include "AIEscort.hxx"
-FGAIManager::FGAIManager() {
- _dt = 0.0;
- mNumAiModels = 0;
- for (unsigned i = 0; i < FGAIBase::MAX_OBJECTS; ++i)
- mNumAiTypeModels[i] = 0;
-}
+class FGAIManager::Scenario
+{
+public:
+ Scenario(FGAIManager* man, const std::string& nm, SGPropertyNode* scenarios) :
+ _internalName(nm)
+ {
+ BOOST_FOREACH(SGPropertyNode* scEntry, scenarios->getChildren("entry")) {
+ FGAIBasePtr ai = man->addObject(scEntry);
+ if (ai) {
+ _objects.push_back(ai);
+ }
+ } // of scenario entry iteration
+
+ SGPropertyNode* nasalScripts = scenarios->getChild("nasal");
+ if (!nasalScripts) {
+ return;
+ }
+
+ _unloadScript = nasalScripts->getStringValue("unload");
+ std::string loadScript = nasalScripts->getStringValue("load");
+ if (!loadScript.empty()) {
+ FGNasalSys* nasalSys = (FGNasalSys*) globals->get_subsystem("nasal");
+ std::string moduleName = "scenario_" + _internalName;
+ nasalSys->createModule(moduleName.c_str(), moduleName.c_str(),
+ loadScript.c_str(), loadScript.size(),
+ 0);
+ }
+ }
+
+ ~Scenario()
+ {
+ BOOST_FOREACH(FGAIBasePtr ai, _objects) {
+ ai->setDie(true);
+ }
+
+ FGNasalSys* nasalSys = (FGNasalSys*) globals->get_subsystem("nasal");
+ if (!nasalSys)
+ return;
+
+ std::string moduleName = "scenario_" + _internalName;
+ if (!_unloadScript.empty()) {
+ nasalSys->createModule(moduleName.c_str(), moduleName.c_str(),
+ _unloadScript.c_str(), _unloadScript.size(),
+ 0);
+ }
+
+ nasalSys->deleteModule(moduleName.c_str());
+ }
+private:
+ std::vector<FGAIBasePtr> _objects;
+ std::string _internalName;
+ std::string _unloadScript;
+};
+
+///////////////////////////////////////////////////////////////////////////////
+
+FGAIManager::FGAIManager() :
+ cb_ai_bare(SGPropertyChangeCallback<FGAIManager>(this,&FGAIManager::updateLOD,
+ fgGetNode("/sim/rendering/static-lod/ai-bare", true))),
+ cb_ai_detailed(SGPropertyChangeCallback<FGAIManager>(this,&FGAIManager::updateLOD,
+ fgGetNode("/sim/rendering/static-lod/ai-detailed", true)))
+{
-FGAIManager::~FGAIManager() {
- ai_list_iterator ai_list_itr = ai_list.begin();
- while(ai_list_itr != ai_list.end()) {
- (*ai_list_itr)->unbind();
- ++ai_list_itr;
- }
}
+FGAIManager::~FGAIManager()
+{
+ std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::unbind));
+}
-void FGAIManager::init() {
- root = fgGetNode("sim/ai", true);
+void
+FGAIManager::init() {
+ root = fgGetNode("sim/ai", true);
- enabled = root->getNode("enabled", true)->getBoolValue();
- if (!enabled)
- return;
+ enabled = root->getNode("enabled", true);
- wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
- wind_from_east_node = fgGetNode("/environment/wind-from-east-fps",true);
- wind_from_north_node = fgGetNode("/environment/wind-from-north-fps",true);
+ thermal_lift_node = fgGetNode("/environment/thermal-lift-fps", true);
+ wind_from_east_node = fgGetNode("/environment/wind-from-east-fps",true);
+ wind_from_north_node = fgGetNode("/environment/wind-from-north-fps",true);
- user_latitude_node = fgGetNode("/position/latitude-deg", true);
- user_longitude_node = fgGetNode("/position/longitude-deg", true);
- user_altitude_node = fgGetNode("/position/altitude-ft", true);
- user_heading_node = fgGetNode("/orientation/heading-deg", true);
- user_pitch_node = fgGetNode("/orientation/pitch-deg", true);
- user_yaw_node = fgGetNode("/orientation/side-slip-deg", true);
- user_speed_node = fgGetNode("/velocities/uBody-fps", true);
+ user_altitude_agl_node = fgGetNode("/position/altitude-agl-ft", true);
+ user_speed_node = fgGetNode("/velocities/uBody-fps", true);
+
+ globals->get_commands()->addCommand("load-scenario", this, &FGAIManager::loadScenarioCommand);
+ globals->get_commands()->addCommand("unload-scenario", this, &FGAIManager::unloadScenarioCommand);
+ _environmentVisiblity = fgGetNode("/environment/visibility-m");
}
+void
+FGAIManager::postinit()
+{
+ // postinit, so that it can access the Nasal subsystem
-void FGAIManager::postinit() {
- // postinit, so that it can access the Nasal subsystem
- for(int i = 0 ; i < root->nChildren() ; i++) {
- SGPropertyNode *aiEntry = root->getChild( i );
- if( !strcmp( aiEntry->getName(), "scenario" ) ) {
- scenario_filename = aiEntry->getStringValue();
- if (!scenario_filename.empty())
- processScenario( scenario_filename );
- }
- }
-}
+ // scenarios enabled, AI subsystem required
+ if (!enabled->getBoolValue())
+ enabled->setBoolValue(true);
+ // process all scenarios
+ BOOST_FOREACH(SGPropertyNode* n, root->getChildren("scenario")) {
+ const string& name = n->getStringValue();
+ if (name.empty())
+ continue;
-void FGAIManager::reinit() {
- update(0.0);
- ai_list_iterator ai_list_itr = ai_list.begin();
+ if (_scenarios.find(name) != _scenarios.end()) {
+ SG_LOG(SG_AI, SG_WARN, "won't load scenario '" << name << "' twice");
+ continue;
+ }
- while(ai_list_itr != ai_list.end()) {
- (*ai_list_itr)->reinit();
- ++ai_list_itr;
- }
+ SG_LOG(SG_AI, SG_INFO, "loading scenario '" << name << '\'');
+ loadScenario(name);
+ }
}
+void
+FGAIManager::reinit()
+{
+ // shutdown scenarios
+ unloadAllScenarios();
+
+ update(0.0);
+ std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::reinit));
+
+ // (re-)load scenarios
+ postinit();
+}
-void FGAIManager::bind() {
- root = globals->get_props()->getNode("ai/models", true);
- root->tie("count", SGRawValueMethods<FGAIManager, int>(*this,
- &FGAIManager::getNumAiObjects));
+void
+FGAIManager::shutdown()
+{
+ unloadAllScenarios();
+
+ BOOST_FOREACH(FGAIBase* ai, ai_list) {
+ ai->unbind();
+ }
+
+ ai_list.clear();
+ _environmentVisiblity.clear();
+
+ globals->get_commands()->removeCommand("load-scenario");
+ globals->get_commands()->removeCommand("unload-scenario");
}
+void
+FGAIManager::bind() {
+ root = globals->get_props()->getNode("ai/models", true);
+ root->tie("count", SGRawValueMethods<FGAIManager, int>(*this,
+ &FGAIManager::getNumAiObjects));
+}
-void FGAIManager::unbind() {
+void
+FGAIManager::unbind() {
root->untie("count");
}
+void FGAIManager::removeDeadItem(FGAIBase* base)
+{
+ SGPropertyNode *props = base->_getProps();
+
+ props->setBoolValue("valid", false);
+ base->unbind();
+
+ // for backward compatibility reset properties, so that aircraft,
+ // which don't know the <valid> property, keep working
+ // TODO: remove after a while
+ props->setIntValue("id", -1);
+ props->setBoolValue("radar/in-range", false);
+ props->setIntValue("refuel/tanker", false);
+}
-void FGAIManager::update(double dt) {
- // initialize these for finding nearest thermals
- range_nearest = 10000.0;
- strength = 0.0;
- if (!enabled)
- return;
-
- FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager");
- _dt = dt;
-
- ai_list_iterator ai_list_itr = ai_list.begin();
- while(ai_list_itr != ai_list.end()) {
- if ((*ai_list_itr)->getDie()) {
- tmgr->release((*ai_list_itr)->getID());
- --mNumAiModels;
- --(mNumAiTypeModels[(*ai_list_itr)->getType()]);
- FGAIBase *base = *ai_list_itr;
- SGPropertyNode *props = base->_getProps();
-
- props->setBoolValue("valid", false);
- base->unbind();
-
- // for backward compatibility reset properties, so that aircraft,
- // which don't know the <valid> property, keep working
- // TODO: remove after a while
- props->setIntValue("id", -1);
- props->setBoolValue("radar/in-range", false);
- props->setIntValue("refuel/tanker", false);
-
- ai_list_itr = ai_list.erase(ai_list_itr);
- } else {
- fetchUserState();
- if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
- FGAIBase *base = *ai_list_itr;
- processThermal((FGAIThermal*)base);
- } else {
- (*ai_list_itr)->update(_dt);
- }
- ++ai_list_itr;
+void
+FGAIManager::update(double dt) {
+ // initialize these for finding nearest thermals
+ range_nearest = 10000.0;
+ strength = 0.0;
+
+ if (!enabled->getBoolValue())
+ return;
+
+ fetchUserState();
+
+ // partition the list into dead followed by alive
+ ai_list_iterator firstAlive =
+ std::stable_partition(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::getDie));
+
+ // clean up each item and finally remove from the container
+ for (ai_list_iterator it=ai_list.begin(); it != firstAlive; ++it) {
+ removeDeadItem(*it);
}
- }
- wind_from_down_node->setDoubleValue( strength ); // for thermals
+
+ ai_list.erase(ai_list.begin(), firstAlive);
+
+ // every remaining item is alive. update them in turn, but guard for
+ // exceptions, so a single misbehaving AI object doesn't bring down the
+ // entire subsystem.
+ BOOST_FOREACH(FGAIBase* base, ai_list) {
+ try {
+ if (base->isa(FGAIBase::otThermal)) {
+ processThermal(dt, (FGAIThermal*)base);
+ } else {
+ base->update(dt);
+ }
+ } catch (sg_exception& e) {
+ SG_LOG(SG_AI, SG_WARN, "caught exception updating AI model:" << base->_getName()<< ", which will be killed."
+ "\n\tError:" << e.getFormattedMessage());
+ base->setDie(true);
+ }
+ } // of live AI objects iteration
+
+ thermal_lift_node->setDoubleValue( strength ); // for thermals
}
+/** update LOD settings of all AI/MP models */
void
-FGAIManager::attach(SGSharedPtr<FGAIBase> model)
+FGAIManager::updateLOD(SGPropertyNode* node)
{
- unsigned idx = mNumAiTypeModels[model->getType()];
- const char* typeString = model->getTypeString();
- SGPropertyNode* root = globals->get_props()->getNode("ai/models", true);
- SGPropertyNode* p;
- int i;
- for (i=0;i<10000;i++) //find free index in the property tree, if we have
- //more than 10000 mp-aircrafts in the property tree we should optimize the mp-server
- {
- p = root->getNode(typeString, i, false);
- if (!p || !p->getBoolValue("valid", false))
- break;
- if (p->getIntValue("id",-1)==model->getID()) {
- p->setStringValue("callsign","***invalid node***"); //debug only, should never set!
- }
- }
- p = root->getNode(typeString, i, true);
- model->setManager(this, p);
- ai_list.push_back(model);
- ++mNumAiModels;
- ++(mNumAiTypeModels[model->getType()]);
- model->init(model->getType()==FGAIBase::otAircraft
- || model->getType()==FGAIBase::otMultiplayer
- || model->getType()==FGAIBase::otStatic);
- model->bind();
- p->setBoolValue("valid", true);
+ SG_UNUSED(node);
+ std::for_each(ai_list.begin(), ai_list.end(), boost::mem_fn(&FGAIBase::updateLOD));
}
+void
+FGAIManager::attach(FGAIBase *model)
+{
+ const char* typeString = model->getTypeString();
+ SGPropertyNode* root = globals->get_props()->getNode("ai/models", true);
+ SGPropertyNode* p;
+ int i;
-void FGAIManager::destroyObject( int ID ) {
- ai_list_iterator ai_list_itr = ai_list.begin();
- while(ai_list_itr != ai_list.end()) {
- if ((*ai_list_itr)->getID() == ID) {
- --mNumAiModels;
- --(mNumAiTypeModels[(*ai_list_itr)->getType()]);
- (*ai_list_itr)->unbind();
- ai_list_itr = ai_list.erase(ai_list_itr);
- } else
- ++ai_list_itr;
- }
+ // find free index in the property tree, if we have
+ // more than 10000 mp-aircrafts in the property tree we should optimize the mp-server
+ for (i = 0; i < 10000; i++) {
+ p = root->getNode(typeString, i, false);
+
+ if (!p || !p->getBoolValue("valid", false))
+ break;
+
+ if (p->getIntValue("id",-1)==model->getID()) {
+ p->setStringValue("callsign","***invalid node***"); //debug only, should never set!
+ }
+ }
+
+ p = root->getNode(typeString, i, true);
+ model->setManager(this, p);
+ ai_list.push_back(model);
+
+ model->init(model->getType()==FGAIBase::otAircraft
+ || model->getType()==FGAIBase::otMultiplayer
+ || model->getType()==FGAIBase::otStatic);
+ model->bind();
+ p->setBoolValue("valid", true);
}
-int
-FGAIManager::getNumAiObjects(void) const
+bool FGAIManager::isVisible(const SGGeod& pos) const
{
- return mNumAiModels;
+ double visibility_meters = _environmentVisiblity->getDoubleValue();
+ return ( dist(globals->get_view_position_cart(), SGVec3d::fromGeod(pos)) ) <= visibility_meters;
}
-void FGAIManager::fetchUserState( void ) {
- user_latitude = user_latitude_node->getDoubleValue();
- user_longitude = user_longitude_node->getDoubleValue();
- user_altitude = user_altitude_node->getDoubleValue();
- user_heading = user_heading_node->getDoubleValue();
- user_pitch = user_pitch_node->getDoubleValue();
- user_yaw = user_yaw_node->getDoubleValue();
- user_speed = user_speed_node->getDoubleValue() * 0.592484;
- wind_from_east = wind_from_east_node->getDoubleValue();
- wind_from_north = wind_from_north_node->getDoubleValue();
+int
+FGAIManager::getNumAiObjects() const
+{
+ return ai_list.size();
}
+void
+FGAIManager::fetchUserState( void ) {
+
+ globals->get_aircraft_orientation(user_heading, user_pitch, user_roll);
+ user_speed = user_speed_node->getDoubleValue() * 0.592484;
+ wind_from_east = wind_from_east_node->getDoubleValue();
+ wind_from_north = wind_from_north_node->getDoubleValue();
+ user_altitude_agl = user_altitude_agl_node->getDoubleValue();
-// only keep the results from the nearest thermal
-void FGAIManager::processThermal( FGAIThermal* thermal ) {
- thermal->update(_dt);
- if ( thermal->_getRange() < range_nearest ) {
- range_nearest = thermal->_getRange();
- strength = thermal->getStrength();
- }
}
+// only keep the results from the nearest thermal
+void
+FGAIManager::processThermal( double dt, FGAIThermal* thermal ) {
+ thermal->update(dt);
+
+ if ( thermal->_getRange() < range_nearest ) {
+ range_nearest = thermal->_getRange();
+ strength = thermal->getStrength();
+ }
-void FGAIManager::processScenario( const string &filename ) {
+}
- SGPropertyNode_ptr scenarioTop = loadScenarioFile(filename);
- if (!scenarioTop)
- return;
- SGPropertyNode* scenarios = scenarioTop->getChild("scenario");
- if (!scenarios)
- return;
+bool FGAIManager::loadScenarioCommand(const SGPropertyNode* args)
+{
+ std::string name = args->getStringValue("name");
+ if (args->hasChild("load-property")) {
+ // slightly ugly, to simplify life in the dialogs, make load allow
+ // loading or unloading based on a bool property.
+ bool loadIt = fgGetBool(args->getStringValue("load-property"));
+ if (!loadIt) {
+ // user actually wants to unload, fine.
+ return unloadScenario(name);
+ }
+ }
+
+ if (_scenarios.find(name) != _scenarios.end()) {
+ SG_LOG(SG_AI, SG_WARN, "scenario '" << name << "' already loaded");
+ return false;
+ }
+
+ bool ok = loadScenario(name);
+ if (ok) {
+ // create /sim/ai node for consistency
+ int index = 0;
+ for (; root->hasChild("scenario", index); ++index) {}
+
+ SGPropertyNode* scenarioNode = root->getChild("scenario", index, true);
+ scenarioNode->setStringValue(name);
+ }
+
+ return ok;
+}
- for (int i = 0; i < scenarios->nChildren(); i++) {
- SGPropertyNode* scEntry = scenarios->getChild(i);
- if (strcmp(scEntry->getName(), "entry"))
- continue;
- std::string type = scEntry->getStringValue("type", "aircraft");
+bool FGAIManager::unloadScenarioCommand(const SGPropertyNode* args)
+{
+ std::string name = args->getStringValue("name");
+ return unloadScenario(name);
+}
- if (type == "aircraft") {
- FGAIAircraft* aircraft = new FGAIAircraft;
- aircraft->readFromScenario(scEntry);
- attach(aircraft);
+bool FGAIManager::addObjectCommand(const SGPropertyNode* definition)
+{
+ addObject(definition);
+ return true;
+}
+FGAIBasePtr FGAIManager::addObject(const SGPropertyNode* definition)
+{
+ const std::string& type = definition->getStringValue("type", "aircraft");
+
+ FGAIBase* ai = NULL;
+ if (type == "tanker") { // refueling scenarios
+ ai = new FGAITanker;
+ } else if (type == "wingman") {
+ ai = new FGAIWingman;
+ } else if (type == "aircraft") {
+ ai = new FGAIAircraft;
} else if (type == "ship") {
- FGAIShip* ship = new FGAIShip;
- ship->readFromScenario(scEntry);
- attach(ship);
-
+ ai = new FGAIShip;
} else if (type == "carrier") {
- FGAICarrier* carrier = new FGAICarrier;
- carrier->readFromScenario(scEntry);
- attach(carrier);
-
+ ai = new FGAICarrier;
+ } else if (type == "groundvehicle") {
+ ai = new FGAIGroundVehicle;
+ } else if (type == "escort") {
+ ai = new FGAIEscort;
} else if (type == "thunderstorm") {
- FGAIStorm* storm = new FGAIStorm;
- storm->readFromScenario(scEntry);
- attach(storm);
-
+ ai = new FGAIStorm;
} else if (type == "thermal") {
- FGAIThermal* thermal = new FGAIThermal;
- thermal->readFromScenario(scEntry);
- attach(thermal);
-
+ ai = new FGAIThermal;
} else if (type == "ballistic") {
- FGAIBallistic* ballistic = new FGAIBallistic;
- ballistic->readFromScenario(scEntry);
- attach(ballistic);
-
+ ai = new FGAIBallistic;
} else if (type == "static") {
- FGAIStatic* aistatic = new FGAIStatic;
- aistatic->readFromScenario(scEntry);
- attach(aistatic);
-
+ ai = new FGAIStatic;
+ }
+
+ ai->readFromScenario(const_cast<SGPropertyNode*>(definition));
+ attach(ai);
+ return ai;
+}
+
+bool FGAIManager::removeObject(const SGPropertyNode* args)
+{
+ int id = args->getIntValue("id");
+ BOOST_FOREACH(FGAIBase* ai, get_ai_list()) {
+ if (ai->getID() == id) {
+ ai->setDie(true);
+ break;
+ }
+ }
+
+ return false;
+}
+
+FGAIBasePtr FGAIManager::getObjectFromProperty(const SGPropertyNode* aProp) const
+{
+ BOOST_FOREACH(FGAIBase* ai, get_ai_list()) {
+ if (ai->_getProps() == aProp) {
+ return ai;
+ }
+ } // of AI objects iteration
+
+ return NULL;
+}
+
+bool
+FGAIManager::loadScenario( const string &filename )
+{
+ SGPropertyNode_ptr file = loadScenarioFile(filename);
+ if (!file) {
+ return false;
+ }
+
+ SGPropertyNode_ptr scNode = file->getChild("scenario");
+ if (!scNode) {
+ return false;
+ }
+
+ _scenarios[filename] = new Scenario(this, filename, scNode);
+ return true;
+}
+
+
+bool
+FGAIManager::unloadScenario( const string &filename)
+{
+ ScenarioDict::iterator it = _scenarios.find(filename);
+ if (it == _scenarios.end()) {
+ SG_LOG(SG_AI, SG_WARN, "unload scenario: not found:" << filename);
+ return false;
+ }
+
+// remove /sim/ai node
+ unsigned int index = 0;
+ for (SGPropertyNode* n = NULL; (n = root->getChild("scenario", index)) != NULL; ++index) {
+ if (n->getStringValue() == filename) {
+ root->removeChild("scenario", index);
+ break;
+ }
}
- }
+
+ delete it->second;
+ _scenarios.erase(it);
+ return true;
+}
+
+void
+FGAIManager::unloadAllScenarios()
+{
+ ScenarioDict::iterator it = _scenarios.begin();
+ for (; it != _scenarios.end(); ++it) {
+ delete it->second;
+ } // of scenarios iteration
+
+
+ // remove /sim/ai node
+ root->removeChildren("scenario");
+ _scenarios.clear();
}
+
SGPropertyNode_ptr
FGAIManager::loadScenarioFile(const std::string& filename)
{
- SGPath path(globals->get_fg_root());
- path.append("AI/" + filename + ".xml");
- try {
- SGPropertyNode_ptr root = new SGPropertyNode;
- readProperties(path.str(), root);
- return root;
- } catch (const sg_exception &e) {
- SG_LOG(SG_GENERAL, SG_ALERT, "Incorrect path specified for AI "
- "scenario: \"" << path.str() << "\"");
+ SGPath path(globals->get_fg_root());
+ path.append("AI/" + filename + ".xml");
+ try {
+ SGPropertyNode_ptr root = new SGPropertyNode;
+ readProperties(path.str(), root);
+ return root;
+ } catch (const sg_exception &t) {
+ SG_LOG(SG_AI, SG_ALERT, "Failed to load scenario '"
+ << path.str() << "': " << t.getFormattedMessage());
+ }
return 0;
- }
}
-bool FGAIManager::getStartPosition(const string& id, const string& pid,
- SGGeod& geodPos, double& hdng, SGVec3d& uvw)
+bool
+FGAIManager::getStartPosition(const string& id, const string& pid,
+ SGGeod& geodPos, double& hdng, SGVec3d& uvw)
{
- bool found = false;
- SGPropertyNode* root = fgGetNode("sim/ai", true);
- if (!root->getNode("enabled", true)->getBoolValue())
- return found;
-
- for(int i = 0 ; (!found) && i < root->nChildren() ; i++) {
- SGPropertyNode *aiEntry = root->getChild( i );
- if( !strcmp( aiEntry->getName(), "scenario" ) ) {
- string filename = aiEntry->getStringValue();
- SGPropertyNode_ptr scenarioTop = loadScenarioFile(filename);
- if (scenarioTop) {
- SGPropertyNode* scenarios = scenarioTop->getChild("scenario");
- if (scenarios) {
- for (int i = 0; i < scenarios->nChildren(); i++) {
- SGPropertyNode* scEntry = scenarios->getChild(i);
- std::string type = scEntry->getStringValue("type");
- std::string pnumber = scEntry->getStringValue("pennant-number");
- std::string name = scEntry->getStringValue("name");
- if (type == "carrier" && (pnumber == id || name == id)) {
- SGSharedPtr<FGAICarrier> carrier = new FGAICarrier;
- carrier->readFromScenario(scEntry);
-
- if (carrier->getParkPosition(pid, geodPos, hdng, uvw)) {
- found = true;
- break;
- }
+ bool found = false;
+ SGPropertyNode* root = fgGetNode("sim/ai", true);
+ if (!root->getNode("enabled", true)->getBoolValue())
+ return found;
+
+ for (int i = 0 ; (!found) && i < root->nChildren() ; i++) {
+ SGPropertyNode *aiEntry = root->getChild( i );
+ if ( !strcmp( aiEntry->getName(), "scenario" ) ) {
+ const string& filename = aiEntry->getStringValue();
+ SGPropertyNode_ptr scenarioTop = loadScenarioFile(filename);
+ if (scenarioTop) {
+ SGPropertyNode* scenarios = scenarioTop->getChild("scenario");
+ if (scenarios) {
+ for (int i = 0; i < scenarios->nChildren(); i++) {
+ SGPropertyNode* scEntry = scenarios->getChild(i);
+ const std::string& type = scEntry->getStringValue("type");
+ const std::string& pnumber = scEntry->getStringValue("pennant-number");
+ const std::string& name = scEntry->getStringValue("name");
+ if (type == "carrier" && (pnumber == id || name == id)) {
+ SGSharedPtr<FGAICarrier> carrier = new FGAICarrier;
+ carrier->readFromScenario(scEntry);
+
+ if (carrier->getParkPosition(pid, geodPos, hdng, uvw)) {
+ found = true;
+ break;
+ }
+ }
+ }
+ }
}
- }
}
- }
}
- }
- return found;
+ return found;
+}
+
+const FGAIBase *
+FGAIManager::calcCollision(double alt, double lat, double lon, double fuse_range)
+{
+ // we specify tgt extent (ft) according to the AIObject type
+ double tgt_ht[] = {0, 50, 100, 250, 0, 100, 0, 0, 50, 50, 20, 100, 50};
+ double tgt_length[] = {0, 100, 200, 750, 0, 50, 0, 0, 200, 100, 40, 200, 100};
+ ai_list_iterator ai_list_itr = ai_list.begin();
+ ai_list_iterator end = ai_list.end();
+
+ SGGeod pos(SGGeod::fromDegFt(lon, lat, alt));
+ SGVec3d cartPos(SGVec3d::fromGeod(pos));
+
+ while (ai_list_itr != end) {
+ double tgt_alt = (*ai_list_itr)->_getAltitude();
+ int type = (*ai_list_itr)->getType();
+ tgt_ht[type] += fuse_range;
+
+ if (fabs(tgt_alt - alt) > tgt_ht[type] || type == FGAIBase::otBallistic
+ || type == FGAIBase::otStorm || type == FGAIBase::otThermal ) {
+ //SG_LOG(SG_AI, SG_DEBUG, "AIManager: skipping "
+ // << fabs(tgt_alt - alt)
+ // << " "
+ // << type
+ // );
+ ++ai_list_itr;
+ continue;
+ }
+
+ int id = (*ai_list_itr)->getID();
+
+ double range = calcRangeFt(cartPos, (*ai_list_itr));
+
+ //SG_LOG(SG_AI, SG_DEBUG, "AIManager: AI list size "
+ // << ai_list.size()
+ // << " type " << type
+ // << " ID " << id
+ // << " range " << range
+ // //<< " bearing " << bearing
+ // << " alt " << tgt_alt
+ // );
+
+ tgt_length[type] += fuse_range;
+
+ if (range < tgt_length[type]){
+ SG_LOG(SG_AI, SG_DEBUG, "AIManager: HIT! "
+ << " type " << type
+ << " ID " << id
+ << " range " << range
+ << " alt " << tgt_alt
+ );
+ return (*ai_list_itr).get();
+ }
+ ++ai_list_itr;
+ }
+ return 0;
+}
+
+double
+FGAIManager::calcRangeFt(const SGVec3d& aCartPos, FGAIBase* aObject) const
+{
+ double distM = dist(aCartPos, aObject->getCartPos());
+ return distM * SG_METER_TO_FEET;
}
//end AIManager.cxx