#include <boost/foreach.hpp>
#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
#include <Airports/airport.hxx>
#include <Scripting/NasalSys.hxx>
}
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(),
wind_from_north_node = fgGetNode("/environment/wind-from-north-fps",true);
user_altitude_agl_node = fgGetNode("/position/altitude-agl-ft", true);
- user_yaw_node = fgGetNode("/orientation/side-slip-deg", 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
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::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
ai_list.erase(ai_list.begin(), firstAlive);
- // every remaining item is alive
+ // 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) {
- if (base->isa(FGAIBase::otThermal)) {
- processThermal(dt, (FGAIThermal*)base);
- } else {
- base->update(dt);
+ 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
p->setBoolValue("valid", true);
}
+bool FGAIManager::isVisible(const SGGeod& pos) const
+{
+ double visibility_meters = _environmentVisiblity->getDoubleValue();
+ return ( dist(globals->get_view_position_cart(), SGVec3d::fromGeod(pos)) ) <= visibility_meters;
+}
+
int
-FGAIManager::getNumAiObjects(void) const
+FGAIManager::getNumAiObjects() const
{
return ai_list.size();
}
void
FGAIManager::fetchUserState( void ) {
- user_yaw = user_yaw_node->getDoubleValue();
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();
}
ai->readFromScenario(const_cast<SGPropertyNode*>(definition));
- attach(ai);
+ if((ai->isValid())){
+ attach(ai);
+ SG_LOG(SG_AI, SG_DEBUG, "attached scenario " << ai->_getName());
+ }
+ else{
+ ai->setDie(true);
+ SG_LOG(SG_AI, SG_ALERT, "killed invalid scenario " << ai->_getName());
+ }
return ai;
}
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 )
{
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)
{