#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
+#include <Airports/simple.hxx>
+#include <Traffic/SchedFlight.hxx>
+#include <Traffic/Schedule.hxx>
+#include <Traffic/TrafficMgr.hxx>
+
#include <list>
#include "AIManager.hxx"
#include "AIBallistic.hxx"
#include "AIStorm.hxx"
#include "AIThermal.hxx"
+#include "AICarrier.hxx"
+#include "AIStatic.hxx"
SG_USING_STD(list);
}
FGAIManager::~FGAIManager() {
- ai_list_itr = ai_list.begin();
+ ai_list_iterator ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
++ai_list_itr;
}
ai_list.clear();
+ ModelVecIterator i = loadedModels.begin();
+ while (i != loadedModels.end())
+ {
+ i->getModelId()->deRef();
+ }
}
return;
wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
-
- scenario_filename = root->getNode("scenario", true)->getStringValue();
-
- if (scenario_filename != "") processScenario( scenario_filename );
+ 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);
+
+ 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 != "") processScenario( scenario_filename );
+ }
+ }
initDone = true;
}
+void FGAIManager::reinit() {
+ update(0.0);
+}
+
+
void FGAIManager::bind() {
root = globals->get_props()->getNode("ai/models", true);
root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
// initialize these for finding nearest thermals
range_nearest = 10000.0;
strength = 0.0;
+ FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager");
if (!enabled)
return;
- _dt = dt;
+ _dt = dt;
- ai_list_itr = ai_list.begin();
+ 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());
--numObjects[(*ai_list_itr)->getType()];
--numObjects[0];
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
if ( ai_list_itr == ai_list.begin() ) {
ai_list.erase(ai_list_itr);
}
++ai_list_itr;
}
- wind_from_down_node->setDoubleValue( strength );
+ wind_from_down_node->setDoubleValue( strength ); // for thermals
}
void*
-FGAIManager::createAircraft( FGAIModelEntity *entity ) {
+FGAIManager::createAircraft( FGAIModelEntity *entity, FGAISchedule *ref) {
- FGAIAircraft* ai_plane = new FGAIAircraft(this);
+ FGAIAircraft* ai_plane = new FGAIAircraft(this, ref);
ai_list.push_back(ai_plane);
++numObjects[0];
++numObjects[FGAIBase::otAircraft];
} else {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
}
+ ai_plane->setAcType(entity->acType);
+ ai_plane->setCompany(entity->company);
ai_plane->setHeading(entity->heading);
ai_plane->setSpeed(entity->speed);
- ai_plane->setPath(entity->path);
+ ai_plane->setPath(entity->path.c_str());
ai_plane->setAltitude(entity->altitude);
ai_plane->setLongitude(entity->longitude);
ai_plane->setLatitude(entity->latitude);
if ( entity->fp ) {
ai_plane->SetFlightPlan(entity->fp);
}
-
+ if (entity->repeat) {
+ ai_plane->GetFlightPlan()->setRepeat(true);
+ }
ai_plane->init();
ai_plane->bind();
return ai_plane;
void*
FGAIManager::createShip( FGAIModelEntity *entity ) {
+
+ // cout << "creating ship" << endl;
FGAIShip* ai_ship = new FGAIShip(this);
ai_list.push_back(ai_ship);
++numObjects[FGAIBase::otShip];
ai_ship->setHeading(entity->heading);
ai_ship->setSpeed(entity->speed);
- ai_ship->setPath(entity->path);
+ ai_ship->setPath(entity->path.c_str());
ai_ship->setAltitude(entity->altitude);
ai_ship->setLongitude(entity->longitude);
ai_ship->setLatitude(entity->latitude);
- ai_ship->setBank(entity->rudder);
+ ai_ship->setRudder(entity->rudder);
+ ai_ship->setName(entity->name);
if ( entity->fp ) {
ai_ship->setFlightPlan(entity->fp);
return ai_ship;
}
+void*
+FGAIManager::createCarrier( FGAIModelEntity *entity ) {
+
+ // cout << "creating carrier" << endl;
+
+ FGAICarrier* ai_carrier = new FGAICarrier(this);
+ ai_list.push_back(ai_carrier);
+ ++numObjects[0];
+ ++numObjects[FGAIBase::otCarrier];
+ ai_carrier->setHeading(entity->heading);
+ ai_carrier->setSpeed(entity->speed);
+ ai_carrier->setPath(entity->path.c_str());
+ ai_carrier->setAltitude(entity->altitude);
+ ai_carrier->setLongitude(entity->longitude);
+ ai_carrier->setLatitude(entity->latitude);
+ ai_carrier->setRudder(entity->rudder);
+ ai_carrier->setSolidObjects(entity->solid_objects);
+ ai_carrier->setWireObjects(entity->wire_objects);
+ ai_carrier->setCatapultObjects(entity->catapult_objects);
+ ai_carrier->setParkingPositions(entity->ppositions);
+ ai_carrier->setRadius(entity->radius);
+ ai_carrier->setSign(entity->pennant_number);
+ ai_carrier->setName(entity->name);
+ ai_carrier->setFlolsOffset(entity->flols_offset);
+ ai_carrier->setWind_from_east(entity->wind_from_east);
+ ai_carrier->setWind_from_north(entity->wind_from_north);
+ ai_carrier->setTACANChannelID(entity->TACAN_channel_ID);
+ ai_carrier->setMaxLat(entity->max_lat);
+ ai_carrier->setMinLat(entity->min_lat);
+ ai_carrier->setMaxLong(entity->max_long);
+ ai_carrier->setMinLong(entity->min_long);
+
+
+ if ( entity->fp ) {
+ ai_carrier->setFlightPlan(entity->fp);
+ }
+
+ ai_carrier->init();
+ ai_carrier->bind();
+ return ai_carrier;
+}
+
void*
FGAIManager::createBallistic( FGAIModelEntity *entity ) {
ai_ballistic->setAzimuth(entity->azimuth);
ai_ballistic->setElevation(entity->elevation);
ai_ballistic->setSpeed(entity->speed);
- ai_ballistic->setPath(entity->path);
+ ai_ballistic->setPath(entity->path.c_str());
ai_ballistic->setAltitude(entity->altitude);
ai_ballistic->setLongitude(entity->longitude);
ai_ballistic->setLatitude(entity->latitude);
ai_ballistic->setDragArea(entity->eda);
ai_ballistic->setLife(entity->life);
ai_ballistic->setBuoyancy(entity->buoyancy);
- ai_ballistic->setWind_from_east(entity->wind_from_east);
- ai_ballistic->setWind_from_north(entity->wind_from_north);
- ai_ballistic->setWind(entity->wind);
- ai_ballistic->setRoll(entity->roll);
+ ai_ballistic->setWind_from_east(entity->wind_from_east);
+ ai_ballistic->setWind_from_north(entity->wind_from_north);
+ ai_ballistic->setWind(entity->wind);
+ ai_ballistic->setRoll(entity->roll);
+ ai_ballistic->setCd(entity->cd);
+ ai_ballistic->setMass(entity->mass);
+ ai_ballistic->setStabilisation(entity->aero_stabilised);
ai_ballistic->init();
ai_ballistic->bind();
return ai_ballistic;
FGAIManager::createStorm( FGAIModelEntity *entity ) {
FGAIStorm* ai_storm = new FGAIStorm(this);
- ai_list.push_back(ai_storm);
++numObjects[0];
++numObjects[FGAIBase::otStorm];
ai_storm->setHeading(entity->heading);
ai_storm->setSpeed(entity->speed);
- ai_storm->setPath(entity->path);
- ai_storm->setAltitude(entity->altitude);
+ ai_storm->setPath(entity->path.c_str());
+ ai_storm->setAltitude(entity->altitude);
+ ai_storm->setDiameter(entity->diameter / 6076.11549);
+ ai_storm->setHeight(entity->height_msl);
+ ai_storm->setStrengthNorm(entity->strength);
ai_storm->setLongitude(entity->longitude);
ai_storm->setLatitude(entity->latitude);
ai_storm->init();
ai_storm->bind();
+ ai_list.push_back(ai_storm);
return ai_storm;
}
FGAIManager::createThermal( FGAIModelEntity *entity ) {
FGAIThermal* ai_thermal = new FGAIThermal(this);
- ai_list.push_back(ai_thermal);
++numObjects[0];
++numObjects[FGAIBase::otThermal];
ai_thermal->setLongitude(entity->longitude);
ai_thermal->setLatitude(entity->latitude);
ai_thermal->setMaxStrength(entity->strength);
ai_thermal->setDiameter(entity->diameter / 6076.11549);
+ ai_thermal->setHeight(entity->height_msl);
ai_thermal->init();
ai_thermal->bind();
+ ai_list.push_back(ai_thermal);
return ai_thermal;
}
+void*
+FGAIManager::createStatic( FGAIModelEntity *entity ) {
+
+ // cout << "creating static object" << endl;
+
+ FGAIStatic* ai_static = new FGAIStatic(this);
+ ai_list.push_back(ai_static);
+ ++numObjects[0];
+ ++numObjects[FGAIBase::otStatic];
+ ai_static->setHeading(entity->heading);
+ ai_static->setPath(entity->path.c_str());
+ ai_static->setAltitude(entity->altitude);
+ ai_static->setLongitude(entity->longitude);
+ ai_static->setLatitude(entity->latitude);
+ ai_static->init();
+ ai_static->bind();
+ return ai_static;
+}
+
void FGAIManager::destroyObject( void* ID ) {
- ai_list_itr = ai_list.begin();
+ ai_list_iterator ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getID() == ID) {
--numObjects[0];
--numObjects[(*ai_list_itr)->getType()];
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
ai_list.erase(ai_list_itr);
}
}
-// fetch the user's state every 10 sim cycles
+
void FGAIManager::fetchUserState( void ) {
- ++dt_count;
- if (dt_count == 10) {
- user_latitude = fgGetDouble("/position/latitude-deg");
- user_longitude = fgGetDouble("/position/longitude-deg");
- user_altitude = fgGetDouble("/position/altitude-ft");
- user_heading = fgGetDouble("/orientation/heading-deg");
- user_pitch = fgGetDouble("/orientation/pitch-deg");
- user_yaw = fgGetDouble("/orientation/side-slip-deg");
- user_speed = fgGetDouble("/velocities/uBody-fps") * 0.592484;
- dt_count = 0;
- }
+ 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();
+
+
}
}
-void FGAIManager::processScenario( string filename ) {
+void FGAIManager::processScenario( const string &filename ) {
FGAIScenario* s = new FGAIScenario( filename );
-
for (int i=0;i<s->nEntries();i++) {
FGAIModelEntity* en = s->getNextEntry();
if (en) {
- en->fp = NULL;
- if (en->flightplan != ""){
- en->fp = new FGAIFlightPlan( en->flightplan );
- }
-
- if (en->m_class == "aircraft") {
- createAircraft( en );
+ if ( en->m_type == "aircraft") {
+ createAircraft( en );
- } else if (en->m_class == "ship") {
- createShip( en );
+ } else if ( en->m_type == "ship") {
+ createShip( en );
- } else if (en->m_class == "storm") {
+ } else if ( en->m_type == "carrier") {
+ createCarrier( en );
+
+ } else if ( en->m_type == "thunderstorm") {
createStorm( en );
- } else if (en->m_class == "thermal") {
+ } else if ( en->m_type == "thermal") {
createThermal( en );
- } else if (en->m_class == "ballistic") {
+ } else if ( en->m_type == "ballistic") {
createBallistic( en );
- }
+
+ } else if ( en->m_type == "static") {
+ createStatic( en );
+ }
}
}
delete s;
}
+// This code keeps track of models that have already been loaded
+// Eventually we'd prbably need to find a way to keep track of models
+// that are unloaded again
+ssgBranch * FGAIManager::getModel(const string& path)
+{
+ ModelVecIterator i = loadedModels.begin();
+ while (i != loadedModels.end())
+ {
+ if (i->getPath() == path)
+ return i->getModelId();
+ i++;
+ }
+ return 0;
+}
+
+void FGAIManager::setModel(const string& path, ssgBranch *model)
+{
+ loadedModels.push_back(FGModelID(path,model));
+}
+
+bool FGAIManager::getStartPosition(const string& id, const string& pid,
+ Point3D& geodPos, double& heading,
+ sgdVec3 uvw)
+{
+ SGPropertyNode* root = fgGetNode("sim/ai", true);
+ if (!root->getNode("enabled", true)->getBoolValue())
+ return 0;
+
+ bool found = false;
+ for(int i = 0 ; (!found) && i < root->nChildren() ; i++) {
+ SGPropertyNode *aiEntry = root->getChild( i );
+ if( !strcmp( aiEntry->getName(), "scenario" ) ) {
+ string filename = aiEntry->getStringValue();
+ FGAIScenario* s = new FGAIScenario( filename );
+ for (int i=0; i<s->nEntries(); i++) {
+ FGAIModelEntity* en = s->getNextEntry();
+ if (en && en->m_type == "carrier" &&
+ (en->pennant_number == id || en->name == id)) {
+ FGAICarrier* ai_carrier = new FGAICarrier(0);
+ ai_carrier->setHeading(en->heading);
+ ai_carrier->setSpeed(en->speed);
+ ai_carrier->setAltitude(en->altitude);
+ ai_carrier->setLongitude(en->longitude);
+ ai_carrier->setLatitude(en->latitude);
+ ai_carrier->setBank(en->rudder);
+ ai_carrier->setParkingPositions(en->ppositions);
+ ai_carrier->setWind_from_east(en->wind_from_east);
+ ai_carrier->setWind_from_north(en->wind_from_north);
+ //ai_carrier->setTACANFreq(en->TACAN_freq);
+
+ if (ai_carrier->getParkPosition(pid, geodPos, heading, uvw)) {
+ delete ai_carrier;
+ found = true;
+ break;
+ }
+
+ delete ai_carrier;
+ }
+ }
+ delete s;
+ }
+ }
+ return found;
+}
+
+//end AIManager.cxx