DCSOlympus/backend/core/src/navyunit.cpp

242 lines
5.4 KiB
C++

#include "navyunit.h"
#include "utils.h"
#include "logger.h"
#include "commands.h"
#include "scheduler.h"
#include "defines.h"
#include "unitsManager.h"
#include <GeographicLib/Geodesic.hpp>
using namespace GeographicLib;
extern Scheduler* scheduler;
extern UnitsManager* unitsManager;
json::value NavyUnit::database = json::value();
extern string instancePath;
void NavyUnit::loadDatabase(string path) {
std::ifstream ifstream(instancePath + path);
std::stringstream ss;
ss << ifstream.rdbuf();
std::error_code errorCode;
database = json::value::parse(ss.str(), errorCode);
if (database.is_object())
log("NavyUnits database loaded correctly from " + instancePath + path);
else
log("Error reading NavyUnits database file");
}
/* Navy Unit */
NavyUnit::NavyUnit(json::value json, unsigned int ID) : Unit(json, ID)
{
log("New Navy Unit created with ID: " + to_string(ID));
setCategory("NavyUnit");
setDesiredSpeed(10);
};
void NavyUnit::setDefaults(bool force)
{
if (!getAlive() || !getControlled() || getHuman() || !getIsLeader()) return;
/* Set the default IDLE state */
setState(State::IDLE);
/* Set the default options */
setROE(ROE::WEAPON_FREE, force);
setOnOff(onOff, force);
setFollowRoads(followRoads, force);
}
void NavyUnit::setState(unsigned char newState)
{
Coords currentTargetPosition = getTargetPosition();
/************ Perform any action required when LEAVING a state ************/
if (newState != state) {
switch (state) {
case State::IDLE: {
break;
}
case State::REACH_DESTINATION: {
break;
}
case State::ATTACK: {
setTargetID(NULL);
break;
}
case State::FIRE_AT_AREA:
case State::SIMULATE_FIRE_FIGHT:
case State::SCENIC_AAA:
case State::MISS_ON_PURPOSE: {
setTargetPosition(Coords(NULL));
break;
}
default:
break;
}
}
/************ Perform any action required when ENTERING a state ************/
switch (newState) {
case State::IDLE: {
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
case State::REACH_DESTINATION: {
setEnableTaskCheckFailed(true);
resetActiveDestination();
break;
}
case State::ATTACK: {
setEnableTaskCheckFailed(true);
clearActivePath();
resetActiveDestination();
break;
}
case State::FIRE_AT_AREA: {
setTargetPosition(currentTargetPosition);
setEnableTaskCheckFailed(true);
clearActivePath();
resetActiveDestination();
break;
}
case State::SIMULATE_FIRE_FIGHT: {
setTargetPosition(currentTargetPosition);
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
case State::SCENIC_AAA: {
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
case State::MISS_ON_PURPOSE: {
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
default:
break;
}
setHasTask(false);
resetTaskFailedCounter();
log(unitName + " setting state from " + to_string(state) + " to " + to_string(newState));
state = newState;
triggerUpdate(DataIndex::state);
AIloop();
}
void NavyUnit::AIloop()
{
srand(static_cast<unsigned int>(time(NULL)) + ID);
switch (state) {
case State::IDLE: {
setTask("Idle");
if (getHasTask())
resetTask();
break;
}
case State::REACH_DESTINATION: {
string enrouteTask = "{}";
bool looping = false;
if (activeDestination == NULL || !getHasTask())
{
if (!setActiveDestination())
setState(State::IDLE);
else
goToDestination(enrouteTask);
}
else {
if (isDestinationReached(NAVY_DEST_DIST_THR)) {
if (updateActivePath(looping) && setActiveDestination())
goToDestination(enrouteTask);
else
setState(State::IDLE);
}
}
break;
}
case State::ATTACK: {
Unit* target = unitsManager->getUnit(getTargetID());
if (target != nullptr) {
setTask("Attacking " + target->getUnitName());
if (!getHasTask()) {
/* Send the command */
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'AttackUnit', unitID = " << target->getID() << " }";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
setHasTask(true);
}
}
else {
setState(State::IDLE);
}
break;
}
case State::FIRE_AT_AREA: {
setTask("Firing at area");
if (!getHasTask()) {
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << targetPosition.lat << ", lng = " << targetPosition.lng << ", radius = 1000}";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
setHasTask(true);
}
break;
}
case State::SIMULATE_FIRE_FIGHT: {
setTask("Simulating fire fight");
// TODO
setState(State::IDLE);
break;
}
default:
break;
}
}
void NavyUnit::changeSpeed(string change)
{
if (change.compare("stop") == 0)
setState(State::IDLE);
else if (change.compare("slow") == 0)
setDesiredSpeed(getDesiredSpeed() - knotsToMs(5));
else if (change.compare("fast") == 0)
setDesiredSpeed(getDesiredSpeed() + knotsToMs(5));
if (getDesiredSpeed() < 0)
setDesiredSpeed(0);
}
void NavyUnit::setOnOff(bool newOnOff, bool force)
{
if (newOnOff != onOff || force) {
Unit::setOnOff(newOnOff, force);
Command* command = dynamic_cast<Command*>(new SetOnOff(groupName, onOff));
scheduler->appendCommand(command);
}
}