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340 lines
9.9 KiB
340 lines
9.9 KiB
<?xml version="1.0" encoding="UTF-8" ?>
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<!-- This file shows all that can be done in a driver. -->
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<!-- The root tag "pack" can contain multiple "driver" tags, but nothing else -->
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<pack>
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<!-- Here we declare a driver -->
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<driver name="driver1">
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<!-- TASKS AND CHECKS -->
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<!--
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Inside a driver, there can be various task and check statements.
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[Checks] test something in the drone's environment, and saves the result as a true/false flag.
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[Tasks] perform some actual operation - shoot, steer, rotate and similar.
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Tasks can be contitioned by the results of Checks.
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There is a list of all existing tasks and checks lower - here for the sake of simplicity
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we will use FAKE tasks and checks.
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-->
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<!-- the result of a "check" is stored to a flag whose name you declare here -->
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<check id="ck" for="flag_name">
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<!-- some stuff here -->
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</check>
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<!--
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task executes only if the given flag is true.
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Use | as OR, & as AND, and brakcets to group the flags.
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Example:
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if="((A|B)&(C|D))|E"
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if="canShoot"
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-->
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<task id="ts" if="flag_name">
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<!-- some stuff here -->
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</check>
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<!-- TASK CONTENTS -->
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<task id="fakeTask">
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<!-- name of the function used to perform this check or task -->
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<fn str="NAME_OF_THE__FUNCTION" />
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<!-- here come arguments for the function -->
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<argname argtype="argvalue" />
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<!--
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Most tasks and checks take several arguments.
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Table of argument types:
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str -> "A string value."
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num -> Number, integer "12" or float "8.751"
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(also work for numbers: int, float, double)
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bool -> Boolean.
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Allowed values are "true", "false", "0", "1", "yes", "no"
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range -> numeric range
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format: "MIN:MAX", eg. "-13:15.5" or "3:5"
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Use RANGE in place of NUM to make it generate random number from range.
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That can be used for all task functions.
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coord -> a coordinate, or a vector
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format: "X_COORD;Z_COORD"
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This is because the Sector's scene is flat, all is at Y=0
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You can use both integer and float numbers.
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Coord has one special feature: MAGIC VALUES!
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If you declare the argument as coord, but stuff it with a "magic" string value,
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it will become a dynamic coordinate, always returning calculated value of the
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"magic" coordinate. Example: coord="MOVE_DIR"
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Magic values:
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PLAYER_POS - player's current position
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PLAYER_MOTION - player's current motion vector
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POS - current position
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MOTION - current motion vector of this ship
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MOVE_DIR - same as MOTION
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PLAYER_DIR - vector towards player ship
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-->
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<!-- real-life examples -->
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<dir coord="PLAYER_DIR" />
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<fn str="FLY_TO_RECT" />
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<gap_shot num="3" />
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<gap_group range="3:5" />
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<hello str="world" />
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</task>
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</driver>
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<!-- INHERITANCE -->
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<!--
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Drivers can be extended, their tasks and checks overriden.
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Replacing task does not need to define the "if" and "for", unless you want
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to replace their value with your own.
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It's illegal to extend driver not defined yet. If your drivers are spread
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among multiple files, make sure they are properly ordered in the manifest file.
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-->
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<driver name="base_driver">
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<!--
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"id" attribute of Task or Check contains an unique identifier of the task.
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"id" is not required, but in case you want to extend your driver it is neccesary.
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Task with empty contents will be considered as abstract = do-nothing task.
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-->
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<!-- here come some abstract tasks (will do nothing if not overriden) -->
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<check for="flag1" id="myCheck"></check>
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<task if="flag1" id="myTask"></task>
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<!-- Rotate task, implemented here - but can be overriden too. -->
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<task id="rotateTask">
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<fn str="ROTATE" />
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<add num="-3" />
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</task>
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</driver>
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<!-- here is a driver extending "base_driver" -->
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<driver name="droid" extends="base_driver">
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<!-- this task will replace entirely a task "myTask" from "base_driver" -->
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<!-- note that here we dont need to define the "if" condition - it's inherited. -->
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<task replace="myTask">
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<fn str="SHOOT" />
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<count range="1" />
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<gap_group range="3" />
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<gun num="0" />
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</task>
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<!-- how to add new tasks -->
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<!-- this task is added newly, and is placed right after "rotateTask" from "base_driver" -->
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<task id="steer" after="rotateTask">
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<!-- something here -->
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</task>
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<!-- here we want to put this before "myCheck" -->
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<task id="aim" before="myCheck">
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<!-- something here -->
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</task>
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<!-- note: before and after keywords work in all tasks, not only when extending -->
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</driver>
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<!-- LIST OF ALL TASKS AND CHECKS -->
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<!-- Asterisk * indicates optional arguments. -->
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<driver name="library">
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<!-- Steer towards given coordinate -->
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<task>
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<fn str="FLY_TO_POINT" />
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<target coord="0;0" /> <!-- the target coordinate; exact coord or magic word, eg. PLAYER_POS -->
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<weight num="1" /> <!-- * how fast to change direction (default 1) - can be float. -->
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<!-- if you do not define "target", you can use these: -->
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<!-- target will be set to random coord in between, and preserved in memory -->
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<x range="-3:3" />
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<z range="5:10" />
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</task>
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<!-- Steer towards given rectangular zone -->
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<task>
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<fn str="FLY_TO_RECT" />
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<x range="-3:3" /> <!-- The rectangular zone is defined by it's MIN and MAX coord - it is axis-aligned. -->
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<z range="5:10" />
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<weight num="1" /> <!-- * how fast to change direction (default 1) - can be float. -->
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</task>
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<!--
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Homming missile AI
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Locks to one particular enemy it selects, and then navigates to crash into it.
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Should be used together with AVOID task
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-->
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<task>
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<fn str="FOLLOW_TARGET" />
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<target str="PLAYER,NATURAL" /> <!-- List of allowed targets (PLAYER, NATURAL, ENEMY, SHOT_GOOD, SHOT_BAD, POWERUP etc.) -->
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<range num="60" /> <!-- * radar radius - zone from which the targets can be chosen -->
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</task>
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<!--
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Magnetic missile AI
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When gets close to a suitable enemy, flies towards it as if attracted by a magnet.
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-->
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<task>
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<fn str="MAGNET" />
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<target str="PLAYER,NATURAL" /> <!-- List of allowed targets (PLAYER, NATURAL, ENEMY, SHOT_GOOD, SHOT_BAD, POWERUP etc.) -->
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<range num="15" /> <!-- * radar radius - zone from which the targets can be chosen -->
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<weight num="1" /> <!-- * how fast to change direction (default 1) - can be float. -->
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</task>
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<!-- Avoid enemies and obstacles -->
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<task>
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<fn str="AVOID" />
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<range num="3" /> <!-- * max distance of obstacle to notice it (counted from surface of collider) -->
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<weight num="1" /> <!-- * steering weight (default 1) -->
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<square bool="false" /> <!-- * if enabled, the strength grows with proximity by square -->
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<avoid str="NATURAL,SHOT_GOOD,SHOT_BAD,ENEMY" />
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</task>
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<!-- Add angle to rotation -->
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<task>
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<fn str="ROTATE" />
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<add num="3" /> <!-- degrees to add -->
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<random_dir bool="true" /> <!-- * direction is random (CW, CWW) - chosen when first run; default=false -->
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</task>
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<!-- Rotate to direction -->
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<task>
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<fn str="TURN_TO" />
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<dir coord="MOVE_DIR" /> <!-- vector X;Z, or "magic" keywords MOVE_DIR, PLAYER_DIR -->
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</task>
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<!--
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Shoot a gun
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This task allows two types of operation:
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X------X------X------X--- ...
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X-X-X------X-X-X------X-X-X--- ...
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(times are in seconds)
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-->
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<task>
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<fn str="SHOOT" />
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<count num="3" /> <!-- number of shots in a group -->
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<gap_shot num="0.07" /> <!-- * gap between two shots in a group (optional if count=0) -->
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<gap_group num="3" /> <!-- gap between two groups -->
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<gun num="0" /> <!-- * gun index, telling the drone which gun to fire -->
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</task>
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<!-- Heal - in given interval adds health points to the drone's health meter -->
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<task>
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<fn str="HEAL" />
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<gap num="1" /> <!-- gap (sec) betwen healings -->
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<add num="5" /> <!-- health points to add -->
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<percent bool="true" /> <!-- indicates that "heal" is in % of max health -->
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</task>
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<!-- ### CHECKS ### -->
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<!--
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Check: can shoot in direction?
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You can use this to make sure your shots won't hit an allied ship.
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-->
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<check for="x">
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<fn str="CAN_SHOOT" />
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<spare str="ENEMY" /> <!-- list of entity types to spare (the allied entities) -->
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<gun num="0" /> <!-- * index of the gun probed -->
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</check>
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<!-- Check: is drone in a rectangular zone? -->
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<check for="x">
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<fn str="IS_IN_RECT" />
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<!-- The rectangular zone is defined by it's MIN and MAX coord - it is axis-aligned. -->
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<x range="-3:3" />
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<z range="5:10" />
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</check>
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<!-- Check: is this ship a leader of the formation? -->
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<check for="x"/>
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<fn str="IS_LEADER" />
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</check>
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<!-- Check: is this ship a tail = last ship of the formation? -->
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<check for="x"/>
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<fn str="IS_TAIL" />
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</check>
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</driver>
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<!-- that's all, now you can start inventing your own AIs! -->
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</pack> |