3D spaceshooter with online scoreboard, online demos, ship building. Now entirely defunct, but might be resurrected
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sector/res/drivers/driver_doc.xml

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