v0.7.1
Checks are internal objects that are activated when a value in the simulator enters a certain range, under certain criteria. When activated, a check will create an action for use by the scoring system. Checks are quite versatile and allow for much more precision than general action types.
Checks can only be activated once, and can have Prerequisites and Antirequisites like most other objects.
Name
TakenTooLong
Trigger
Timer:SimulatorTime:>=:1200
Prerequisites
none
Antirequisites
MajorMilestone
In this example, the check is activated when the simulator's timer reaches 20 minutes (1200 seconds), but only if they haven't completed the MajorMilestone accomplishment. This creates an action, Check:TakenTooLong. Creating a Violation with a matching trigger will allow penalizing this easily.
Check triggers are constructed similarly to Violation triggers, except that checks watch for specific numeric variable states rather than specific user actions. Check triggers also do not support substitutions for wider matches. All check triggers have the form Type:Target:Comparison:Value1:Value2.
Type: Represents the type of variable this check is watching.
Target: Represents the exact varaible or condition this check is watching.
Comparison, Value1, Value2: Defines the range the variable can be in.
Example: ACE:Unchecked:<>:-50:50 would be fired when ACE has not been checked recently, and is either less than -50 or greater than 50.
The comparison range is specified by the last 2-3 segments of the check trigger. The Comparison segment defines the type of range, and the Value segments define the boundaries. If the variable is within the specified range, the check will create an action for use in scoring. There are ten comparisons:
==: Equal to Value 1.!=: Not equal to Value 1.>: Greater than Value 1.>=: Greater than or equal to Value 1.<: Less than Value 1.<=: Less than or equal to Value 1.><: Greater than Value 1 and less than Value 2.>=<: Greater than or equal to Value 1, and less than or equal to Value 2.<>: Less than Value 1, or greater than Value 2.<=>: Less than or equal to Value 1, or greater than or equal to Value 2.Like accomplishment critera and violation triggers, there are a wide variety of check types, and most are determined by the simulator. Check the simulator plugin page to see which checks are available for your simulator. The following check is available for all simulators:
Time: Fired on every data update (~250ms) with values for the current time.
SimulatorTime: Choosing this CheckTarget means it will watch the time, in seconds, since the start of the simulation scenario.