Expand description
Typed views over the ARE MiniGame subsystem.
One area in four thousand-odd ships a minigame, and the four that do carry
a MiniGame struct nested in the ARE root. Type selects the mode: 1 is
swoop racing, 2 is the turret sequence. Naming anything here for swoop
alone names half the subsystem, hence the neutral module name.
§Field layout
MiniGame (Struct -> AreMiniGame)
+-- Type / MovementPerSec / LateralAccel / Bump_Plane
+-- DoBumping / UseInertia / DOF / Music
+-- Far_Clip / Near_Clip / CameraViewAngle
+-- Player (Struct -> AreMiniGamePlayer)
| +-- Models (List<AreMiniGameModel>)
| `-- Track / Camera / CameraRotate
+-- Mouse (Struct -> AreMiniGameMouse)
+-- Enemies (List<AreMiniGameEnemy>)
`-- Obstacles (List<AreMiniGameObstacle>)Mouse, Enemies and Obstacles are siblings of Player, not children.
Enemies and Obstacles are engine-attested; Mouse sits alongside them
in the one vanilla file carrying it, but its loader path is untraced, so
that level rests on the data alone.
The nesting was wrong here for a while, which read every enemy and obstacle
in the game as absent. docs/src/internals/minigame_deep_dive.md has the
structure and what the engine does with each, and
docs/src/testing.md uses the mistake as its worked example of a test that
repeats the code’s own misreading.
Structs§
- AreMini
Game - Typed view over the ARE
MiniGamenested struct. - AreMini
Game Bullet - The ballistics of one gun bank (
Bullet). - AreMini
Game Enemy - Typed view over one enemy entry in
MiniGame.Enemies. - AreMini
Game GunBank - One entry in a vehicle’s
Gun_Bankslist. - AreMini
Game Model - Typed view over one model entry in a mini-game model list.
- AreMini
Game Mouse - Typed view over the
MiniGame.Player.Mousesub-struct. - AreMini
Game Object Scripts - The
Scriptsstruct every minigame object carries. - AreMini
Game Obstacle - Typed view over one obstacle entry in
MiniGame.Obstacles. - AreMini
Game Player - Typed view over the
MiniGame.Playersub-struct. - AreMini
Game Sounds - The
Soundsstruct on a vehicle. - AreMini
Game Targeting - The AI aiming parameters an enemy gun bank carries.
- AreMini
Game Vehicle - The fields the player vehicle and every enemy vehicle both carry.
- AreMini
Game Vehicle Scripts - The
Scriptsstruct on a vehicle, which is the object set plus five more.
Constants§
- BANK_
ID_ NONE - The
BankIDvalue that means “no bank”.