A mission definition has a description, a starting point and some kind of scoring system. It also defines the agents and roles involved.
Settings here are independent of the mission but affect how it is run.
Use this to overclock Minecraft - to make Minecraft time run faster than normal.
This sets the delay that Minecraft uses between world ticks, in milliseconds. The default is 50ms per tick (20Hz).
Double-speed would be 25ms/tick (40Hz). For best results, stick to reasonable values (that the server
might be able to cope with), which also result in a whole number of ticks per second.
If set to true, the Minecraft window will only be updated once per second during the run of the mission. This will allow the
render pipeline to run much faster, resulting in the platform receiving frames at a higher rate.
The Minecraft server stores the world and keeps track of the blocks that have changed. Each Minecraft client connects to the server when it needs to
change blocks or ask what blocks are present, for example. With multi-agent missions there may be many clients, all connected to a single server.
Settings here affect the shared world that the clients experience.
Each agent is specified in one of these sections, detailing the way they experience the world and the actions they can perform to interact with it.
Description of the mission.
Defines the initial conditions of the player. This includes the location and the contents of their inventory.
The player's starting location; if unspecified, will be the game's randomly-chosen spawn point.
Defines the initial conditions of the world.
Set this to true to allow mobs (animals and hostiles) to spawn during a mission.
If AllowSpawning is set to true, use this to specify a list of the allowed mobs. Only those mobs which are on the list will be allowed to spawn. If no list is specified, normal spawning behaviour will take place. Note that these settings *do* effect mob_spawner blocks.
Minecraft has a day-night cycle that affects the light levels and the appearance of hostile mobs.
Set this to false to stop the day-night cycle. The sun position and weather will remain fixed for the duration of the mission.
Specifies the time of day at the start of the mission, in thousandths of an hour.
0 = dawn
6000 = noon
18000 = midnight
Time in Minecraft travels (by default) 72 times faster than real-time. Thus a Minecraft day lasts 20 minutes.
Specifies the type of weather at the start of the mission.
"normal" = let Minecraft do what it normally does
"clear" = start with clear weather
"rain" = start with rain (or snow, in a cold biome)
"thunder" = start with thundery weather
Defines an item or block in the inventory.
Defines an item in the inventory - deprecated, use InventoryObject instead
Defines a block in the inventory - deprecated, use InventoryObject instead
In survival mode the player can be hurt and experience hunger and must collect blocks. In creative mode they can fly and have an infinite supply of blocks.
In spectator mode the player cannot change anything and can fly through blocks.
Lists the available Mission Handlers for an agent. Each can only be used once.
Lists the command handlers which are applicable to a turn-based scenario.
Defines the Mission Handlers block for an individual agent.
Defines the Mission Handlers block for the server.
<-- When adding a new command handler, make sure to update MissionSpec::getListOfCommandHandlers and MissionSpec::getAllowedCommands, and add to TurnBasedApplicableCommandHandlers (below) if appropriate -->
The XML Instance Representation table above shows the schema component's content as an XML instance.
The minimum and maximum occurrence of elements and attributes are provided in square brackets, e.g. [0..1].
Model group information are shown in gray, e.g. Start Choice ... End Choice.
For type derivations, the elements and attributes that have been added to or changed from the base type's content are shown in bold.
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Otherwise, the type of the element/attribute is displayed.
If the element/attribute's type is in the schema, a link is provided to it.
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Abstract(Applies to complex type definitions and element declarations). An abstract element or complex type cannot used to validate an element instance. If there is a reference to an abstract element, only element declarations that can substitute the abstract element can be used to validate the instance. For references to abstract type definitions, only derived types can be used.
Collapse Whitespace PolicyReplace tab, line feed, and carriage return characters with space character (Unicode character 32). Then, collapse contiguous sequences of space characters into single space character, and remove leading and trailing space characters.
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Replace Whitespace PolicyReplace tab, line feed, and carriage return characters with space character (Unicode character 32).
Substitution GroupElements that are members of a substitution group can be used wherever the head element of the substitution group is referenced.
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