Welcome to the SOD Tactic Reference!
The tactic reference contains a page for every tactic that can go into SOD. If you want to extend and improve your SOD runs, it's the place to find pieces of SOD that do what you want.
What is a tactic?
A tactic is a single operation in SOD. A SOD strategy file consists of multiple tactics that tell SOD how to gather and process data.
What's in each tactic's page?
Each tactic's page consists of four major sections: a description of the tactic's uses, an example of the tactic's structure, an abstract description of the tactic's structure, and a list of all of the tactics that contain this tactic.
Description
Each page starts with the name of the tactic followed by its description. The description contains a general idea of what the tactic does, common usages, and references to other tactics that use this one.
Example
The example shows what an instance of this tactic looks like. You can copy the example, paste it in the correct place in a strategy file, and SOD will start using it. It can help to see a base usage of a tactic to modify it for your own purposes.
This consists of
This section describes the exact structure of the current tactic. It's important enough to get its own page explaining it here.
Places this can be found
This section lists every tactic that contains this tactic. In the case where this is contained in a choice, the items that can be substituted for this are listed as well.
How do I find the tactic I want?
So you've got a SOD strategy file that does most of what you want, but you need to refine the data or add another processing step. How do you find the right tactic to insert to get the work done? The menu that runs down the left side of all of the Tactic Reference pages consists of links to each of the tactic pages for the major steps in SOD's operations broken down by arm. If you can identify the step that needs to be refined, just select that one out of the menu and find the appropriate tactic. Lets say the events SOD returns past a certain distance aren't worth processing. Since the problem is solely with the events, that means the event arm needs to be tweaked. After clicking on Origin in the eventArm section of the menu, scanning the various pieces that can go there reveals originPointDistance. By adding an originPointDistance with a small max distance value to the eventArm keeps SOD from processing events that are far away.