Struct peppi::game_parser::GameParser [−][src]
pub struct GameParser { pub start: Option<Start>, pub end: Option<End>, pub frames_start: Vec<Start>, pub frames_end: Vec<End>, pub frames_leaders: FrameEvents, pub frames_followers: FrameEvents, pub items: Vec<Vec<Item>>, pub metadata: Option<Map<String, Value>>, }
Fields
start: Option<Start>
end: Option<End>
frames_start: Vec<Start>
frames_end: Vec<End>
frames_leaders: FrameEvents
frames_followers: FrameEvents
items: Vec<Vec<Item>>
metadata: Option<Map<String, Value>>
Implementations
Trait Implementations
impl Debug for GameParser
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impl Debug for GameParser
[src]impl Default for GameParser
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impl Default for GameParser
[src]fn default() -> GameParser
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fn default() -> GameParser
[src]Returns the “default value” for a type. Read more
impl Handlers for GameParser
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impl Handlers for GameParser
[src]fn game_start(&mut self, s: Start) -> Result<()>
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fn game_start(&mut self, s: Start) -> Result<()>
[src]How the game is set up; also includes the version of the extraction code.
fn frame_start(&mut self, evt: FrameEvent<FrameId, Start>) -> Result<()>
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fn frame_start(&mut self, evt: FrameEvent<FrameId, Start>) -> Result<()>
[src]RNG seed and frame number at the start of a frame’s processing.
fn frame_pre(&mut self, evt: FrameEvent<PortId, Pre>) -> Result<()>
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fn frame_pre(&mut self, evt: FrameEvent<PortId, Pre>) -> Result<()>
[src]Pre-frame update, collected right before controller inputs are used to figure out the character’s next action. Used to reconstruct a replay.
fn frame_post(&mut self, evt: FrameEvent<PortId, Post>) -> Result<()>
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fn frame_post(&mut self, evt: FrameEvent<PortId, Post>) -> Result<()>
[src]Post-frame update, collected at the end of the Collision detection which is the last consideration of the game engine. Useful for making decisions about game states, such as computing stats.
fn frame_end(&mut self, evt: FrameEvent<FrameId, End>) -> Result<()>
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fn frame_end(&mut self, evt: FrameEvent<FrameId, End>) -> Result<()>
[src]Indicates an entire frame’s worth of data has been transferred/processed.
fn item(&mut self, evt: FrameEvent<FrameId, Item>) -> Result<()>
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fn item(&mut self, evt: FrameEvent<FrameId, Item>) -> Result<()>
[src]One event per frame per item, with a maximum of 15 updates per frame. Can be used for stats, training AIs, or visualization engines to handle items. Items include projectiles like lasers or needles.
Auto Trait Implementations
impl RefUnwindSafe for GameParser
impl Send for GameParser
impl Sync for GameParser
impl Unpin for GameParser
impl UnwindSafe for GameParser
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized,
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impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]pub fn borrow_mut(&mut self) -> &mut T
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pub fn borrow_mut(&mut self) -> &mut T
[src]Mutably borrows from an owned value. Read more
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,