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: FrameEventsframes_followers: FrameEventsitems: Vec<Vec<Item>>metadata: Option<Map<String, Value>>

Implementations

impl GameParser[src]

pub fn into_game(self) -> Result<Game>[src]

Trait Implementations

impl Debug for GameParser[src]

fn fmt(&self, f: &mut Formatter<'_>) -> Result[src]

Formats the value using the given formatter. Read more

impl Default for GameParser[src]

fn default() -> GameParser[src]

Returns the “default value” for a type. Read more

impl Handlers for GameParser[src]

fn game_start(&mut self, s: Start) -> Result<()>[src]

How the game is set up; also includes the version of the extraction code.

fn game_end(&mut self, s: End) -> Result<()>[src]

The end of the game.

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<()>[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<()>[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<()>[src]

Indicates an entire frame’s worth of data has been transferred/processed.

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.

fn metadata(&mut self, metadata: Map<String, Value>) -> Result<()>[src]

Miscellaneous data not directly provided by Melee.

fn finalize(&mut self) -> Result<()>[src]

Called after all parse events have been handled.

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

pub fn type_id(&self) -> TypeId[src]

Gets the TypeId of self. Read more

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

pub fn borrow(&self) -> &T[src]

Immutably borrows from an owned value. Read more

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

pub fn borrow_mut(&mut self) -> &mut T[src]

Mutably borrows from an owned value. Read more

impl<T> From<T> for T[src]

pub fn from(t: T) -> T[src]

Performs the conversion.

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

pub fn into(self) -> U[src]

Performs the conversion.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]

Performs the conversion.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>[src]

Performs the conversion.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>, 

pub fn vzip(self) -> V