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Melee Modding Library
2.0.0
A C library for modding Super Smash Bros Melee
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Automated player. More...
#include "logic.h"#include "moves.h"#include "controller.h"#include "gctypes.h"#include "input_queue.h"Go to the source code of this file.
Data Structures | |
| struct | AI |
| Holds all information about an AI. More... | |
Macros | |
| #define | INIT_AI(port_val, characters_val) |
| #define | DR_MARIO (1 << 0) |
| #define | MARIO (1 << 1) |
| #define | LUIGI (1 << 2) |
| #define | BOWSER (1 << 3) |
| #define | PEACH (1 << 4) |
| #define | YOSHI (1 << 5) |
| #define | DK (1 << 6) |
| #define | FALCON (1 << 7) |
| #define | GANON (1 << 8) |
| #define | FALCO (1 << 9) |
| #define | FOX (1 << 10) |
| #define | NESS (1 << 11) |
| #define | ICE_CLIMBERS (1 << 12) |
| #define | KIRBY (1 << 13) |
| #define | SAMUS (1 << 14) |
| #define | ZELDA (1 << 15) |
| #define | LINK (1 << 16) |
| #define | YOUNG_LINK (1 << 17) |
| #define | PICHU (1 << 18) |
| #define | PIKACHU (1 << 19) |
| #define | PUFF (1 << 20) |
| #define | MEWTWO (1 << 21) |
| #define | MR_GNW (1 << 22) |
| #define | MARTH (1 << 23) |
| #define | ROY (1 << 24) |
Functions | |
| void | addLogic (AI *ai, const Logic *logic) |
| Add single logic rule to AI. More... | |
| void | addMove (AI *ai, const Move *move) |
| Tell AI to execute a move. More... | |
| void | updateAI (AI *ai) |
| Check logic rules and queued inputs. More... | |
| bool | needLogic (const AI *ai) |
| Check if AI has no logic or inputs queued. More... | |
| void | clearAI (AI *ai) |
| Clear all logic and inputs from AI (reset controller) More... | |
Automated player.
| struct AI |
Holds all information about an AI.
| Data Fields | ||
|---|---|---|
| Controller | controller |
Controller this AI uses |
| InputQueue | inputQueue |
Array of inputs to execute |
| Logic * | logicQueue |
Array of logic to evaluate |
| size_t | logicSize |
Size of logic/input arrays |
| size_t | logicCapacity |
Capacity of arrays |
| u32 | characters |
Characters this AI can control |
| u32 | port |
Port this AI plays at |
| u32 | opponent |
Port of this AI's opponent |
| bool | active |
Whether or not this AI is active in the game |
| #define DR_MARIO (1 << 0) |
AI Character Bit Mask
| #define MARIO (1 << 1) |
AI Character Bit Mask
| #define LUIGI (1 << 2) |
AI Character Bit Mask
| #define BOWSER (1 << 3) |
AI Character Bit Mask
| #define PEACH (1 << 4) |
AI Character Bit Mask
| #define YOSHI (1 << 5) |
AI Character Bit Mask
| #define DK (1 << 6) |
AI Character Bit Mask
| #define FALCON (1 << 7) |
AI Character Bit Mask
| #define GANON (1 << 8) |
AI Character Bit Mask
| #define FALCO (1 << 9) |
AI Character Bit Mask
| #define FOX (1 << 10) |
AI Character Bit Mask
| #define NESS (1 << 11) |
AI Character Bit Mask
| #define ICE_CLIMBERS (1 << 12) |
AI Character Bit Mask
| #define KIRBY (1 << 13) |
AI Character Bit Mask
| #define SAMUS (1 << 14) |
AI Character Bit Mask
| #define ZELDA (1 << 15) |
AI Character Bit Mask
| #define LINK (1 << 16) |
AI Character Bit Mask
| #define YOUNG_LINK (1 << 17) |
AI Character Bit Mask
| #define PICHU (1 << 18) |
AI Character Bit Mask
| #define PIKACHU (1 << 19) |
AI Character Bit Mask
| #define PUFF (1 << 20) |
AI Character Bit Mask
| #define MEWTWO (1 << 21) |
AI Character Bit Mask
| #define MR_GNW (1 << 22) |
AI Character Bit Mask
| #define MARTH (1 << 23) |
AI Character Bit Mask
| #define ROY (1 << 24) |
AI Character Bit Mask
| #define INIT_AI | ( | port_val, | |
| characters_val | |||
| ) |
helps with ai initialization
| void updateAI | ( | AI * | ai | ) |
1.8.11