edit: I was really really tired when I made that title. You give it bots and it AIs them.
I don't have much more time to test and I really want to get this out today so take a look at this.
https://gametechmods.com/uploads/files/0261aier.zipFirst, put bots in the Bot Files folder
Then, run the program and click Autogenerate. The program will guess a bunch of details about the AI and you can correct it where it's wrong.
Then, click generate and it will copy all the bindings to your keyboard.
(Note: the bug seen above with empty weapons has been fixed)
It's still a bit of a work in progress and has not been tested much at all. If this is something that you guys like, let me know.
Source code is included in the download.
Please let me know of any obvious improvements.
Since Badger was talking about handling the weapons tuple I'll explain my process here.
If the bot is recognized as a pure spinner of any kind, only weapons on spin motors are added. The program can differentiate between a wedge and a hammer.
If the bot is recognized as a hammer, only weapons on the burst motors are added.
If a bot is recognized as a flipper (and it does this by seeing a flip zone), only components directly attached to a burst motor are added. (At the very least, it will always flip when it should).
If the bot is a poker, then pistons.
If the bot is a hybrid, then it counts weapons on any spin motor, burst motor, or piston.
Rammers, SnS, and crawlers count all weapons.
8/15 This now exists. Fixed empty weapons.
8/16 Removed unnecessary "'nose':0"s where a "'nose':0" would be. Fixed a whole bunch of misformattings with the bindings (Like with the StopAngle of the clamp).