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IAIThink

Trait IAIThink 

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pub trait IAIThink: IObject {
Show 60 methods // Provided methods fn m_unit(self) -> Unit { ... } fn set_m_unit(self, value: Unit) { ... } fn m_think(self) -> AIThink_Think { ... } fn set_m_think(self, value: AIThink_Think) { ... } fn m_order(self) -> AIValue_Order { ... } fn set_m_order(self, value: AIValue_Order) { ... } fn m_update_flag(self) -> AIThink_UpdateFlag { ... } fn set_m_update_flag(self, value: AIThink_UpdateFlag) { ... } fn m_update_active(self) -> i32 { ... } fn set_m_update_active(self, value: i32) { ... } fn m_a_update_value(self) -> Array<AIValue> { ... } fn set_m_a_update_value(self, value: Array<AIValue>) { ... } fn m_caution(self) -> MapImageCoreByte { ... } fn set_m_caution(self, value: MapImageCoreByte) { ... } fn m_rerewarp(self) -> MapImageCoreByte { ... } fn set_m_rerewarp(self, value: MapImageCoreByte) { ... } fn m_a_attack_target_for_candidate(self) -> Array<u8> { ... } fn set_m_a_attack_target_for_candidate(self, value: Array<u8>) { ... } fn m_a_attack_target_for_mind(self) -> Array<u8> { ... } fn set_m_a_attack_target_for_mind(self, value: Array<u8>) { ... } fn m_prohibit_engage_attack(self) -> i32 { ... } fn set_m_prohibit_engage_attack(self, value: i32) { ... } fn m_prohibit_rod(self) -> i32 { ... } fn set_m_prohibit_rod(self, value: i32) { ... } fn m_prohibit_overlap(self) -> i32 { ... } fn set_m_prohibit_overlap(self, value: i32) { ... } fn m_is_engage_attack_once_done(self) -> bool { ... } fn set_m_is_engage_attack_once_done(self, value: bool) { ... } fn m_is_magic_shield_once_done(self) -> bool { ... } fn set_m_is_magic_shield_once_done(self, value: bool) { ... } fn m_is_enchant_weapon_done(self) -> bool { ... } fn set_m_is_enchant_weapon_done(self, value: bool) { ... } fn m_bullet_pattern(self) -> i32 { ... } fn set_m_bullet_pattern(self, value: i32) { ... } fn m_is_change_at_attack(self) -> bool { ... } fn set_m_is_change_at_attack(self, value: bool) { ... } fn m_cells(self) -> Array<MapPos> { ... } fn set_m_cells(self, value: Array<MapPos>) { ... } fn m_overlap_skills(self) -> AIThink_OverlapSkills { ... } fn set_m_overlap_skills(self, value: AIThink_OverlapSkills) { ... } fn m_trimasteries_skills(self) -> AIThink_TrimasteriesSkills { ... } fn set_m_trimasteries_skills(self, value: AIThink_TrimasteriesSkills) { ... } fn m_battle_simulator(self) -> AIBattleSimulator { ... } fn set_m_battle_simulator(self, value: AIBattleSimulator) { ... } fn m_battle_simulator_for_score(self) -> AIBattleSimulator { ... } fn set_m_battle_simulator_for_score(self, value: AIBattleSimulator) { ... } fn m_interference_simulator(self) -> AIInterferenceSimulator { ... } fn set_m_interference_simulator(self, value: AIInterferenceSimulator) { ... } fn m_near_targets_cso(self) -> Array<Unit> { ... } fn set_m_near_targets_cso(self, value: Array<Unit>) { ... } fn m_target_dists_cso(self) -> Array<i32> { ... } fn set_m_target_dists_cso(self, value: Array<i32>) { ... } fn m_unit_scores(self) -> Dictionary_2<i32, u32> { ... } fn set_m_unit_scores(self, value: Dictionary_2<i32, u32>) { ... } fn m_engage_wait_additional_attack_image( self, ) -> AIThink_EngageWaitAdditionalAttackImage { ... } fn set_m_engage_wait_additional_attack_image( self, value: AIThink_EngageWaitAdditionalAttackImage, ) { ... } fn m_holy_shield(self) -> MapImageCoreByte { ... } fn set_m_holy_shield(self, value: MapImageCoreByte) { ... } fn m_enchant_think(self) -> AIThink_EnchantThink { ... } fn set_m_enchant_think(self, value: AIThink_EnchantThink) { ... }
}

Provided Methods§

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fn m_unit(self) -> Unit

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fn set_m_unit(self, value: Unit)

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fn m_think(self) -> AIThink_Think

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fn set_m_think(self, value: AIThink_Think)

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fn m_order(self) -> AIValue_Order

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fn set_m_order(self, value: AIValue_Order)

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fn m_update_flag(self) -> AIThink_UpdateFlag

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fn set_m_update_flag(self, value: AIThink_UpdateFlag)

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fn m_update_active(self) -> i32

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fn set_m_update_active(self, value: i32)

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fn m_a_update_value(self) -> Array<AIValue>

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fn set_m_a_update_value(self, value: Array<AIValue>)

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fn m_caution(self) -> MapImageCoreByte

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fn set_m_caution(self, value: MapImageCoreByte)

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fn m_rerewarp(self) -> MapImageCoreByte

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fn set_m_rerewarp(self, value: MapImageCoreByte)

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fn m_a_attack_target_for_candidate(self) -> Array<u8>

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fn set_m_a_attack_target_for_candidate(self, value: Array<u8>)

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fn m_a_attack_target_for_mind(self) -> Array<u8>

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fn set_m_a_attack_target_for_mind(self, value: Array<u8>)

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fn m_prohibit_engage_attack(self) -> i32

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fn set_m_prohibit_engage_attack(self, value: i32)

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fn m_prohibit_rod(self) -> i32

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fn set_m_prohibit_rod(self, value: i32)

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fn m_prohibit_overlap(self) -> i32

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fn set_m_prohibit_overlap(self, value: i32)

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fn m_is_engage_attack_once_done(self) -> bool

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fn set_m_is_engage_attack_once_done(self, value: bool)

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fn m_is_magic_shield_once_done(self) -> bool

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fn set_m_is_magic_shield_once_done(self, value: bool)

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fn m_is_enchant_weapon_done(self) -> bool

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fn set_m_is_enchant_weapon_done(self, value: bool)

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fn m_bullet_pattern(self) -> i32

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fn set_m_bullet_pattern(self, value: i32)

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fn m_is_change_at_attack(self) -> bool

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fn set_m_is_change_at_attack(self, value: bool)

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fn m_cells(self) -> Array<MapPos>

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fn set_m_cells(self, value: Array<MapPos>)

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fn m_overlap_skills(self) -> AIThink_OverlapSkills

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fn set_m_overlap_skills(self, value: AIThink_OverlapSkills)

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fn m_trimasteries_skills(self) -> AIThink_TrimasteriesSkills

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fn set_m_trimasteries_skills(self, value: AIThink_TrimasteriesSkills)

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fn m_battle_simulator(self) -> AIBattleSimulator

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fn set_m_battle_simulator(self, value: AIBattleSimulator)

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fn m_battle_simulator_for_score(self) -> AIBattleSimulator

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fn set_m_battle_simulator_for_score(self, value: AIBattleSimulator)

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fn m_interference_simulator(self) -> AIInterferenceSimulator

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fn set_m_interference_simulator(self, value: AIInterferenceSimulator)

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fn m_near_targets_cso(self) -> Array<Unit>

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fn set_m_near_targets_cso(self, value: Array<Unit>)

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fn m_target_dists_cso(self) -> Array<i32>

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fn set_m_target_dists_cso(self, value: Array<i32>)

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fn m_unit_scores(self) -> Dictionary_2<i32, u32>

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fn set_m_unit_scores(self, value: Dictionary_2<i32, u32>)

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fn m_engage_wait_additional_attack_image( self, ) -> AIThink_EngageWaitAdditionalAttackImage

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fn set_m_engage_wait_additional_attack_image( self, value: AIThink_EngageWaitAdditionalAttackImage, )

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fn m_holy_shield(self) -> MapImageCoreByte

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fn set_m_holy_shield(self, value: MapImageCoreByte)

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fn m_enchant_think(self) -> AIThink_EnchantThink

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fn set_m_enchant_think(self, value: AIThink_EnchantThink)

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§