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§
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)
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.