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IAIThinkMethods

Trait IAIThinkMethods 

Source
pub trait IAIThinkMethods: IAIThink {
Show 323 methods // Provided methods fn ctor(self) { ... } fn set_unit(self, unit: impl Into<Unit>) { ... } fn set_think(self, think: impl Into<AIThink_Think>) { ... } fn get_attack_target_for_candidate_count(self, idx: impl Into<i32>) -> i32 { ... } fn get_attack_target_for_mind(self, idx: impl Into<i32>) -> i32 { ... } fn add_attack_target_for_mind( self, idx: impl Into<i32>, value: impl Into<u8>, ) { ... } fn processing(self) { ... } fn processing_remove(self) { ... } fn processing_remagic(self) { ... } fn processing_rerewarp(self) { ... } fn update_target(self) { ... } fn processing_active( self, order: impl Into<AIValue_Order>, ) -> AIThink_Result { ... } fn processing_result(self, order: impl Into<AIValue_Order>) { ... } fn processing_mutation(self) -> AIThink_Result { ... } fn active_cause( self, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) { ... } fn result_cause( self, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) { ... } fn action( self, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn update(self, order: impl Into<AIValue_Order>) { ... } fn change_seq( self, order: impl Into<AIValue_Order>, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) { ... } fn change_value( self, order: impl Into<AIValue_Order>, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) { ... } fn active_cause_everytime( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_attack_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_band_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_heal_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_area_enemy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_turn( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_flag_true( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_flag_false( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_done_heal( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn active_cause_interference_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn result_cause_attack( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn result_cause_talk( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn result_cause_arrive( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool { ... } fn action_attack_default( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_attack_middle_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_attack_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_rod_heal( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_rod_warp( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_rod_rescue( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_rod_interference( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_heal_default( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_heal_middle_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_heal_nearing_hero( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_engage_attack( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_engage_dance( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_engage_vision( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_engage_pierce( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_talk( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_treasure( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_village( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_escape( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_break_down( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_dance( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_terrain_destroy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_torch( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_mind_guard( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_idle( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_nearest_enemy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_nearest_friend( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_attack_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_attack_range_impl( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, retry: impl Into<bool>, ) -> AIThink_Result { ... } fn action_move_heal_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_hero( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_person( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_position( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_terrain( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_force( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_return( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_treasure( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_village( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_escape( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_terrain_destroy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_retreat( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_break_down( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_move_rewarp( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn get_rewarp_item_index(self, unit: impl Into<Unit>) -> i32 { ... } fn get_rewarp_position( self, unit: impl Into<Unit>, unit_item: impl Into<UnitItem>, target_x: impl Into<i32>, target_z: impl Into<i32>, use_move_image_b: impl Into<bool>, ) -> (bool, i32, i32) { ... } fn action_command_skill_battle( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_command_skill_overlap( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_remove(self) -> AIThink_Result { ... } fn action_remagic(self) -> AIThink_Result { ... } fn action_rerewarp(self) -> AIThink_Result { ... } fn is_enemy_inside_attack_area_for_ac( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, move_power: impl Into<i32>, band_threshold: impl Into<i32>, is_exclude_self: impl Into<bool>, ) -> bool { ... } fn is_attackable_enemy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, ) -> bool { ... } fn is_attackable_enemy_for_entrust(self, actor: impl Into<Unit>) -> bool { ... } fn attack_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn set_attack_target_to_mind( self, command_skill: impl Into<SkillData>, ) -> AIThink_AttackTarget { ... } fn is_attack_permission_2(self, target: impl Into<Unit>) -> bool { ... } fn is_attack_permission_with_command( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, target: impl Into<Unit>, ) -> bool { ... } fn is_attack_permission_with_command_2( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, target: impl Into<Unit>, ) -> bool { ... } fn compare_attack_priority_with_command( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, unit0: impl Into<Unit>, unit1: impl Into<Unit>, ) -> i32 { ... } fn compare_attack_priority_with_blow( self, blow_score0: impl Into<u32>, kill_rate0: impl Into<f32>, blow_score1: impl Into<u32>, kill_rate1: impl Into<f32>, ) -> i32 { ... } fn compare_attack_priority_with_chain_attack_count( self, chain_attack_count0: impl Into<i32>, chain_attack_count1: impl Into<i32>, ) -> i32 { ... } fn compare_attack_priority_with_bullet( self, actor: impl Into<Unit>, item_index0: impl Into<i32>, target0: impl Into<Unit>, item_index1: impl Into<i32>, target1: impl Into<Unit>, ) -> i32 { ... } fn check_attack_priority( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, unit: impl Into<Unit>, ) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget) { ... } fn check_attack_priority_2( self, unit: impl Into<Unit>, ) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget) { ... } fn check_attack_priority_3( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, unit: impl Into<Unit>, ) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget) { ... } fn check_attack_priority_impl( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, unit: impl Into<Unit>, is_ignore_command: impl Into<bool>, ) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget) { ... } fn get_attack_score( self, target: impl Into<Unit>, flag: impl Into<i32>, ) -> (bool, AIThink_AttackScoreResult) { ... } fn get_attack_score_2( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, ) -> (bool, AIThink_AttackScoreResult) { ... } fn get_attack_score_3( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, prior_item_index: impl Into<i32>, skill: impl Into<SkillData>, bullet_pattern: impl Into<i32>, ) -> (bool, AIThink_AttackScoreResult) { ... } fn get_attack_score_4( self, current: impl Into<Unit>, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, prior_item_index: impl Into<i32>, skill: impl Into<SkillData>, bullet_pattern: impl Into<i32>, ) -> (bool, AIThink_AttackScoreResult) { ... } fn get_entrust_attack_score( self, target: impl Into<Unit>, item_index: impl Into<i32>, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, AIThink_EntrustAttackScoreResult) { ... } fn get_entrust_attack_score_2( self, target: impl Into<Unit>, item_index: impl Into<i32>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, skill: impl Into<SkillData>, ) -> (bool, AIThink_EntrustAttackScoreResult) { ... } fn get_entrust_attack_score_3( self, current: impl Into<Unit>, target: impl Into<Unit>, item_index: impl Into<i32>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, skill: impl Into<SkillData>, ) -> (bool, AIThink_EntrustAttackScoreResult) { ... } fn get_god_skill( self, unit: impl Into<Unit>, kind: impl Into<i32>, ) -> (AIThink_GodSkillTypes, SkillData) { ... } fn get_god_skill_impl( self, unit: impl Into<Unit>, kind: impl Into<i32>, ) -> (AIThink_GodSkillTypes, SkillData) { ... } fn is_god_skill_decoy(self, entity: impl Into<SkillArray_Entity>) -> bool { ... } fn is_god_skill_trimasteries( self, entity: impl Into<SkillArray_Entity>, ) -> bool { ... } fn is_god_skill_strategy_holy_shield( self, entity: impl Into<SkillArray_Entity>, ) -> bool { ... } fn is_god_skill_gaze(self, entity: impl Into<SkillArray_Entity>) -> bool { ... } fn can_give_bad_states_for_bullet( self, item: impl Into<ItemData>, target: impl Into<Unit>, ) -> AIThink_CGBSResult { ... } fn get_rod_prohibit_min_max( self, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> (i32, i32) { ... } fn is_rod_permission( self, prohibit_min: impl Into<i32>, prohibit_max: impl Into<i32>, ) -> bool { ... } fn decide_to_prohibit_rod(self, min: impl Into<i32>, max: impl Into<i32>) { ... } fn rod_warp_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn get_warp_rod_evalution( self, target: impl Into<Unit>, warp_rod_item: impl Into<ItemData>, warp_rod_item_index: impl Into<i32>, attack_flag: impl Into<i32>, ) -> (bool, AIThink_WarpRodEvaluationResult) { ... } fn get_warp_rod_far_z_evalution( self, target: impl Into<Unit>, warp_rod_item: impl Into<ItemData>, warp_rod_item_index: impl Into<i32>, attack_flag: impl Into<i32>, ) -> (bool, AIThink_WarpRodEvaluationResult) { ... } fn rod_rescue_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn get_rescue_rod_score( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, rescue_rod_item: impl Into<ItemData>, rescue_rod_item_index: impl Into<i32>, attack_flag: impl Into<i32>, ) -> (bool, AIThink_RescueRodScoreResult) { ... } fn is_enemy_inside_interference_area( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, move_power: impl Into<i32>, band_threshold: impl Into<i32>, ) -> bool { ... } fn interference_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn get_interference_score( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, ) -> (bool, AIThink_InterferenceScoreResult) { ... } fn rod_heal_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn is_heal_rod_permission(self, target: impl Into<Unit>) -> bool { ... } fn calc_heal_rod_score( self, heal: impl Into<i32>, damage: impl Into<i32>, x: impl Into<i32>, z: impl Into<i32>, item_index: impl Into<i32>, ) -> u32 { ... } fn get_heal_rod_score_impl( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, item_index: impl Into<i32>, ) -> (bool, AIThink_HealRodScoreImplResult) { ... } fn get_heal_rod_score( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, AIThink_HealRodScoreResult) { ... } fn get_range_heal_rod_score(self) -> (bool, u32, i32) { ... } fn get_heal_rod_position( self, actor: impl Into<Unit>, target: impl Into<Unit>, item_index: impl Into<i32>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, skill: impl Into<SkillData>, ) -> (bool, AIThink_HealRodPositionResult) { ... } fn update_heal_condition_by_rod( self, actor: impl Into<Unit>, rod: impl Into<UnitItem>, move_x: impl Into<i32>, move_z: impl Into<i32>, ) { ... } fn update_heal_condition_by_rod_2( self, actor: impl Into<Unit>, rod: impl Into<UnitItem>, target: impl Into<Unit>, ) { ... } fn heal_mind_to(self) -> AIThink_Result { ... } fn heal_mind_to_vulnerary(self) -> AIThink_Result { ... } fn heal_mind_to_terrain(self) -> AIThink_Result { ... } fn get_terrain_heal_position(self) -> (bool, i32, i32) { ... } fn dance_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn guard_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn terrain_destroy_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn is_destroy_target( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> bool { ... } fn engage_attack_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn deploy_for_engage_attack_to( self, engage_attack: impl Into<SkillData>, is_rewarp: impl Into<bool>, move_flag: impl Into<MapDeployTemplate_1_Flag<AIDeploy>>, weapon_flag: impl Into<MapDeployTemplate_1_Flag<AIDeploy>>, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) { ... } fn get_engage_rewarp_pos( self, engage_attack: impl Into<SkillData>, orig_move_x: impl Into<i32>, orig_move_z: impl Into<i32>, ) -> (i32, i32, i32, i32) { ... } fn engage_dance_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_dance_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32) { ... } fn engage_pierce_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_charge_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_charge_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32) { ... } fn engage_heal_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_heal_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32) { ... } fn engage_heal_to_count_target( self, actor: impl Into<Unit>, engage_attack: impl Into<SkillData>, ) -> i32 { ... } fn engage_vision_to(self, is_entrust: impl Into<bool>) -> AIThink_Result { ... } fn engage_support_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn engage_support_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn engage_pull_back_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn engage_pull_back_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn engage_to(self, is_entrust: impl Into<bool>) -> AIThink_Result { ... } fn god_change_to(self) -> AIThink_Result { ... } fn is_engage_permission( self, prohibit_min: impl Into<i32>, prohibit_max: impl Into<i32>, ) -> bool { ... } fn decide_to_prohibit_engage(self, min: impl Into<i32>, max: impl Into<i32>) { ... } fn move_to( self, xx: impl Into<i32>, zz: impl Into<i32>, flag: impl Into<i32>, ) -> AIThink_Result { ... } fn to_break(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... } fn to_door(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... } fn to_block( self, x: impl Into<i32>, z: impl Into<i32>, is_entrust: impl Into<bool>, ) -> bool { ... } fn each_block( self, unit: impl Into<Unit>, func: impl Into<MapFor_DestroyFunction>, ) { ... } fn each_block_for_entrust( self, unit: impl Into<Unit>, func: impl Into<MapFor_DestroyFunction>, ) { ... } fn is_move_near(self, xx: impl Into<i32>, zz: impl Into<i32>) -> bool { ... } fn check_move_target_with_attack(self, target: impl Into<Unit>) -> bool { ... } fn get_side_position( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, i32, i32) { ... } fn is_escape_position(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... } fn get_move_power_slow(self) -> i32 { ... } fn get_move_power( self, unit: impl Into<Unit>, factor: impl Into<i32>, ) -> i32 { ... } fn is_not_move(self) -> bool { ... } fn command_skill_overlap_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn command_skill_overlap_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn check_dir_for_overlap( self, x0: impl Into<i32>, z0: impl Into<i32>, x1: impl Into<i32>, z1: impl Into<i32>, units: impl Into<Array<Unit>>, ) -> bool { ... } fn is_positive_overlap(self, skill: impl Into<SkillData>) -> bool { ... } fn is_heal_overlap(self, skill: impl Into<SkillData>) -> bool { ... } fn update_target_one(self, actor: impl Into<Unit>) { ... } fn caution( self, is_more_caution: impl Into<bool>, is_remove: impl Into<bool>, is_chain_guard: impl Into<bool>, is_ignore_engage_attack: impl Into<bool>, ) { ... } fn get_caution_info( self, unit: impl Into<Unit>, item_index: impl Into<i32>, unit_item: impl Into<UnitItem>, skill: impl Into<SkillData>, simulator: impl Into<AIBattleSimulator>, is_remove: impl Into<bool>, ) -> (i32, i32, i32, i32) { ... } fn decide_to_prohibited_turn( self, min: impl Into<i32>, max: impl Into<i32>, ) -> i32 { ... } fn dbg_patch_version_check(self) { ... } fn action_engage_bless( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_bless_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_bless_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, person: impl Into<PersonData>, ) -> AIThink_Result { ... } fn engage_bless_get_score( self, move_x: impl Into<i32>, move_z: impl Into<i32>, engage_item: impl Into<ItemData>, target: impl Into<Unit>, ) -> (u32, bool) { ... } fn action_engage_wait( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_wait_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_wait_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32, i32) { ... } fn engage_wait_calc_additional_attack_image(self) { ... } fn engage_wait_get_score( self, x: impl Into<i32>, z: impl Into<i32>, hp: impl Into<i32>, is_range1: impl Into<bool>, ) -> u32 { ... } fn action_engage_summon( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_summon_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_summon_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32, PersonData_Colors) { ... } fn engage_summon_decide_color(self) -> PersonData_Colors { ... } fn engage_summon_weapon2_color( self, unit: impl Into<Unit>, item_index: impl Into<i32>, ) -> (bool, PersonData_Colors) { ... } fn action_engage_overlap( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_overlap_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn engage_overlap_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32) { ... } fn action_attack_breath( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_attack_breath_middle_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn attack_breath_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_rod_magic_shield( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn magic_shield_find_index(self) -> i32 { ... } fn magic_shield_calc_unit_score(self) { ... } fn magic_shield_calc_unit_score_2(self, target: impl Into<Unit>) { ... } fn action_command_skill_decoy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn command_skill_decoy_to( self, command_skill: impl Into<SkillData>, is_entrust: impl Into<bool>, ) -> AIThink_Result { ... } fn decoy_get_score( self, unit: impl Into<Unit>, is_entrust: impl Into<bool>, ) -> u32 { ... } fn action_command_skill_strategy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn command_skill_strategy_holy_shield( self, command_skill: impl Into<SkillData>, is_entrust: impl Into<bool>, ) -> AIThink_Result { ... } fn action_command_skill_trimasteries( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn command_skill_trimasteries( self, is_entrust: impl Into<bool>, ) -> AIThink_Result { ... } fn trimasteries_can_kill( self, kill_rate: impl Into<f32>, dead_rate: impl Into<f32>, ) -> bool { ... } fn trimasteries_count_kill_enemies(self) -> i32 { ... } fn trimasteries_think( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn entrust_trimasteries_count_kill_enemies(self) -> i32 { ... } fn entrust_trimasteries_think( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn entrust_trimasteries_deploy(self, command_skill: impl Into<SkillData>) { ... } fn action_command_skill_contract( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn command_skill_contract_to( self, command_skill: impl Into<SkillData>, is_entrust: impl Into<bool>, ) -> AIThink_Result { ... } fn contract_get_battle_score(self, unit: impl Into<Unit>) -> u32 { ... } fn contract_get_entrust_battle_score(self, unit: impl Into<Unit>) -> u32 { ... } fn action_command_skill_yell( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_command_skill_gaze( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_command_skill_full_bullet( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn command_skill_full_bullet_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn full_bullet_can_use( self, unit: impl Into<Unit>, unit_item: impl Into<UnitItem>, is_exclude_freeze: impl Into<bool>, ) -> bool { ... } fn full_bullet_get_range_bit( self, prior_item_index: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (i32, u32, u32) { ... } fn full_bullet_get_item_range_bit( self, item_index: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (i32, u32) { ... } fn full_bullet_deploy(self, item_bit: impl Into<u32>) { ... } fn full_bullet_get_move_pos( self, target_x: impl Into<i32>, target_z: impl Into<i32>, item_bit: impl Into<u32>, range_bit: impl Into<u32>, max_range: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (u32, i32, i32, i32) { ... } fn full_bullet_get_move_pos_versus( self, target_x: impl Into<i32>, target_z: impl Into<i32>, item_index: impl Into<i32>, range_bit: impl Into<u32>, max_range: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (u32, i32, i32) { ... } fn full_bullet_can_be_target(self, unit: impl Into<Unit>) -> bool { ... } fn action_command_skill_enchant( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_command_skill_enchant_heal( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn command_skill_enchant_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn command_skill_enchant_heal_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn entrust_enchant(self) -> AIThink_Result { ... } fn entrust_enchant_heal(self) -> AIThink_Result { ... } fn command_skill_enchant_to_common( self, is_entrust: impl Into<bool>, ) -> AIThink_Result { ... } fn command_skill_enchant_heal_to_common( self, is_entrust: impl Into<bool>, ) -> AIThink_Result { ... } fn enchant_heal_get_item_bit(self) -> u32 { ... } fn enchant_heal_get_score( self, move_x: impl Into<i32>, move_z: impl Into<i32>, move: impl Into<i32>, item_bit: impl Into<u32>, ) -> (u32, i32) { ... } fn enchant_heal_update_heal_condition( self, move_x: impl Into<i32>, move_z: impl Into<i32>, item_index: impl Into<i32>, ) { ... } fn processing_entrust(self) { ... } fn processing_entrust_remove(self) { ... } fn processing_entrust_remagic(self) { ... } fn get_entrust_hero(self) -> Unit { ... } fn entrust_heal(self) -> AIThink_Result { ... } fn entrust_heal_mind_to(self) -> AIThink_Result { ... } fn entrust_heal_mind_to_terrain(self) -> AIThink_Result { ... } fn entrust_heal_rod(self) -> AIThink_Result { ... } fn entrust_engage(self) -> AIThink_Result { ... } fn entrust_engage_attack(self) -> AIThink_Result { ... } fn entrust_engage_heal(self) -> AIThink_Result { ... } fn entrust_engage_attack_check(self) -> bool { ... } fn entrust_engage_attack_to(self) -> AIThink_Result { ... } fn entrust_engage_pierce_to(self) -> AIThink_Result { ... } fn entrust_engage_charge_to(self) -> AIThink_Result { ... } fn entrust_engage_dance_to(self) -> AIThink_Result { ... } fn entrust_engage_heal_to(self) -> AIThink_Result { ... } fn entrust_engage_bless_to(self) -> AIThink_Result { ... } fn entrust_engage_wait_to(self) -> AIThink_Result { ... } fn entrust_engage_summon_to(self) -> AIThink_Result { ... } fn entrust_engage_overlap_to(self) -> AIThink_Result { ... } fn entrust_god_skill(self, kind: impl Into<i32>) -> AIThink_Result { ... } fn entrust_command_skill_overlap_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn entrust_engage_support_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn entrust_engage_pull_back_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn entrust_attack(self) -> AIThink_Result { ... } fn entrust_attack_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result { ... } fn entrust_set_attack_target_to_mind( self, item_index: impl Into<i32>, command_skill: impl Into<SkillData>, ) -> AIThink_EntrustAttackTarget { ... } fn entrust_mind_fire_cannon(self) -> AIThink_Result { ... } fn entrust_mind_destination(self) -> AIThink_Result { ... } fn entrust_mind_treasure(self) -> AIThink_Result { ... } fn entrust_mind_door_and_destroy(self) -> AIThink_Result { ... } fn entrust_mind_guard(self) -> AIThink_Result { ... } fn entrust_guard_to(self, skill: impl Into<SkillData>) -> AIThink_Result { ... } fn entrust_move(self) -> AIThink_Result { ... } fn entrust_remove(self) -> AIThink_Result { ... } fn entrust_move_rush(self) -> AIThink_Result { ... } fn entrust_move_escort(self) -> AIThink_Result { ... } fn entrust_move_tracking(self) -> AIThink_Result { ... } fn entrust_move_retreat(self) -> AIThink_Result { ... } fn entrust_move_enemy(self, is_in: impl Into<bool>) -> AIThink_Result { ... } fn entrust_move_destination(self, is_in: impl Into<bool>) -> AIThink_Result { ... } fn entrust_move_treasure(self, is_in: impl Into<bool>) -> AIThink_Result { ... } fn entrust_move_door_and_destroy( self, is_in: impl Into<bool>, ) -> AIThink_Result { ... } fn entrust_move_engage_count(self, is_in: impl Into<bool>) -> AIThink_Result { ... } fn entrust_move_hero(self, is_caution: impl Into<bool>) -> AIThink_Result { ... } fn entrust_move_self_force( self, is_caution: impl Into<bool>, ) -> AIThink_Result { ... } fn entrust_move_to( self, xx: impl Into<i32>, zz: impl Into<i32>, is_caution: impl Into<bool>, ) -> AIThink_Result { ... } fn entrust_get_range_distance( self, x: impl Into<i32>, z: impl Into<i32>, range_i: impl Into<i32>, ) -> i32 { ... } fn entrust_get_range_distance_2( self, x: impl Into<i32>, z: impl Into<i32>, range_i: impl Into<i32>, ) -> (i32, i32, i32) { ... } fn entrust_fixed(self) -> AIThink_Result { ... } fn processing_uncontroll(self) { ... } fn uncontroll_heal(self) -> AIThink_Result { ... } fn uncontroll_attack(self) -> AIThink_Result { ... } fn uncontroll_move(self) -> AIThink_Result { ... } fn uncontroll_fixed(self) -> AIThink_Result { ... } fn charm_heal(self) -> AIThink_Result { ... } fn confusion_attack(self) -> AIThink_Result { ... } fn charm_attack(self) -> AIThink_Result { ... } fn confusion_move(self) -> AIThink_Result { ... } fn charm_move(self) -> AIThink_Result { ... } fn get_uncontroll_attack_score( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, item_index: impl Into<i32>, ) -> (bool, AIThink_UncontrollAttackScoreResult) { ... } fn get_uncontroll_move_score( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, u32) { ... } fn action_vs_plan( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_engage( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_engage_attack( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_attack_middle_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_god_skill( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_mind_dance( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_mind_guard( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_mind_fire_cannon( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_mind_terrain_destroy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_command_skill_enchant( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_command_skill_enchant_heal( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn action_vs_command_skill_full_bullet( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result { ... } fn can_vs_engage_attack(self) -> bool { ... } fn is_vs_think_timing(self) -> bool { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn set_unit(self, unit: impl Into<Unit>)

SetUnit(crate::app::unit::Unit) overload

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fn set_think(self, think: impl Into<AIThink_Think>)

SetThink(crate::app::aithink::AIThink_Think) overload

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fn get_attack_target_for_candidate_count(self, idx: impl Into<i32>) -> i32

GetAttackTargetForCandidateCount(i32) overload

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fn get_attack_target_for_mind(self, idx: impl Into<i32>) -> i32

GetAttackTargetForMind(i32) overload

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fn add_attack_target_for_mind(self, idx: impl Into<i32>, value: impl Into<u8>)

AddAttackTargetForMind(i32, u8) overload

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fn processing(self)

Processing() overload

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fn processing_remove(self)

ProcessingRemove() overload

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fn processing_remagic(self)

ProcessingRemagic() overload

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fn processing_rerewarp(self)

ProcessingRerewarp() overload

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fn update_target(self)

UpdateTarget() overload

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fn processing_active(self, order: impl Into<AIValue_Order>) -> AIThink_Result

ProcessingActive(crate::app::aivalue::AIValue_Order) overload

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fn processing_result(self, order: impl Into<AIValue_Order>)

ProcessingResult(crate::app::aivalue::AIValue_Order) overload

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fn processing_mutation(self) -> AIThink_Result

ProcessingMutation() overload

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fn active_cause( self, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, )

ActiveCause(crate::app::aidata::AIData, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn result_cause( self, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, )

ResultCause(crate::app::aidata::AIData, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action( self, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

Action(crate::app::aidata::AIData, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn update(self, order: impl Into<AIValue_Order>)

Update(crate::app::aivalue::AIValue_Order) overload

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fn change_seq( self, order: impl Into<AIValue_Order>, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, )

ChangeSeq(crate::app::aivalue::AIValue_Order, crate::app::aidata::AIData, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn change_value( self, order: impl Into<AIValue_Order>, command: impl Into<AIData>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, )

ChangeValue(crate::app::aivalue::AIValue_Order, crate::app::aidata::AIData, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_everytime( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseEverytime(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_attack_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseAttackRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_band_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseBandRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_heal_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseHealRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_area_enemy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseAreaEnemy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_turn( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseTurn(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_flag_true( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseFlagTrue(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_flag_false( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseFlagFalse(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_done_heal( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseDoneHeal(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn active_cause_interference_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ActiveCauseInterferenceRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn result_cause_attack( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ResultCauseAttack(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn result_cause_talk( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ResultCauseTalk(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn result_cause_arrive( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> bool

ResultCauseArrive(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_attack_default( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionAttackDefault(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_attack_middle_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionAttackMiddleLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_attack_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionAttackLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_rod_heal( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionRodHeal(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_rod_warp( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionRodWarp(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_rod_rescue( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionRodRescue(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_rod_interference( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionRodInterference(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_heal_default( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionHealDefault(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_heal_middle_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionHealMiddleLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_heal_nearing_hero( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionHealNearingHero(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_engage_attack( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionEngageAttack(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_engage_dance( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionEngageDance(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_engage_vision( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionEngageVision(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_engage_pierce( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionEngagePierce(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_talk( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindTalk(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_treasure( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindTreasure(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_village( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindVillage(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_escape( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindEscape(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_break_down( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindBreakDown(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_dance( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindDance(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_terrain_destroy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindTerrainDestroy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_torch( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindTorch(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_mind_guard( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMindGuard(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_idle( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveIdle(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_nearest_enemy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveNearestEnemy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_nearest_friend( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveNearestFriend(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_attack_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveAttackRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_attack_range_impl( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, retry: impl Into<bool>, ) -> AIThink_Result

ActionMoveAttackRangeImpl(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, bool) overload

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fn action_move_heal_range( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveHealRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_hero( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveHero(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_person( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMovePerson(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_position( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMovePosition(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_terrain( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveTerrain(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_force( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveForce(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_return( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveReturn(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_treasure( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveTreasure(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_village( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveVillage(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_escape( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveEscape(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_terrain_destroy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveTerrainDestroy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_retreat( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveRetreat(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_break_down( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveBreakDown(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_move_rewarp( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionMoveRewarp(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn get_rewarp_item_index(self, unit: impl Into<Unit>) -> i32

GetRewarpItemIndex(crate::app::unit::Unit) overload

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fn get_rewarp_position( self, unit: impl Into<Unit>, unit_item: impl Into<UnitItem>, target_x: impl Into<i32>, target_z: impl Into<i32>, use_move_image_b: impl Into<bool>, ) -> (bool, i32, i32)

GetRewarpPosition(crate::app::unit::Unit, crate::app::unititem::UnitItem, i32, i32, *muti32, *muti32, bool) overload

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fn action_command_skill_battle( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillBattle(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_command_skill_overlap( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillOverlap(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_remove(self) -> AIThink_Result

ActionRemove() overload

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fn action_remagic(self) -> AIThink_Result

ActionRemagic() overload

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fn action_rerewarp(self) -> AIThink_Result

ActionRerewarp() overload

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fn is_enemy_inside_attack_area_for_ac( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, move_power: impl Into<i32>, band_threshold: impl Into<i32>, is_exclude_self: impl Into<bool>, ) -> bool

IsEnemyInsideAttackAreaForAC(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit, i32, i32, i32, i32, bool) overload

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fn is_attackable_enemy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, ) -> bool

IsAttackableEnemy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit) overload

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fn is_attackable_enemy_for_entrust(self, actor: impl Into<Unit>) -> bool

IsAttackableEnemyForEntrust(crate::app::unit::Unit) overload

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fn attack_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, command_skill: impl Into<SkillData>, ) -> AIThink_Result

AttackTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::skilldata::SkillData) overload

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fn set_attack_target_to_mind( self, command_skill: impl Into<SkillData>, ) -> AIThink_AttackTarget

SetAttackTargetToMind(*mutcrate::app::aithink::AIThink_AttackTarget, crate::app::skilldata::SkillData) overload

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fn is_attack_permission_2(self, target: impl Into<Unit>) -> bool

IsAttackPermission(crate::app::unit::Unit) overload

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fn is_attack_permission_with_command( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, target: impl Into<Unit>, ) -> bool

IsAttackPermissionWithCommand(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit) overload

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fn is_attack_permission_with_command_2( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, target: impl Into<Unit>, ) -> bool

IsAttackPermissionWithCommand(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit, crate::app::unit::Unit) overload

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fn compare_attack_priority_with_command( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, unit0: impl Into<Unit>, unit1: impl Into<Unit>, ) -> i32

CompareAttackPriorityWithCommand(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit, crate::app::unit::Unit) overload

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fn compare_attack_priority_with_blow( self, blow_score0: impl Into<u32>, kill_rate0: impl Into<f32>, blow_score1: impl Into<u32>, kill_rate1: impl Into<f32>, ) -> i32

CompareAttackPriorityWithBlow(u32, f32, u32, f32) overload

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fn compare_attack_priority_with_chain_attack_count( self, chain_attack_count0: impl Into<i32>, chain_attack_count1: impl Into<i32>, ) -> i32

CompareAttackPriorityWithChainAttackCount(i32, i32) overload

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fn compare_attack_priority_with_bullet( self, actor: impl Into<Unit>, item_index0: impl Into<i32>, target0: impl Into<Unit>, item_index1: impl Into<i32>, target1: impl Into<Unit>, ) -> i32

CompareAttackPriorityWithBullet(crate::app::unit::Unit, i32, crate::app::unit::Unit, i32, crate::app::unit::Unit) overload

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fn check_attack_priority( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, unit: impl Into<Unit>, ) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget)

CheckAttackPriority(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit, *mutcrate::app::aithink::AIThink_AttackScoreResult, *mutcrate::app::aithink::AIThink_AttackTarget) overload

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fn check_attack_priority_2( self, unit: impl Into<Unit>, ) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget)

CheckAttackPriority(crate::app::unit::Unit, *mutcrate::app::aithink::AIThink_AttackScoreResult, *mutcrate::app::aithink::AIThink_AttackTarget) overload

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fn check_attack_priority_3( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, unit: impl Into<Unit>, ) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget)

CheckAttackPriority(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit, crate::app::unit::Unit, *mutcrate::app::aithink::AIThink_AttackScoreResult, *mutcrate::app::aithink::AIThink_AttackTarget) overload

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fn check_attack_priority_impl( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, unit: impl Into<Unit>, is_ignore_command: impl Into<bool>, ) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget)

CheckAttackPriorityImpl(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit, crate::app::unit::Unit, *mutcrate::app::aithink::AIThink_AttackScoreResult, *mutcrate::app::aithink::AIThink_AttackTarget, bool) overload

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fn get_attack_score( self, target: impl Into<Unit>, flag: impl Into<i32>, ) -> (bool, AIThink_AttackScoreResult)

GetAttackScore(crate::app::unit::Unit, i32, *mutcrate::app::aithink::AIThink_AttackScoreResult) overload

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fn get_attack_score_2( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, ) -> (bool, AIThink_AttackScoreResult)

GetAttackScore(crate::app::unit::Unit, i32, i32, i32, *mutcrate::app::aithink::AIThink_AttackScoreResult) overload

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fn get_attack_score_3( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, prior_item_index: impl Into<i32>, skill: impl Into<SkillData>, bullet_pattern: impl Into<i32>, ) -> (bool, AIThink_AttackScoreResult)

GetAttackScore(crate::app::unit::Unit, i32, i32, i32, i32, crate::app::skilldata::SkillData, i32, *mutcrate::app::aithink::AIThink_AttackScoreResult) overload

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fn get_attack_score_4( self, current: impl Into<Unit>, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, prior_item_index: impl Into<i32>, skill: impl Into<SkillData>, bullet_pattern: impl Into<i32>, ) -> (bool, AIThink_AttackScoreResult)

GetAttackScore(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32, i32, i32, crate::app::skilldata::SkillData, i32, *mutcrate::app::aithink::AIThink_AttackScoreResult) overload

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fn get_entrust_attack_score( self, target: impl Into<Unit>, item_index: impl Into<i32>, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, AIThink_EntrustAttackScoreResult)

GetEntrustAttackScore(crate::app::unit::Unit, i32, i32, i32, *mutcrate::app::aithink::AIThink_EntrustAttackScoreResult) overload

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fn get_entrust_attack_score_2( self, target: impl Into<Unit>, item_index: impl Into<i32>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, skill: impl Into<SkillData>, ) -> (bool, AIThink_EntrustAttackScoreResult)

GetEntrustAttackScore(crate::app::unit::Unit, i32, i32, i32, i32, crate::app::skilldata::SkillData, *mutcrate::app::aithink::AIThink_EntrustAttackScoreResult) overload

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fn get_entrust_attack_score_3( self, current: impl Into<Unit>, target: impl Into<Unit>, item_index: impl Into<i32>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, skill: impl Into<SkillData>, ) -> (bool, AIThink_EntrustAttackScoreResult)

GetEntrustAttackScore(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32, i32, i32, crate::app::skilldata::SkillData, *mutcrate::app::aithink::AIThink_EntrustAttackScoreResult) overload

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fn get_god_skill( self, unit: impl Into<Unit>, kind: impl Into<i32>, ) -> (AIThink_GodSkillTypes, SkillData)

GetGodSkill(crate::app::unit::Unit, *mutcrate::app::skilldata::SkillData, i32) overload

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fn get_god_skill_impl( self, unit: impl Into<Unit>, kind: impl Into<i32>, ) -> (AIThink_GodSkillTypes, SkillData)

GetGodSkillImpl(crate::app::unit::Unit, *mutcrate::app::skilldata::SkillData, i32) overload

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fn is_god_skill_decoy(self, entity: impl Into<SkillArray_Entity>) -> bool

IsGodSkillDecoy(crate::app::skillarray::SkillArray_Entity) overload

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fn is_god_skill_trimasteries(self, entity: impl Into<SkillArray_Entity>) -> bool

IsGodSkillTrimasteries(crate::app::skillarray::SkillArray_Entity) overload

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fn is_god_skill_strategy_holy_shield( self, entity: impl Into<SkillArray_Entity>, ) -> bool

IsGodSkillStrategyHolyShield(crate::app::skillarray::SkillArray_Entity) overload

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fn is_god_skill_gaze(self, entity: impl Into<SkillArray_Entity>) -> bool

IsGodSkillGaze(crate::app::skillarray::SkillArray_Entity) overload

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fn can_give_bad_states_for_bullet( self, item: impl Into<ItemData>, target: impl Into<Unit>, ) -> AIThink_CGBSResult

CanGiveBadStatesForBullet(crate::app::itemdata::ItemData, crate::app::unit::Unit) overload

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fn get_rod_prohibit_min_max( self, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> (i32, i32)

GetRodProhibitMinMax(crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, *muti32, *muti32) overload

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fn is_rod_permission( self, prohibit_min: impl Into<i32>, prohibit_max: impl Into<i32>, ) -> bool

IsRodPermission(i32, i32) overload

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fn decide_to_prohibit_rod(self, min: impl Into<i32>, max: impl Into<i32>)

DecideToProhibitRod(i32, i32) overload

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fn rod_warp_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

RodWarpTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn get_warp_rod_evalution( self, target: impl Into<Unit>, warp_rod_item: impl Into<ItemData>, warp_rod_item_index: impl Into<i32>, attack_flag: impl Into<i32>, ) -> (bool, AIThink_WarpRodEvaluationResult)

GetWarpRodEvalution(crate::app::unit::Unit, crate::app::itemdata::ItemData, i32, i32, *mutcrate::app::aithink::AIThink_WarpRodEvaluationResult) overload

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fn get_warp_rod_far_z_evalution( self, target: impl Into<Unit>, warp_rod_item: impl Into<ItemData>, warp_rod_item_index: impl Into<i32>, attack_flag: impl Into<i32>, ) -> (bool, AIThink_WarpRodEvaluationResult)

GetWarpRodFarZEvalution(crate::app::unit::Unit, crate::app::itemdata::ItemData, i32, i32, *mutcrate::app::aithink::AIThink_WarpRodEvaluationResult) overload

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fn rod_rescue_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

RodRescueTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn get_rescue_rod_score( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, rescue_rod_item: impl Into<ItemData>, rescue_rod_item_index: impl Into<i32>, attack_flag: impl Into<i32>, ) -> (bool, AIThink_RescueRodScoreResult)

GetRescueRodScore(crate::app::unit::Unit, i32, i32, crate::app::itemdata::ItemData, i32, i32, *mutcrate::app::aithink::AIThink_RescueRodScoreResult) overload

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fn is_enemy_inside_interference_area( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, actor: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, move_power: impl Into<i32>, band_threshold: impl Into<i32>, ) -> bool

IsEnemyInsideInterferenceArea(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::unit::Unit, i32, i32, i32, i32) overload

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fn interference_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

InterferenceTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn get_interference_score( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, ) -> (bool, AIThink_InterferenceScoreResult)

GetInterferenceScore(crate::app::unit::Unit, i32, i32, i32, *mutcrate::app::aithink::AIThink_InterferenceScoreResult) overload

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fn rod_heal_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

RodHealTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn is_heal_rod_permission(self, target: impl Into<Unit>) -> bool

IsHealRodPermission(crate::app::unit::Unit) overload

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fn calc_heal_rod_score( self, heal: impl Into<i32>, damage: impl Into<i32>, x: impl Into<i32>, z: impl Into<i32>, item_index: impl Into<i32>, ) -> u32

CalcHealRodScore(i32, i32, i32, i32, i32) overload

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fn get_heal_rod_score_impl( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, item_index: impl Into<i32>, ) -> (bool, AIThink_HealRodScoreImplResult)

GetHealRodScoreImpl(crate::app::unit::Unit, i32, i32, i32, *mutcrate::app::aithink::AIThink_HealRodScoreImplResult) overload

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fn get_heal_rod_score( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, AIThink_HealRodScoreResult)

GetHealRodScore(crate::app::unit::Unit, i32, i32, *mutcrate::app::aithink::AIThink_HealRodScoreResult) overload

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fn get_range_heal_rod_score(self) -> (bool, u32, i32)

GetRangeHealRodScore(*mutu32, *muti32) overload

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fn get_heal_rod_position( self, actor: impl Into<Unit>, target: impl Into<Unit>, item_index: impl Into<i32>, target_x: impl Into<i32>, target_z: impl Into<i32>, flag: impl Into<i32>, skill: impl Into<SkillData>, ) -> (bool, AIThink_HealRodPositionResult)

GetHealRodPosition(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32, i32, i32, *mutcrate::app::aithink::AIThink_HealRodPositionResult, crate::app::skilldata::SkillData) overload

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fn update_heal_condition_by_rod( self, actor: impl Into<Unit>, rod: impl Into<UnitItem>, move_x: impl Into<i32>, move_z: impl Into<i32>, )

UpdateHealConditionByRod(crate::app::unit::Unit, crate::app::unititem::UnitItem, i32, i32) overload

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fn update_heal_condition_by_rod_2( self, actor: impl Into<Unit>, rod: impl Into<UnitItem>, target: impl Into<Unit>, )

UpdateHealConditionByRod(crate::app::unit::Unit, crate::app::unititem::UnitItem, crate::app::unit::Unit) overload

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fn heal_mind_to(self) -> AIThink_Result

HealMindTo() overload

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fn heal_mind_to_vulnerary(self) -> AIThink_Result

HealMindToVulnerary() overload

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fn heal_mind_to_terrain(self) -> AIThink_Result

HealMindToTerrain() overload

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fn get_terrain_heal_position(self) -> (bool, i32, i32)

GetTerrainHealPosition(*muti32, *muti32) overload

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fn dance_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

DanceTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn guard_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, skill: impl Into<SkillData>, ) -> AIThink_Result

GuardTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::skilldata::SkillData) overload

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fn terrain_destroy_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

TerrainDestroyTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn is_destroy_target( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> bool

IsDestroyTarget(i32, i32) overload

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fn engage_attack_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngageAttackTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn deploy_for_engage_attack_to( self, engage_attack: impl Into<SkillData>, is_rewarp: impl Into<bool>, move_flag: impl Into<MapDeployTemplate_1_Flag<AIDeploy>>, weapon_flag: impl Into<MapDeployTemplate_1_Flag<AIDeploy>>, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, )

DeployForEngageAttackTo(crate::app::skilldata::SkillData, bool, crate::app::mapdeploytemplate_1::MapDeployTemplate_1_Flag<crate::app::aideploy::AIDeploy>, crate::app::mapdeploytemplate_1::MapDeployTemplate_1_Flag<crate::app::aideploy::AIDeploy>, i32, i32, i32) overload

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fn get_engage_rewarp_pos( self, engage_attack: impl Into<SkillData>, orig_move_x: impl Into<i32>, orig_move_z: impl Into<i32>, ) -> (i32, i32, i32, i32)

GetEngageRewarpPos(crate::app::skilldata::SkillData, i32, i32, *muti32, *muti32, *muti32, *muti32) overload

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fn engage_dance_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngageDanceTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_dance_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32)

EngageDanceToCommon(*muti32, *muti32, i32, i32, i32) overload

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fn engage_pierce_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngagePierceTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_charge_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngageChargeTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_charge_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32)

EngageChargeToCommon(*muti32, *muti32, i32, i32, i32) overload

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fn engage_heal_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngageHealTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_heal_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32)

EngageHealToCommon(*muti32, *muti32, i32, i32, i32) overload

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fn engage_heal_to_count_target( self, actor: impl Into<Unit>, engage_attack: impl Into<SkillData>, ) -> i32

EngageHealToCountTarget(crate::app::unit::Unit, crate::app::skilldata::SkillData) overload

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fn engage_vision_to(self, is_entrust: impl Into<bool>) -> AIThink_Result

EngageVisionTo(bool) overload

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fn engage_support_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EngageSupportTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::skilldata::SkillData) overload

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fn engage_support_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EngageSupportToCommon(crate::app::skilldata::SkillData) overload

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fn engage_pull_back_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EngagePullBackTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::skilldata::SkillData) overload

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fn engage_pull_back_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EngagePullBackToCommon(crate::app::skilldata::SkillData) overload

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fn engage_to(self, is_entrust: impl Into<bool>) -> AIThink_Result

EngageTo(bool) overload

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fn god_change_to(self) -> AIThink_Result

GodChangeTo() overload

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fn is_engage_permission( self, prohibit_min: impl Into<i32>, prohibit_max: impl Into<i32>, ) -> bool

IsEngagePermission(i32, i32) overload

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fn decide_to_prohibit_engage(self, min: impl Into<i32>, max: impl Into<i32>)

DecideToProhibitEngage(i32, i32) overload

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fn move_to( self, xx: impl Into<i32>, zz: impl Into<i32>, flag: impl Into<i32>, ) -> AIThink_Result

MoveTo(i32, i32, i32) overload

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fn to_break(self, x: impl Into<i32>, z: impl Into<i32>) -> bool

ToBreak(i32, i32) overload

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fn to_door(self, x: impl Into<i32>, z: impl Into<i32>) -> bool

ToDoor(i32, i32) overload

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fn to_block( self, x: impl Into<i32>, z: impl Into<i32>, is_entrust: impl Into<bool>, ) -> bool

ToBlock(i32, i32, bool) overload

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fn each_block( self, unit: impl Into<Unit>, func: impl Into<MapFor_DestroyFunction>, )

EachBlock(crate::app::unit::Unit, crate::app::mapfor::MapFor_DestroyFunction) overload

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fn each_block_for_entrust( self, unit: impl Into<Unit>, func: impl Into<MapFor_DestroyFunction>, )

EachBlockForEntrust(crate::app::unit::Unit, crate::app::mapfor::MapFor_DestroyFunction) overload

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fn is_move_near(self, xx: impl Into<i32>, zz: impl Into<i32>) -> bool

IsMoveNear(i32, i32) overload

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fn check_move_target_with_attack(self, target: impl Into<Unit>) -> bool

CheckMoveTargetWithAttack(crate::app::unit::Unit) overload

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fn get_side_position( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, i32, i32)

GetSidePosition(i32, i32, *muti32, *muti32) overload

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fn is_escape_position(self, x: impl Into<i32>, z: impl Into<i32>) -> bool

IsEscapePosition(i32, i32) overload

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fn get_move_power_slow(self) -> i32

GetMovePowerSlow() overload

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fn get_move_power(self, unit: impl Into<Unit>, factor: impl Into<i32>) -> i32

GetMovePower(crate::app::unit::Unit, i32) overload

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fn is_not_move(self) -> bool

IsNotMove() overload

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fn command_skill_overlap_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, command_skill: impl Into<SkillData>, ) -> AIThink_Result

CommandSkillOverlapTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue, crate::app::skilldata::SkillData) overload

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fn command_skill_overlap_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

CommandSkillOverlapToCommon(crate::app::skilldata::SkillData) overload

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fn check_dir_for_overlap( self, x0: impl Into<i32>, z0: impl Into<i32>, x1: impl Into<i32>, z1: impl Into<i32>, units: impl Into<Array<Unit>>, ) -> bool

CheckDirForOverlap(i32, i32, i32, i32, ::unity::Array<crate::app::unit::Unit>) overload

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fn is_positive_overlap(self, skill: impl Into<SkillData>) -> bool

IsPositiveOverlap(crate::app::skilldata::SkillData) overload

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fn is_heal_overlap(self, skill: impl Into<SkillData>) -> bool

IsHealOverlap(crate::app::skilldata::SkillData) overload

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fn update_target_one(self, actor: impl Into<Unit>)

UpdateTargetOne(crate::app::unit::Unit) overload

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fn caution( self, is_more_caution: impl Into<bool>, is_remove: impl Into<bool>, is_chain_guard: impl Into<bool>, is_ignore_engage_attack: impl Into<bool>, )

Caution(bool, bool, bool, bool) overload

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fn get_caution_info( self, unit: impl Into<Unit>, item_index: impl Into<i32>, unit_item: impl Into<UnitItem>, skill: impl Into<SkillData>, simulator: impl Into<AIBattleSimulator>, is_remove: impl Into<bool>, ) -> (i32, i32, i32, i32)

GetCautionInfo(crate::app::unit::Unit, i32, crate::app::unititem::UnitItem, crate::app::skilldata::SkillData, crate::app::aibattlesimulator::AIBattleSimulator, bool, *muti32, *muti32, *muti32, *muti32) overload

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fn decide_to_prohibited_turn( self, min: impl Into<i32>, max: impl Into<i32>, ) -> i32

DecideToProhibitedTurn(i32, i32, *muti32) overload

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fn dbg_patch_version_check(self)

DbgPatchVersionCheck() overload

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fn action_engage_bless( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionEngageBless(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_bless_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngageBlessTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_bless_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, person: impl Into<PersonData>, ) -> AIThink_Result

EngageBlessToCommon(i32, i32, i32, crate::app::persondata::PersonData) overload

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fn engage_bless_get_score( self, move_x: impl Into<i32>, move_z: impl Into<i32>, engage_item: impl Into<ItemData>, target: impl Into<Unit>, ) -> (u32, bool)

EngageBlessGetScore(i32, i32, crate::app::itemdata::ItemData, crate::app::unit::Unit, *mutbool) overload

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fn action_engage_wait( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionEngageWait(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_wait_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngageWaitTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_wait_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32, i32)

EngageWaitToCommon(*muti32, *muti32, *muti32, i32, i32, i32) overload

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fn engage_wait_calc_additional_attack_image(self)

EngageWaitCalcAdditionalAttackImage() overload

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fn engage_wait_get_score( self, x: impl Into<i32>, z: impl Into<i32>, hp: impl Into<i32>, is_range1: impl Into<bool>, ) -> u32

EngageWaitGetScore(i32, i32, i32, bool) overload

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fn action_engage_summon( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionEngageSummon(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_summon_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngageSummonTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_summon_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32, PersonData_Colors)

EngageSummonToCommon(*muti32, *muti32, *mutcrate::app::persondata::PersonData_Colors, i32, i32, i32) overload

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fn engage_summon_decide_color(self) -> PersonData_Colors

EngageSummonDecideColor() overload

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fn engage_summon_weapon2_color( self, unit: impl Into<Unit>, item_index: impl Into<i32>, ) -> (bool, PersonData_Colors)

EngageSummonWeapon2Color(crate::app::unit::Unit, i32, *mutcrate::app::persondata::PersonData_Colors) overload

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fn action_engage_overlap( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionEngageOverlap(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_overlap_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

EngageOverlapTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn engage_overlap_to_common( self, limit_x: impl Into<i32>, limit_z: impl Into<i32>, limit_distance: impl Into<i32>, ) -> (AIThink_Result, i32, i32)

EngageOverlapToCommon(*muti32, *muti32, i32, i32, i32) overload

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fn action_attack_breath( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionAttackBreath(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_attack_breath_middle_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionAttackBreathMiddleLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn attack_breath_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

AttackBreathTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_rod_magic_shield( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionRodMagicShield(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn magic_shield_find_index(self) -> i32

MagicShieldFindIndex() overload

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fn magic_shield_calc_unit_score(self)

MagicShieldCalcUnitScore() overload

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fn magic_shield_calc_unit_score_2(self, target: impl Into<Unit>)

MagicShieldCalcUnitScore(crate::app::unit::Unit) overload

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fn action_command_skill_decoy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillDecoy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn command_skill_decoy_to( self, command_skill: impl Into<SkillData>, is_entrust: impl Into<bool>, ) -> AIThink_Result

CommandSkillDecoyTo(crate::app::skilldata::SkillData, bool) overload

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fn decoy_get_score( self, unit: impl Into<Unit>, is_entrust: impl Into<bool>, ) -> u32

DecoyGetScore(crate::app::unit::Unit, bool) overload

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fn action_command_skill_strategy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillStrategy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn command_skill_strategy_holy_shield( self, command_skill: impl Into<SkillData>, is_entrust: impl Into<bool>, ) -> AIThink_Result

CommandSkillStrategyHolyShield(crate::app::skilldata::SkillData, bool) overload

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fn action_command_skill_trimasteries( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillTrimasteries(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn command_skill_trimasteries( self, is_entrust: impl Into<bool>, ) -> AIThink_Result

CommandSkillTrimasteries(bool) overload

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fn trimasteries_can_kill( self, kill_rate: impl Into<f32>, dead_rate: impl Into<f32>, ) -> bool

TrimasteriesCanKill(f32, f32) overload

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fn trimasteries_count_kill_enemies(self) -> i32

TrimasteriesCountKillEnemies() overload

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fn trimasteries_think( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

TrimasteriesThink(crate::app::skilldata::SkillData) overload

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fn entrust_trimasteries_count_kill_enemies(self) -> i32

EntrustTrimasteriesCountKillEnemies() overload

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fn entrust_trimasteries_think( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EntrustTrimasteriesThink(crate::app::skilldata::SkillData) overload

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fn entrust_trimasteries_deploy(self, command_skill: impl Into<SkillData>)

EntrustTrimasteriesDeploy(crate::app::skilldata::SkillData) overload

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fn action_command_skill_contract( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillContract(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn command_skill_contract_to( self, command_skill: impl Into<SkillData>, is_entrust: impl Into<bool>, ) -> AIThink_Result

CommandSkillContractTo(crate::app::skilldata::SkillData, bool) overload

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fn contract_get_battle_score(self, unit: impl Into<Unit>) -> u32

ContractGetBattleScore(crate::app::unit::Unit) overload

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fn contract_get_entrust_battle_score(self, unit: impl Into<Unit>) -> u32

ContractGetEntrustBattleScore(crate::app::unit::Unit) overload

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fn action_command_skill_yell( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillYell(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_command_skill_gaze( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillGaze(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_command_skill_full_bullet( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillFullBullet(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn command_skill_full_bullet_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

CommandSkillFullBulletTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn full_bullet_can_use( self, unit: impl Into<Unit>, unit_item: impl Into<UnitItem>, is_exclude_freeze: impl Into<bool>, ) -> bool

FullBulletCanUse(crate::app::unit::Unit, crate::app::unititem::UnitItem, bool) overload

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fn full_bullet_get_range_bit( self, prior_item_index: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (i32, u32, u32)

FullBulletGetRangeBit(i32, bool, *mutu32, *mutu32) overload

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fn full_bullet_get_item_range_bit( self, item_index: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (i32, u32)

FullBulletGetItemRangeBit(i32, bool, *mutu32) overload

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fn full_bullet_deploy(self, item_bit: impl Into<u32>)

FullBulletDeploy(u32) overload

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fn full_bullet_get_move_pos( self, target_x: impl Into<i32>, target_z: impl Into<i32>, item_bit: impl Into<u32>, range_bit: impl Into<u32>, max_range: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (u32, i32, i32, i32)

FullBulletGetMovePos(i32, i32, u32, u32, i32, bool, *muti32, *muti32, *muti32) overload

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fn full_bullet_get_move_pos_versus( self, target_x: impl Into<i32>, target_z: impl Into<i32>, item_index: impl Into<i32>, range_bit: impl Into<u32>, max_range: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (u32, i32, i32)

FullBulletGetMovePosVersus(i32, i32, i32, u32, i32, bool, *muti32, *muti32) overload

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fn full_bullet_can_be_target(self, unit: impl Into<Unit>) -> bool

FullBulletCanBeTarget(crate::app::unit::Unit) overload

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fn action_command_skill_enchant( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillEnchant(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_command_skill_enchant_heal( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionCommandSkillEnchantHeal(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn command_skill_enchant_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

CommandSkillEnchantTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn command_skill_enchant_heal_to( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

CommandSkillEnchantHealTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn entrust_enchant(self) -> AIThink_Result

EntrustEnchant() overload

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fn entrust_enchant_heal(self) -> AIThink_Result

EntrustEnchantHeal() overload

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fn command_skill_enchant_to_common( self, is_entrust: impl Into<bool>, ) -> AIThink_Result

CommandSkillEnchantToCommon(bool) overload

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fn command_skill_enchant_heal_to_common( self, is_entrust: impl Into<bool>, ) -> AIThink_Result

CommandSkillEnchantHealToCommon(bool) overload

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fn enchant_heal_get_item_bit(self) -> u32

EnchantHealGetItemBit() overload

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fn enchant_heal_get_score( self, move_x: impl Into<i32>, move_z: impl Into<i32>, move: impl Into<i32>, item_bit: impl Into<u32>, ) -> (u32, i32)

EnchantHealGetScore(i32, i32, i32, u32, *muti32) overload

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fn enchant_heal_update_heal_condition( self, move_x: impl Into<i32>, move_z: impl Into<i32>, item_index: impl Into<i32>, )

EnchantHealUpdateHealCondition(i32, i32, i32) overload

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fn processing_entrust(self)

ProcessingEntrust() overload

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fn processing_entrust_remove(self)

ProcessingEntrustRemove() overload

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fn processing_entrust_remagic(self)

ProcessingEntrustRemagic() overload

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fn get_entrust_hero(self) -> Unit

GetEntrustHero() overload

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fn entrust_heal(self) -> AIThink_Result

EntrustHeal() overload

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fn entrust_heal_mind_to(self) -> AIThink_Result

EntrustHealMindTo() overload

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fn entrust_heal_mind_to_terrain(self) -> AIThink_Result

EntrustHealMindToTerrain() overload

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fn entrust_heal_rod(self) -> AIThink_Result

EntrustHealRod() overload

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fn entrust_engage(self) -> AIThink_Result

EntrustEngage() overload

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fn entrust_engage_attack(self) -> AIThink_Result

EntrustEngageAttack() overload

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fn entrust_engage_heal(self) -> AIThink_Result

EntrustEngageHeal() overload

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fn entrust_engage_attack_check(self) -> bool

EntrustEngageAttackCheck() overload

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fn entrust_engage_attack_to(self) -> AIThink_Result

EntrustEngageAttackTo() overload

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fn entrust_engage_pierce_to(self) -> AIThink_Result

EntrustEngagePierceTo() overload

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fn entrust_engage_charge_to(self) -> AIThink_Result

EntrustEngageChargeTo() overload

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fn entrust_engage_dance_to(self) -> AIThink_Result

EntrustEngageDanceTo() overload

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fn entrust_engage_heal_to(self) -> AIThink_Result

EntrustEngageHealTo() overload

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fn entrust_engage_bless_to(self) -> AIThink_Result

EntrustEngageBlessTo() overload

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fn entrust_engage_wait_to(self) -> AIThink_Result

EntrustEngageWaitTo() overload

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fn entrust_engage_summon_to(self) -> AIThink_Result

EntrustEngageSummonTo() overload

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fn entrust_engage_overlap_to(self) -> AIThink_Result

EntrustEngageOverlapTo() overload

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fn entrust_god_skill(self, kind: impl Into<i32>) -> AIThink_Result

EntrustGodSkill(i32) overload

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fn entrust_command_skill_overlap_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EntrustCommandSkillOverlapTo(crate::app::skilldata::SkillData) overload

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fn entrust_engage_support_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EntrustEngageSupportTo(crate::app::skilldata::SkillData) overload

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fn entrust_engage_pull_back_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EntrustEngagePullBackTo(crate::app::skilldata::SkillData) overload

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fn entrust_attack(self) -> AIThink_Result

EntrustAttack() overload

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fn entrust_attack_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result

EntrustAttackTo(crate::app::skilldata::SkillData) overload

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fn entrust_set_attack_target_to_mind( self, item_index: impl Into<i32>, command_skill: impl Into<SkillData>, ) -> AIThink_EntrustAttackTarget

EntrustSetAttackTargetToMind(*mutcrate::app::aithink::AIThink_EntrustAttackTarget, i32, crate::app::skilldata::SkillData) overload

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fn entrust_mind_fire_cannon(self) -> AIThink_Result

EntrustMindFireCannon() overload

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fn entrust_mind_destination(self) -> AIThink_Result

EntrustMindDestination() overload

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fn entrust_mind_treasure(self) -> AIThink_Result

EntrustMindTreasure() overload

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fn entrust_mind_door_and_destroy(self) -> AIThink_Result

EntrustMindDoorAndDestroy() overload

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fn entrust_mind_guard(self) -> AIThink_Result

EntrustMindGuard() overload

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fn entrust_guard_to(self, skill: impl Into<SkillData>) -> AIThink_Result

EntrustGuardTo(crate::app::skilldata::SkillData) overload

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fn entrust_move(self) -> AIThink_Result

EntrustMove() overload

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fn entrust_remove(self) -> AIThink_Result

EntrustRemove() overload

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fn entrust_move_rush(self) -> AIThink_Result

EntrustMoveRush() overload

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fn entrust_move_escort(self) -> AIThink_Result

EntrustMoveEscort() overload

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fn entrust_move_tracking(self) -> AIThink_Result

EntrustMoveTracking() overload

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fn entrust_move_retreat(self) -> AIThink_Result

EntrustMoveRetreat() overload

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fn entrust_move_enemy(self, is_in: impl Into<bool>) -> AIThink_Result

EntrustMoveEnemy(bool) overload

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fn entrust_move_destination(self, is_in: impl Into<bool>) -> AIThink_Result

EntrustMoveDestination(bool) overload

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fn entrust_move_treasure(self, is_in: impl Into<bool>) -> AIThink_Result

EntrustMoveTreasure(bool) overload

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fn entrust_move_door_and_destroy(self, is_in: impl Into<bool>) -> AIThink_Result

EntrustMoveDoorAndDestroy(bool) overload

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fn entrust_move_engage_count(self, is_in: impl Into<bool>) -> AIThink_Result

EntrustMoveEngageCount(bool) overload

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fn entrust_move_hero(self, is_caution: impl Into<bool>) -> AIThink_Result

EntrustMoveHero(bool) overload

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fn entrust_move_self_force(self, is_caution: impl Into<bool>) -> AIThink_Result

EntrustMoveSelfForce(bool) overload

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fn entrust_move_to( self, xx: impl Into<i32>, zz: impl Into<i32>, is_caution: impl Into<bool>, ) -> AIThink_Result

EntrustMoveTo(i32, i32, bool) overload

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fn entrust_get_range_distance( self, x: impl Into<i32>, z: impl Into<i32>, range_i: impl Into<i32>, ) -> i32

EntrustGetRangeDistance(i32, i32, i32) overload

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fn entrust_get_range_distance_2( self, x: impl Into<i32>, z: impl Into<i32>, range_i: impl Into<i32>, ) -> (i32, i32, i32)

EntrustGetRangeDistance(i32, i32, *muti32, *muti32, i32) overload

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fn entrust_fixed(self) -> AIThink_Result

EntrustFixed() overload

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fn processing_uncontroll(self)

ProcessingUncontroll() overload

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fn uncontroll_heal(self) -> AIThink_Result

UncontrollHeal() overload

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fn uncontroll_attack(self) -> AIThink_Result

UncontrollAttack() overload

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fn uncontroll_move(self) -> AIThink_Result

UncontrollMove() overload

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fn uncontroll_fixed(self) -> AIThink_Result

UncontrollFixed() overload

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fn charm_heal(self) -> AIThink_Result

CharmHeal() overload

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fn confusion_attack(self) -> AIThink_Result

ConfusionAttack() overload

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fn charm_attack(self) -> AIThink_Result

CharmAttack() overload

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fn confusion_move(self) -> AIThink_Result

ConfusionMove() overload

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fn charm_move(self) -> AIThink_Result

CharmMove() overload

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fn get_uncontroll_attack_score( self, target: impl Into<Unit>, target_x: impl Into<i32>, target_z: impl Into<i32>, item_index: impl Into<i32>, ) -> (bool, AIThink_UncontrollAttackScoreResult)

GetUncontrollAttackScore(crate::app::unit::Unit, i32, i32, i32, *mutcrate::app::aithink::AIThink_UncontrollAttackScoreResult) overload

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fn get_uncontroll_move_score( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, u32)

GetUncontrollMoveScore(i32, i32, *mutu32) overload

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fn action_vs_plan( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsPlan(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_engage( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsEngage(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_engage_attack( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsEngageAttack(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_attack_middle_low( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsAttackMiddleLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_god_skill( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsGodSkill(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_mind_dance( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsMindDance(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_mind_guard( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsMindGuard(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_mind_fire_cannon( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsMindFireCannon(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_mind_terrain_destroy( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsMindTerrainDestroy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_command_skill_enchant( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsCommandSkillEnchant(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_command_skill_enchant_heal( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsCommandSkillEnchantHeal(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn action_vs_command_skill_full_bullet( self, command: impl Into<i32>, v0: impl Into<AIValue>, v1: impl Into<AIValue>, ) -> AIThink_Result

ActionVsCommandSkillFullBullet(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload

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fn can_vs_engage_attack(self) -> bool

CanVsEngageAttack() overload

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fn is_vs_think_timing(self) -> bool

IsVsThinkTiming() overload

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§

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impl<__T: IAIThink> IAIThinkMethods for __T

Available on crate feature app-aithink only.