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§
Sourcefn set_think(self, think: impl Into<AIThink_Think>)
fn set_think(self, think: impl Into<AIThink_Think>)
SetThink(crate::app::aithink::AIThink_Think) overload
Sourcefn get_attack_target_for_candidate_count(self, idx: impl Into<i32>) -> i32
fn get_attack_target_for_candidate_count(self, idx: impl Into<i32>) -> i32
GetAttackTargetForCandidateCount(i32) overload
Sourcefn get_attack_target_for_mind(self, idx: impl Into<i32>) -> i32
fn get_attack_target_for_mind(self, idx: impl Into<i32>) -> i32
GetAttackTargetForMind(i32) overload
Sourcefn add_attack_target_for_mind(self, idx: impl Into<i32>, value: impl Into<u8>)
fn add_attack_target_for_mind(self, idx: impl Into<i32>, value: impl Into<u8>)
AddAttackTargetForMind(i32, u8) overload
Sourcefn processing(self)
fn processing(self)
Processing() overload
Sourcefn processing_remove(self)
fn processing_remove(self)
ProcessingRemove() overload
Sourcefn processing_remagic(self)
fn processing_remagic(self)
ProcessingRemagic() overload
Sourcefn processing_rerewarp(self)
fn processing_rerewarp(self)
ProcessingRerewarp() overload
Sourcefn update_target(self)
fn update_target(self)
UpdateTarget() overload
Sourcefn processing_active(self, order: impl Into<AIValue_Order>) -> AIThink_Result
fn processing_active(self, order: impl Into<AIValue_Order>) -> AIThink_Result
ProcessingActive(crate::app::aivalue::AIValue_Order) overload
Sourcefn processing_result(self, order: impl Into<AIValue_Order>)
fn processing_result(self, order: impl Into<AIValue_Order>)
ProcessingResult(crate::app::aivalue::AIValue_Order) overload
Sourcefn processing_mutation(self) -> AIThink_Result
fn processing_mutation(self) -> AIThink_Result
ProcessingMutation() overload
Sourcefn active_cause(
self,
command: impl Into<AIData>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
)
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
Sourcefn result_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>, )
ResultCause(crate::app::aidata::AIData, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action(
self,
command: impl Into<AIData>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn update(self, order: impl Into<AIValue_Order>)
fn update(self, order: impl Into<AIValue_Order>)
Update(crate::app::aivalue::AIValue_Order) overload
Sourcefn change_seq(
self,
order: impl Into<AIValue_Order>,
command: impl Into<AIData>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
)
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
Sourcefn change_value(
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>, )
ChangeValue(crate::app::aivalue::AIValue_Order, crate::app::aidata::AIData, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_everytime(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> bool
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
Sourcefn active_cause_attack_range(
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
ActiveCauseAttackRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_band_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
ActiveCauseBandRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_heal_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
ActiveCauseHealRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_area_enemy(
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
ActiveCauseAreaEnemy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_turn(
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
ActiveCauseTurn(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_flag_true(
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
ActiveCauseFlagTrue(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_flag_false(
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
ActiveCauseFlagFalse(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_done_heal(
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
ActiveCauseDoneHeal(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn active_cause_interference_range(
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
ActiveCauseInterferenceRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn result_cause_attack(
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
ResultCauseAttack(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn result_cause_talk(
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
ResultCauseTalk(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn result_cause_arrive(
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
ResultCauseArrive(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_attack_default(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn action_attack_middle_low(
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
ActionAttackMiddleLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_attack_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
ActionAttackLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_rod_heal(
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
ActionRodHeal(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_rod_warp(
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
ActionRodWarp(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_rod_rescue(
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
ActionRodRescue(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_rod_interference(
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
ActionRodInterference(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_heal_default(
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
ActionHealDefault(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_heal_middle_low(
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
ActionHealMiddleLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_heal_nearing_hero(
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
ActionHealNearingHero(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_engage_attack(
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
ActionEngageAttack(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_engage_dance(
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
ActionEngageDance(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_engage_vision(
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
ActionEngageVision(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_engage_pierce(
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
ActionEngagePierce(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_talk(
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
ActionMindTalk(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_treasure(
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
ActionMindTreasure(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_village(
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
ActionMindVillage(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_escape(
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
ActionMindEscape(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_break_down(
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
ActionMindBreakDown(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_dance(
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
ActionMindDance(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_terrain_destroy(
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
ActionMindTerrainDestroy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_torch(
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
ActionMindTorch(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_mind_guard(
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
ActionMindGuard(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_idle(
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
ActionMoveIdle(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_nearest_enemy(
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
ActionMoveNearestEnemy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_nearest_friend(
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
ActionMoveNearestFriend(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_attack_range(
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
ActionMoveAttackRange(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn 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_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
Sourcefn action_move_heal_range(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn action_move_hero(
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
ActionMoveHero(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_person(
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
ActionMovePerson(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_position(
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
ActionMovePosition(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_terrain(
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
ActionMoveTerrain(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_force(
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
ActionMoveForce(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_return(
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
ActionMoveReturn(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_treasure(
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
ActionMoveTreasure(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_village(
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
ActionMoveVillage(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_escape(
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
ActionMoveEscape(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_terrain_destroy(
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
ActionMoveTerrainDestroy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_retreat(
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
ActionMoveRetreat(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_break_down(
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
ActionMoveBreakDown(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_move_rewarp(
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
ActionMoveRewarp(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn get_rewarp_item_index(self, unit: impl Into<Unit>) -> i32
fn get_rewarp_item_index(self, unit: impl Into<Unit>) -> i32
GetRewarpItemIndex(crate::app::unit::Unit) overload
Sourcefn 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 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
Sourcefn action_command_skill_battle(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn action_command_skill_overlap(
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
ActionCommandSkillOverlap(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_remove(self) -> AIThink_Result
fn action_remove(self) -> AIThink_Result
ActionRemove() overload
Sourcefn action_remagic(self) -> AIThink_Result
fn action_remagic(self) -> AIThink_Result
ActionRemagic() overload
Sourcefn action_rerewarp(self) -> AIThink_Result
fn action_rerewarp(self) -> AIThink_Result
ActionRerewarp() overload
Sourcefn 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_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
Sourcefn 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( 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
Sourcefn is_attackable_enemy_for_entrust(self, actor: impl Into<Unit>) -> bool
fn is_attackable_enemy_for_entrust(self, actor: impl Into<Unit>) -> bool
IsAttackableEnemyForEntrust(crate::app::unit::Unit) overload
Sourcefn attack_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
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
Sourcefn set_attack_target_to_mind(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_AttackTarget
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
Sourcefn is_attack_permission_2(self, target: impl Into<Unit>) -> bool
fn is_attack_permission_2(self, target: impl Into<Unit>) -> bool
IsAttackPermission(crate::app::unit::Unit) overload
Sourcefn 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( 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
Sourcefn 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 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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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_chain_attack_count( self, chain_attack_count0: impl Into<i32>, chain_attack_count1: impl Into<i32>, ) -> i32
CompareAttackPriorityWithChainAttackCount(i32, i32) overload
Sourcefn 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 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
Sourcefn 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( 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
Sourcefn check_attack_priority_2(
self,
unit: impl Into<Unit>,
) -> (bool, AIThink_AttackScoreResult, AIThink_AttackTarget)
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
Sourcefn 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_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
Sourcefn 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 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
Sourcefn get_attack_score(
self,
target: impl Into<Unit>,
flag: impl Into<i32>,
) -> (bool, AIThink_AttackScoreResult)
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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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( 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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn get_god_skill(
self,
unit: impl Into<Unit>,
kind: impl Into<i32>,
) -> (AIThink_GodSkillTypes, SkillData)
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
Sourcefn get_god_skill_impl(
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)
GetGodSkillImpl(crate::app::unit::Unit, *mutcrate::app::skilldata::SkillData, i32) overload
Sourcefn is_god_skill_decoy(self, entity: impl Into<SkillArray_Entity>) -> bool
fn is_god_skill_decoy(self, entity: impl Into<SkillArray_Entity>) -> bool
IsGodSkillDecoy(crate::app::skillarray::SkillArray_Entity) overload
Sourcefn is_god_skill_trimasteries(self, entity: impl Into<SkillArray_Entity>) -> bool
fn is_god_skill_trimasteries(self, entity: impl Into<SkillArray_Entity>) -> bool
IsGodSkillTrimasteries(crate::app::skillarray::SkillArray_Entity) overload
Sourcefn is_god_skill_strategy_holy_shield(
self,
entity: impl Into<SkillArray_Entity>,
) -> bool
fn is_god_skill_strategy_holy_shield( self, entity: impl Into<SkillArray_Entity>, ) -> bool
IsGodSkillStrategyHolyShield(crate::app::skillarray::SkillArray_Entity) overload
Sourcefn is_god_skill_gaze(self, entity: impl Into<SkillArray_Entity>) -> bool
fn is_god_skill_gaze(self, entity: impl Into<SkillArray_Entity>) -> bool
IsGodSkillGaze(crate::app::skillarray::SkillArray_Entity) overload
Sourcefn can_give_bad_states_for_bullet(
self,
item: impl Into<ItemData>,
target: impl Into<Unit>,
) -> AIThink_CGBSResult
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
Sourcefn get_rod_prohibit_min_max(
self,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> (i32, i32)
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
Sourcefn is_rod_permission(
self,
prohibit_min: impl Into<i32>,
prohibit_max: impl Into<i32>,
) -> bool
fn is_rod_permission( self, prohibit_min: impl Into<i32>, prohibit_max: impl Into<i32>, ) -> bool
IsRodPermission(i32, i32) overload
Sourcefn decide_to_prohibit_rod(self, min: impl Into<i32>, max: impl Into<i32>)
fn decide_to_prohibit_rod(self, min: impl Into<i32>, max: impl Into<i32>)
DecideToProhibitRod(i32, i32) overload
Sourcefn rod_warp_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn 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_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
Sourcefn 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 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
Sourcefn rod_rescue_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn 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 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
Sourcefn 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 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
Sourcefn interference_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn 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 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
Sourcefn rod_heal_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn is_heal_rod_permission(self, target: impl Into<Unit>) -> bool
fn is_heal_rod_permission(self, target: impl Into<Unit>) -> bool
IsHealRodPermission(crate::app::unit::Unit) overload
Sourcefn 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 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
Sourcefn 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_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
Sourcefn get_heal_rod_score(
self,
target: impl Into<Unit>,
target_x: impl Into<i32>,
target_z: impl Into<i32>,
) -> (bool, AIThink_HealRodScoreResult)
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
Sourcefn get_range_heal_rod_score(self) -> (bool, u32, i32)
fn get_range_heal_rod_score(self) -> (bool, u32, i32)
GetRangeHealRodScore(*mutu32, *muti32) overload
Sourcefn 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 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
Sourcefn 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( 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
Sourcefn update_heal_condition_by_rod_2(
self,
actor: impl Into<Unit>,
rod: impl Into<UnitItem>,
target: impl Into<Unit>,
)
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
Sourcefn heal_mind_to(self) -> AIThink_Result
fn heal_mind_to(self) -> AIThink_Result
HealMindTo() overload
Sourcefn heal_mind_to_vulnerary(self) -> AIThink_Result
fn heal_mind_to_vulnerary(self) -> AIThink_Result
HealMindToVulnerary() overload
Sourcefn heal_mind_to_terrain(self) -> AIThink_Result
fn heal_mind_to_terrain(self) -> AIThink_Result
HealMindToTerrain() overload
Sourcefn get_terrain_heal_position(self) -> (bool, i32, i32)
fn get_terrain_heal_position(self) -> (bool, i32, i32)
GetTerrainHealPosition(*muti32, *muti32) overload
Sourcefn dance_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn guard_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
skill: impl Into<SkillData>,
) -> AIThink_Result
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
Sourcefn terrain_destroy_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn is_destroy_target(
self,
target_x: impl Into<i32>,
target_z: impl Into<i32>,
) -> bool
fn is_destroy_target( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> bool
IsDestroyTarget(i32, i32) overload
Sourcefn engage_attack_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn 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 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
Sourcefn 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 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
Sourcefn engage_dance_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn 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_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
Sourcefn engage_pierce_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn engage_charge_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
EngageChargeTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn 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_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
Sourcefn engage_heal_to(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn 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_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
Sourcefn engage_heal_to_count_target(
self,
actor: impl Into<Unit>,
engage_attack: impl Into<SkillData>,
) -> i32
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
Sourcefn engage_vision_to(self, is_entrust: impl Into<bool>) -> AIThink_Result
fn engage_vision_to(self, is_entrust: impl Into<bool>) -> AIThink_Result
EngageVisionTo(bool) overload
Sourcefn 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( 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
Sourcefn engage_support_to_common(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn engage_support_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
EngageSupportToCommon(crate::app::skilldata::SkillData) overload
Sourcefn 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( 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
Sourcefn engage_pull_back_to_common(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn engage_pull_back_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
EngagePullBackToCommon(crate::app::skilldata::SkillData) overload
Sourcefn engage_to(self, is_entrust: impl Into<bool>) -> AIThink_Result
fn engage_to(self, is_entrust: impl Into<bool>) -> AIThink_Result
EngageTo(bool) overload
Sourcefn god_change_to(self) -> AIThink_Result
fn god_change_to(self) -> AIThink_Result
GodChangeTo() overload
Sourcefn is_engage_permission(
self,
prohibit_min: impl Into<i32>,
prohibit_max: impl Into<i32>,
) -> bool
fn is_engage_permission( self, prohibit_min: impl Into<i32>, prohibit_max: impl Into<i32>, ) -> bool
IsEngagePermission(i32, i32) overload
Sourcefn decide_to_prohibit_engage(self, min: impl Into<i32>, max: impl Into<i32>)
fn decide_to_prohibit_engage(self, min: impl Into<i32>, max: impl Into<i32>)
DecideToProhibitEngage(i32, i32) overload
Sourcefn move_to(
self,
xx: impl Into<i32>,
zz: impl Into<i32>,
flag: impl Into<i32>,
) -> AIThink_Result
fn move_to( self, xx: impl Into<i32>, zz: impl Into<i32>, flag: impl Into<i32>, ) -> AIThink_Result
MoveTo(i32, i32, i32) overload
Sourcefn to_block(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_entrust: impl Into<bool>,
) -> bool
fn to_block( self, x: impl Into<i32>, z: impl Into<i32>, is_entrust: impl Into<bool>, ) -> bool
ToBlock(i32, i32, bool) overload
Sourcefn each_block(
self,
unit: impl Into<Unit>,
func: impl Into<MapFor_DestroyFunction>,
)
fn each_block( self, unit: impl Into<Unit>, func: impl Into<MapFor_DestroyFunction>, )
EachBlock(crate::app::unit::Unit, crate::app::mapfor::MapFor_DestroyFunction) overload
Sourcefn each_block_for_entrust(
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>, )
EachBlockForEntrust(crate::app::unit::Unit, crate::app::mapfor::MapFor_DestroyFunction) overload
Sourcefn is_move_near(self, xx: impl Into<i32>, zz: impl Into<i32>) -> bool
fn is_move_near(self, xx: impl Into<i32>, zz: impl Into<i32>) -> bool
IsMoveNear(i32, i32) overload
Sourcefn check_move_target_with_attack(self, target: impl Into<Unit>) -> bool
fn check_move_target_with_attack(self, target: impl Into<Unit>) -> bool
CheckMoveTargetWithAttack(crate::app::unit::Unit) overload
Sourcefn get_side_position(
self,
target_x: impl Into<i32>,
target_z: impl Into<i32>,
) -> (bool, i32, i32)
fn get_side_position( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, i32, i32)
GetSidePosition(i32, i32, *muti32, *muti32) overload
Sourcefn is_escape_position(self, x: impl Into<i32>, z: impl Into<i32>) -> bool
fn is_escape_position(self, x: impl Into<i32>, z: impl Into<i32>) -> bool
IsEscapePosition(i32, i32) overload
Sourcefn get_move_power_slow(self) -> i32
fn get_move_power_slow(self) -> i32
GetMovePowerSlow() overload
Sourcefn get_move_power(self, unit: impl Into<Unit>, factor: impl Into<i32>) -> i32
fn get_move_power(self, unit: impl Into<Unit>, factor: impl Into<i32>) -> i32
GetMovePower(crate::app::unit::Unit, i32) overload
Sourcefn is_not_move(self) -> bool
fn is_not_move(self) -> bool
IsNotMove() overload
Sourcefn 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( 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
Sourcefn command_skill_overlap_to_common(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn command_skill_overlap_to_common( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
CommandSkillOverlapToCommon(crate::app::skilldata::SkillData) overload
Sourcefn 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 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
Sourcefn is_positive_overlap(self, skill: impl Into<SkillData>) -> bool
fn is_positive_overlap(self, skill: impl Into<SkillData>) -> bool
IsPositiveOverlap(crate::app::skilldata::SkillData) overload
Sourcefn is_heal_overlap(self, skill: impl Into<SkillData>) -> bool
fn is_heal_overlap(self, skill: impl Into<SkillData>) -> bool
IsHealOverlap(crate::app::skilldata::SkillData) overload
Sourcefn update_target_one(self, actor: impl Into<Unit>)
fn update_target_one(self, actor: impl Into<Unit>)
UpdateTargetOne(crate::app::unit::Unit) overload
Sourcefn 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 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
Sourcefn 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 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
Sourcefn decide_to_prohibited_turn(
self,
min: impl Into<i32>,
max: impl Into<i32>,
) -> i32
fn decide_to_prohibited_turn( self, min: impl Into<i32>, max: impl Into<i32>, ) -> i32
DecideToProhibitedTurn(i32, i32, *muti32) overload
Sourcefn dbg_patch_version_check(self)
fn dbg_patch_version_check(self)
DbgPatchVersionCheck() overload
Sourcefn action_engage_bless(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn engage_bless_to(
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
EngageBlessTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn 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_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
Sourcefn 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 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
Sourcefn action_engage_wait(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn engage_wait_to(
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
EngageWaitTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn 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_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
Sourcefn engage_wait_calc_additional_attack_image(self)
fn engage_wait_calc_additional_attack_image(self)
EngageWaitCalcAdditionalAttackImage() overload
Sourcefn engage_wait_get_score(
self,
x: impl Into<i32>,
z: impl Into<i32>,
hp: impl Into<i32>,
is_range1: impl Into<bool>,
) -> u32
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
Sourcefn action_engage_summon(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn engage_summon_to(
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
EngageSummonTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn 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_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
Sourcefn engage_summon_decide_color(self) -> PersonData_Colors
fn engage_summon_decide_color(self) -> PersonData_Colors
EngageSummonDecideColor() overload
Sourcefn engage_summon_weapon2_color(
self,
unit: impl Into<Unit>,
item_index: impl Into<i32>,
) -> (bool, PersonData_Colors)
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
Sourcefn action_engage_overlap(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn engage_overlap_to(
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
EngageOverlapTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn 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 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
Sourcefn action_attack_breath(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn action_attack_breath_middle_low(
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
ActionAttackBreathMiddleLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn attack_breath_to(
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
AttackBreathTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_rod_magic_shield(
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
ActionRodMagicShield(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn magic_shield_find_index(self) -> i32
fn magic_shield_find_index(self) -> i32
MagicShieldFindIndex() overload
Sourcefn magic_shield_calc_unit_score(self)
fn magic_shield_calc_unit_score(self)
MagicShieldCalcUnitScore() overload
Sourcefn magic_shield_calc_unit_score_2(self, target: impl Into<Unit>)
fn magic_shield_calc_unit_score_2(self, target: impl Into<Unit>)
MagicShieldCalcUnitScore(crate::app::unit::Unit) overload
Sourcefn action_command_skill_decoy(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn command_skill_decoy_to(
self,
command_skill: impl Into<SkillData>,
is_entrust: impl Into<bool>,
) -> AIThink_Result
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
Sourcefn decoy_get_score(
self,
unit: impl Into<Unit>,
is_entrust: impl Into<bool>,
) -> u32
fn decoy_get_score( self, unit: impl Into<Unit>, is_entrust: impl Into<bool>, ) -> u32
DecoyGetScore(crate::app::unit::Unit, bool) overload
Sourcefn action_command_skill_strategy(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn command_skill_strategy_holy_shield(
self,
command_skill: impl Into<SkillData>,
is_entrust: impl Into<bool>,
) -> AIThink_Result
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
Sourcefn action_command_skill_trimasteries(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn command_skill_trimasteries(
self,
is_entrust: impl Into<bool>,
) -> AIThink_Result
fn command_skill_trimasteries( self, is_entrust: impl Into<bool>, ) -> AIThink_Result
CommandSkillTrimasteries(bool) overload
Sourcefn trimasteries_can_kill(
self,
kill_rate: impl Into<f32>,
dead_rate: impl Into<f32>,
) -> bool
fn trimasteries_can_kill( self, kill_rate: impl Into<f32>, dead_rate: impl Into<f32>, ) -> bool
TrimasteriesCanKill(f32, f32) overload
Sourcefn trimasteries_count_kill_enemies(self) -> i32
fn trimasteries_count_kill_enemies(self) -> i32
TrimasteriesCountKillEnemies() overload
Sourcefn trimasteries_think(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn trimasteries_think( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
TrimasteriesThink(crate::app::skilldata::SkillData) overload
Sourcefn entrust_trimasteries_count_kill_enemies(self) -> i32
fn entrust_trimasteries_count_kill_enemies(self) -> i32
EntrustTrimasteriesCountKillEnemies() overload
Sourcefn entrust_trimasteries_think(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn entrust_trimasteries_think( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
EntrustTrimasteriesThink(crate::app::skilldata::SkillData) overload
Sourcefn entrust_trimasteries_deploy(self, command_skill: impl Into<SkillData>)
fn entrust_trimasteries_deploy(self, command_skill: impl Into<SkillData>)
EntrustTrimasteriesDeploy(crate::app::skilldata::SkillData) overload
Sourcefn action_command_skill_contract(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn command_skill_contract_to(
self,
command_skill: impl Into<SkillData>,
is_entrust: impl Into<bool>,
) -> AIThink_Result
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
Sourcefn contract_get_battle_score(self, unit: impl Into<Unit>) -> u32
fn contract_get_battle_score(self, unit: impl Into<Unit>) -> u32
ContractGetBattleScore(crate::app::unit::Unit) overload
Sourcefn contract_get_entrust_battle_score(self, unit: impl Into<Unit>) -> u32
fn contract_get_entrust_battle_score(self, unit: impl Into<Unit>) -> u32
ContractGetEntrustBattleScore(crate::app::unit::Unit) overload
Sourcefn action_command_skill_yell(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn action_command_skill_gaze(
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
ActionCommandSkillGaze(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_command_skill_full_bullet(
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
ActionCommandSkillFullBullet(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn command_skill_full_bullet_to(
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
CommandSkillFullBulletTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn full_bullet_can_use(
self,
unit: impl Into<Unit>,
unit_item: impl Into<UnitItem>,
is_exclude_freeze: impl Into<bool>,
) -> bool
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
Sourcefn 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_range_bit( self, prior_item_index: impl Into<i32>, is_exclude_freeze: impl Into<bool>, ) -> (i32, u32, u32)
FullBulletGetRangeBit(i32, bool, *mutu32, *mutu32) overload
Sourcefn full_bullet_get_item_range_bit(
self,
item_index: impl Into<i32>,
is_exclude_freeze: impl Into<bool>,
) -> (i32, u32)
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
Sourcefn full_bullet_deploy(self, item_bit: impl Into<u32>)
fn full_bullet_deploy(self, item_bit: impl Into<u32>)
FullBulletDeploy(u32) overload
Sourcefn 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( 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
Sourcefn 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_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
Sourcefn full_bullet_can_be_target(self, unit: impl Into<Unit>) -> bool
fn full_bullet_can_be_target(self, unit: impl Into<Unit>) -> bool
FullBulletCanBeTarget(crate::app::unit::Unit) overload
Sourcefn action_command_skill_enchant(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn action_command_skill_enchant_heal(
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
ActionCommandSkillEnchantHeal(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn command_skill_enchant_to(
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
CommandSkillEnchantTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn command_skill_enchant_heal_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
CommandSkillEnchantHealTo(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn entrust_enchant(self) -> AIThink_Result
fn entrust_enchant(self) -> AIThink_Result
EntrustEnchant() overload
Sourcefn entrust_enchant_heal(self) -> AIThink_Result
fn entrust_enchant_heal(self) -> AIThink_Result
EntrustEnchantHeal() overload
Sourcefn command_skill_enchant_to_common(
self,
is_entrust: impl Into<bool>,
) -> AIThink_Result
fn command_skill_enchant_to_common( self, is_entrust: impl Into<bool>, ) -> AIThink_Result
CommandSkillEnchantToCommon(bool) overload
Sourcefn command_skill_enchant_heal_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
CommandSkillEnchantHealToCommon(bool) overload
Sourcefn enchant_heal_get_item_bit(self) -> u32
fn enchant_heal_get_item_bit(self) -> u32
EnchantHealGetItemBit() overload
Sourcefn 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_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
Sourcefn enchant_heal_update_heal_condition(
self,
move_x: impl Into<i32>,
move_z: impl Into<i32>,
item_index: impl Into<i32>,
)
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
Sourcefn processing_entrust(self)
fn processing_entrust(self)
ProcessingEntrust() overload
Sourcefn processing_entrust_remove(self)
fn processing_entrust_remove(self)
ProcessingEntrustRemove() overload
Sourcefn processing_entrust_remagic(self)
fn processing_entrust_remagic(self)
ProcessingEntrustRemagic() overload
Sourcefn get_entrust_hero(self) -> Unit
fn get_entrust_hero(self) -> Unit
GetEntrustHero() overload
Sourcefn entrust_heal(self) -> AIThink_Result
fn entrust_heal(self) -> AIThink_Result
EntrustHeal() overload
Sourcefn entrust_heal_mind_to(self) -> AIThink_Result
fn entrust_heal_mind_to(self) -> AIThink_Result
EntrustHealMindTo() overload
Sourcefn entrust_heal_mind_to_terrain(self) -> AIThink_Result
fn entrust_heal_mind_to_terrain(self) -> AIThink_Result
EntrustHealMindToTerrain() overload
Sourcefn entrust_heal_rod(self) -> AIThink_Result
fn entrust_heal_rod(self) -> AIThink_Result
EntrustHealRod() overload
Sourcefn entrust_engage(self) -> AIThink_Result
fn entrust_engage(self) -> AIThink_Result
EntrustEngage() overload
Sourcefn entrust_engage_attack(self) -> AIThink_Result
fn entrust_engage_attack(self) -> AIThink_Result
EntrustEngageAttack() overload
Sourcefn entrust_engage_heal(self) -> AIThink_Result
fn entrust_engage_heal(self) -> AIThink_Result
EntrustEngageHeal() overload
Sourcefn entrust_engage_attack_check(self) -> bool
fn entrust_engage_attack_check(self) -> bool
EntrustEngageAttackCheck() overload
Sourcefn entrust_engage_attack_to(self) -> AIThink_Result
fn entrust_engage_attack_to(self) -> AIThink_Result
EntrustEngageAttackTo() overload
Sourcefn entrust_engage_pierce_to(self) -> AIThink_Result
fn entrust_engage_pierce_to(self) -> AIThink_Result
EntrustEngagePierceTo() overload
Sourcefn entrust_engage_charge_to(self) -> AIThink_Result
fn entrust_engage_charge_to(self) -> AIThink_Result
EntrustEngageChargeTo() overload
Sourcefn entrust_engage_dance_to(self) -> AIThink_Result
fn entrust_engage_dance_to(self) -> AIThink_Result
EntrustEngageDanceTo() overload
Sourcefn entrust_engage_heal_to(self) -> AIThink_Result
fn entrust_engage_heal_to(self) -> AIThink_Result
EntrustEngageHealTo() overload
Sourcefn entrust_engage_bless_to(self) -> AIThink_Result
fn entrust_engage_bless_to(self) -> AIThink_Result
EntrustEngageBlessTo() overload
Sourcefn entrust_engage_wait_to(self) -> AIThink_Result
fn entrust_engage_wait_to(self) -> AIThink_Result
EntrustEngageWaitTo() overload
Sourcefn entrust_engage_summon_to(self) -> AIThink_Result
fn entrust_engage_summon_to(self) -> AIThink_Result
EntrustEngageSummonTo() overload
Sourcefn entrust_engage_overlap_to(self) -> AIThink_Result
fn entrust_engage_overlap_to(self) -> AIThink_Result
EntrustEngageOverlapTo() overload
Sourcefn entrust_god_skill(self, kind: impl Into<i32>) -> AIThink_Result
fn entrust_god_skill(self, kind: impl Into<i32>) -> AIThink_Result
EntrustGodSkill(i32) overload
Sourcefn entrust_command_skill_overlap_to(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn entrust_command_skill_overlap_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
EntrustCommandSkillOverlapTo(crate::app::skilldata::SkillData) overload
Sourcefn entrust_engage_support_to(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn entrust_engage_support_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
EntrustEngageSupportTo(crate::app::skilldata::SkillData) overload
Sourcefn entrust_engage_pull_back_to(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn entrust_engage_pull_back_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
EntrustEngagePullBackTo(crate::app::skilldata::SkillData) overload
Sourcefn entrust_attack(self) -> AIThink_Result
fn entrust_attack(self) -> AIThink_Result
EntrustAttack() overload
Sourcefn entrust_attack_to(
self,
command_skill: impl Into<SkillData>,
) -> AIThink_Result
fn entrust_attack_to( self, command_skill: impl Into<SkillData>, ) -> AIThink_Result
EntrustAttackTo(crate::app::skilldata::SkillData) overload
Sourcefn entrust_set_attack_target_to_mind(
self,
item_index: impl Into<i32>,
command_skill: impl Into<SkillData>,
) -> AIThink_EntrustAttackTarget
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
Sourcefn entrust_mind_fire_cannon(self) -> AIThink_Result
fn entrust_mind_fire_cannon(self) -> AIThink_Result
EntrustMindFireCannon() overload
Sourcefn entrust_mind_destination(self) -> AIThink_Result
fn entrust_mind_destination(self) -> AIThink_Result
EntrustMindDestination() overload
Sourcefn entrust_mind_treasure(self) -> AIThink_Result
fn entrust_mind_treasure(self) -> AIThink_Result
EntrustMindTreasure() overload
Sourcefn entrust_mind_door_and_destroy(self) -> AIThink_Result
fn entrust_mind_door_and_destroy(self) -> AIThink_Result
EntrustMindDoorAndDestroy() overload
Sourcefn entrust_mind_guard(self) -> AIThink_Result
fn entrust_mind_guard(self) -> AIThink_Result
EntrustMindGuard() overload
Sourcefn entrust_guard_to(self, skill: impl Into<SkillData>) -> AIThink_Result
fn entrust_guard_to(self, skill: impl Into<SkillData>) -> AIThink_Result
EntrustGuardTo(crate::app::skilldata::SkillData) overload
Sourcefn entrust_move(self) -> AIThink_Result
fn entrust_move(self) -> AIThink_Result
EntrustMove() overload
Sourcefn entrust_remove(self) -> AIThink_Result
fn entrust_remove(self) -> AIThink_Result
EntrustRemove() overload
Sourcefn entrust_move_rush(self) -> AIThink_Result
fn entrust_move_rush(self) -> AIThink_Result
EntrustMoveRush() overload
Sourcefn entrust_move_escort(self) -> AIThink_Result
fn entrust_move_escort(self) -> AIThink_Result
EntrustMoveEscort() overload
Sourcefn entrust_move_tracking(self) -> AIThink_Result
fn entrust_move_tracking(self) -> AIThink_Result
EntrustMoveTracking() overload
Sourcefn entrust_move_retreat(self) -> AIThink_Result
fn entrust_move_retreat(self) -> AIThink_Result
EntrustMoveRetreat() overload
Sourcefn entrust_move_enemy(self, is_in: impl Into<bool>) -> AIThink_Result
fn entrust_move_enemy(self, is_in: impl Into<bool>) -> AIThink_Result
EntrustMoveEnemy(bool) overload
Sourcefn entrust_move_destination(self, is_in: impl Into<bool>) -> AIThink_Result
fn entrust_move_destination(self, is_in: impl Into<bool>) -> AIThink_Result
EntrustMoveDestination(bool) overload
Sourcefn entrust_move_treasure(self, is_in: impl Into<bool>) -> AIThink_Result
fn entrust_move_treasure(self, is_in: impl Into<bool>) -> AIThink_Result
EntrustMoveTreasure(bool) overload
Sourcefn entrust_move_door_and_destroy(self, is_in: impl Into<bool>) -> AIThink_Result
fn entrust_move_door_and_destroy(self, is_in: impl Into<bool>) -> AIThink_Result
EntrustMoveDoorAndDestroy(bool) overload
Sourcefn entrust_move_engage_count(self, is_in: impl Into<bool>) -> AIThink_Result
fn entrust_move_engage_count(self, is_in: impl Into<bool>) -> AIThink_Result
EntrustMoveEngageCount(bool) overload
Sourcefn entrust_move_hero(self, is_caution: impl Into<bool>) -> AIThink_Result
fn entrust_move_hero(self, is_caution: impl Into<bool>) -> AIThink_Result
EntrustMoveHero(bool) overload
Sourcefn entrust_move_self_force(self, is_caution: impl Into<bool>) -> AIThink_Result
fn entrust_move_self_force(self, is_caution: impl Into<bool>) -> AIThink_Result
EntrustMoveSelfForce(bool) overload
Sourcefn entrust_move_to(
self,
xx: impl Into<i32>,
zz: impl Into<i32>,
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
EntrustMoveTo(i32, i32, bool) overload
Sourcefn entrust_get_range_distance(
self,
x: impl Into<i32>,
z: impl Into<i32>,
range_i: impl Into<i32>,
) -> i32
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
Sourcefn entrust_get_range_distance_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
range_i: impl Into<i32>,
) -> (i32, 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)
EntrustGetRangeDistance(i32, i32, *muti32, *muti32, i32) overload
Sourcefn entrust_fixed(self) -> AIThink_Result
fn entrust_fixed(self) -> AIThink_Result
EntrustFixed() overload
Sourcefn processing_uncontroll(self)
fn processing_uncontroll(self)
ProcessingUncontroll() overload
Sourcefn uncontroll_heal(self) -> AIThink_Result
fn uncontroll_heal(self) -> AIThink_Result
UncontrollHeal() overload
Sourcefn uncontroll_attack(self) -> AIThink_Result
fn uncontroll_attack(self) -> AIThink_Result
UncontrollAttack() overload
Sourcefn uncontroll_move(self) -> AIThink_Result
fn uncontroll_move(self) -> AIThink_Result
UncontrollMove() overload
Sourcefn uncontroll_fixed(self) -> AIThink_Result
fn uncontroll_fixed(self) -> AIThink_Result
UncontrollFixed() overload
Sourcefn charm_heal(self) -> AIThink_Result
fn charm_heal(self) -> AIThink_Result
CharmHeal() overload
Sourcefn confusion_attack(self) -> AIThink_Result
fn confusion_attack(self) -> AIThink_Result
ConfusionAttack() overload
Sourcefn charm_attack(self) -> AIThink_Result
fn charm_attack(self) -> AIThink_Result
CharmAttack() overload
Sourcefn confusion_move(self) -> AIThink_Result
fn confusion_move(self) -> AIThink_Result
ConfusionMove() overload
Sourcefn charm_move(self) -> AIThink_Result
fn charm_move(self) -> AIThink_Result
CharmMove() overload
Sourcefn 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_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
Sourcefn get_uncontroll_move_score(
self,
target_x: impl Into<i32>,
target_z: impl Into<i32>,
) -> (bool, u32)
fn get_uncontroll_move_score( self, target_x: impl Into<i32>, target_z: impl Into<i32>, ) -> (bool, u32)
GetUncontrollMoveScore(i32, i32, *mutu32) overload
Sourcefn action_vs_plan(
self,
command: impl Into<i32>,
v0: impl Into<AIValue>,
v1: impl Into<AIValue>,
) -> AIThink_Result
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
Sourcefn action_vs_engage(
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
ActionVsEngage(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_vs_engage_attack(
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
ActionVsEngageAttack(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_vs_attack_middle_low(
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
ActionVsAttackMiddleLow(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_vs_god_skill(
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
ActionVsGodSkill(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_vs_mind_dance(
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
ActionVsMindDance(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_vs_mind_guard(
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
ActionVsMindGuard(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_vs_mind_fire_cannon(
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
ActionVsMindFireCannon(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn action_vs_mind_terrain_destroy(
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
ActionVsMindTerrainDestroy(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn 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( 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
Sourcefn 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_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
Sourcefn action_vs_command_skill_full_bullet(
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
ActionVsCommandSkillFullBullet(i32, crate::app::aivalue::AIValue, crate::app::aivalue::AIValue) overload
Sourcefn can_vs_engage_attack(self) -> bool
fn can_vs_engage_attack(self) -> bool
CanVsEngageAttack() overload
Sourcefn is_vs_think_timing(self) -> bool
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§
impl<__T: IAIThink> IAIThinkMethods for __T
app-aithink only.