///|
pub impl GameObjectLike for GameObject with as_game_object(self) -> GameObject {
self
}
///|
pub impl GameObjectLike for GameObject with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for GameObject with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for GameObject with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for GameObject with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for Creep with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for Creep with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for Creep with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for Creep with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for Creep with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for MyCreep with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for MyCreep with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for MyCreep with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for MyCreep with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for MyCreep with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for EnemyCreep with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for EnemyCreep with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for EnemyCreep with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for EnemyCreep with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for EnemyCreep with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for Source with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for Source with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for Source with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for Source with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for Source with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for Flag with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for Flag with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for Flag with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for Flag with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for Flag with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for Structure with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for Structure with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for Structure with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for Structure with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for Structure with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for StructureSpawn with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for StructureSpawn with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for StructureSpawn with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for StructureSpawn with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for StructureSpawn with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for MySpawn with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for MySpawn with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for MySpawn with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for MySpawn with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for MySpawn with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for EnemySpawn with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for EnemySpawn with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for EnemySpawn with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for EnemySpawn with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for EnemySpawn with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for StructureTower with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for StructureTower with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for StructureTower with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for StructureTower with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for StructureTower with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for MyTower with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for MyTower with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for MyTower with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for MyTower with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for MyTower with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for EnemyTower with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for EnemyTower with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for EnemyTower with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for EnemyTower with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for EnemyTower with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for StructureContainer with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for StructureContainer with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for StructureContainer with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for StructureContainer with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for StructureContainer with exists(self) -> Bool {
self.exists()
}
///|
pub impl GameObjectLike for ConstructionSite with as_game_object(self) -> GameObject {
self.as_game_object()
}
///|
pub impl GameObjectLike for ConstructionSite with id(self) -> String {
self.id()
}
///|
pub impl GameObjectLike for ConstructionSite with x(self) -> Int {
self.x()
}
///|
pub impl GameObjectLike for ConstructionSite with y(self) -> Int {
self.y()
}
///|
pub impl GameObjectLike for ConstructionSite with exists(self) -> Bool {
self.exists()
}
///|
pub impl MyLike for Creep with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for Creep with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for Creep with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for MyCreep with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for MyCreep with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for MyCreep with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for EnemyCreep with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for EnemyCreep with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for EnemyCreep with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for StructureSpawn with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for StructureSpawn with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for StructureSpawn with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for MySpawn with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for MySpawn with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for MySpawn with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for EnemySpawn with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for EnemySpawn with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for EnemySpawn with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for StructureTower with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for StructureTower with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for StructureTower with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for MyTower with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for MyTower with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for MyTower with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for EnemyTower with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for EnemyTower with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for EnemyTower with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for StructureContainer with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for StructureContainer with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for StructureContainer with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for ConstructionSite with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for ConstructionSite with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for ConstructionSite with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for Flag with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for Flag with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for Flag with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl MyLike for Structure with relation(self) -> Relation {
self.relation()
}
///|
pub impl MyLike for Structure with is_my(self) -> Bool {
self.is_my()
}
///|
pub impl MyLike for Structure with is_enemy(self) -> Bool {
self.is_enemy()
}
///|
pub impl HasStore for Creep with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for MyCreep with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for EnemyCreep with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for StructureSpawn with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for MySpawn with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for EnemySpawn with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for StructureTower with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for MyTower with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for EnemyTower with store(self) -> Store {
self.store()
}
///|
pub impl HasStore for StructureContainer with store(self) -> Store {
self.store()
}
///|
pub impl HasHits for Creep with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for Creep with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for MyCreep with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for MyCreep with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for EnemyCreep with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for EnemyCreep with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for StructureSpawn with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for StructureSpawn with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for MySpawn with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for MySpawn with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for EnemySpawn with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for EnemySpawn with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for StructureTower with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for StructureTower with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for MyTower with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for MyTower with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for EnemyTower with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for EnemyTower with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for StructureContainer with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for StructureContainer with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl HasHits for Structure with hits(self) -> Int {
self.hits()
}
///|
pub impl HasHits for Structure with hits_max(self) -> Int {
self.hits_max()
}
///|
pub impl MoveTarget for GameObject with as_move_target(self) -> GameObject {
self
}
///|
pub impl MoveTarget for Creep with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for MyCreep with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for EnemyCreep with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for Source with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for Flag with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for Structure with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for StructureSpawn with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for MySpawn with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for EnemySpawn with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for StructureTower with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for MyTower with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for EnemyTower with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for StructureContainer with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl MoveTarget for ConstructionSite with as_move_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for Creep with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for MyCreep with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for EnemyCreep with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for Structure with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for StructureSpawn with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for MySpawn with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for EnemySpawn with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for StructureTower with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for MyTower with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for EnemyTower with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl AttackTarget for StructureContainer with as_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for Creep with as_ranged_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for MyCreep with as_ranged_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for EnemyCreep with as_ranged_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for Structure with as_ranged_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for StructureSpawn with as_ranged_attack_target(
self,
) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for MySpawn with as_ranged_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for EnemySpawn with as_ranged_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for StructureTower with as_ranged_attack_target(
self,
) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for MyTower with as_ranged_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for EnemyTower with as_ranged_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl RangedAttackTarget for StructureContainer with as_ranged_attack_target(
self,
) -> GameObject {
self.as_game_object()
}
///|
pub impl HealTarget for Creep with as_heal_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl HealTarget for MyCreep with as_heal_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl HealTarget for EnemyCreep with as_heal_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for Creep with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for MyCreep with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for EnemyCreep with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for Structure with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for StructureSpawn with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for MySpawn with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for EnemySpawn with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for StructureTower with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for MyTower with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for EnemyTower with as_tower_attack_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TowerAttackTarget for StructureContainer with as_tower_attack_target(
self,
) -> GameObject {
self.as_game_object()
}
///|
pub impl HarvestTarget for Source with as_harvest_target(self) -> Source {
self
}
///|
pub impl TransferTarget for Creep with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for MyCreep with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for EnemyCreep with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for StructureSpawn with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for MySpawn with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for EnemySpawn with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for StructureTower with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for MyTower with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for EnemyTower with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl TransferTarget for StructureContainer with as_transfer_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl WithdrawTarget for StructureSpawn with as_withdraw_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl WithdrawTarget for MySpawn with as_withdraw_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl WithdrawTarget for EnemySpawn with as_withdraw_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl WithdrawTarget for StructureTower with as_withdraw_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl WithdrawTarget for MyTower with as_withdraw_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl WithdrawTarget for EnemyTower with as_withdraw_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl WithdrawTarget for StructureContainer with as_withdraw_target(self) -> GameObject {
self.as_game_object()
}
///|
pub impl BuildTarget for ConstructionSite with as_build_target(self) -> ConstructionSite {
self
}