14#ifndef FC__API_SERVER_EDIT_H
15#define FC__API_SERVER_EDIT_H
33 City *homecity,
int moves_left);
89 const char *
tname,
const int mod);
bool api_edit_perform_action_unit_vs_tile_extra(lua_State *L, Unit *punit, Action *paction, Tile *tgt, const char *sub_tgt)
bool api_edit_perform_action_unit_vs_tile(lua_State *L, Unit *punit, Action *paction, Tile *tgt)
void api_edit_climate_change(lua_State *L, enum climate_change_type type, int effect)
void api_edit_player_give_bulbs(lua_State *L, Player *pplayer, int amount, Tech_Type *tech)
void api_edit_unit_moving_allow(lua_State *L, Unit *punit)
void api_edit_remove_city(lua_State *L, City *pcity)
bool api_edit_trait_mod_set(lua_State *L, Player *pplayer, const char *tname, const int mod)
bool api_edit_unleash_barbarians(lua_State *L, Tile *ptile)
void api_edit_remove_building(lua_State *L, City *pcity, Building_Type *impr)
void api_edit_player_victory(lua_State *L, Player *pplayer)
void api_edit_create_extra(lua_State *L, Tile *ptile, const char *name)
void api_edit_unit_movepoints(lua_State *L, Unit *self, int change)
Unit * api_edit_create_unit(lua_State *L, Player *pplayer, Tile *ptile, Unit_Type *ptype, int veteran_level, City *homecity, int moves_left)
@ CLIMATE_CHANGE_GLOBAL_WARMING
@ CLIMATE_CHANGE_NUCLEAR_WINTER
bool api_edit_perform_action_unit_vs_unit(lua_State *L, Unit *punit, Action *paction, Unit *tgt)
void api_edit_player_add_history(lua_State *L, Player *pplayer, int amount)
Tech_Type * api_edit_give_technology(lua_State *L, Player *pplayer, Tech_Type *ptech, int cost, bool notify, const char *reason)
bool api_edit_perform_action_unit_vs_city_impr(lua_State *L, Unit *punit, Action *paction, City *tgt, Building_Type *sub_tgt)
void api_edit_create_building(lua_State *L, City *pcity, Building_Type *impr)
Unit * api_edit_create_unit_full(lua_State *L, Player *pplayer, Tile *ptile, Unit_Type *ptype, int veteran_level, City *homecity, int moves_left, int hp_left, Unit *ptransport)
bool api_edit_transfer_city(lua_State *L, City *pcity, Player *new_owner)
bool api_edit_change_terrain(lua_State *L, Tile *ptile, Terrain *pterr)
bool api_edit_unit_move(lua_State *L, Unit *punit, Tile *ptile, int movecost, Unit *embark_to, bool allow_disembark, bool conquer_city, bool conquer_extra, bool enter_hut, bool frighten_hut)
void api_edit_tile_show(lua_State *L, Tile *ptile, Player *pplayer)
void api_edit_unit_kill(lua_State *L, Unit *punit, const char *reason, Player *killer)
bool api_edit_tile_hide(lua_State *L, Tile *ptile, Player *pplayer)
void api_edit_unit_turn(lua_State *L, Unit *punit, Direction dir)
void api_edit_place_partisans(lua_State *L, Tile *ptile, Player *pplayer, int count, int sq_radius)
void api_edit_remove_extra(lua_State *L, Tile *ptile, const char *name)
bool api_edit_unit_hitpoints(lua_State *L, Unit *self, int change, const char *reason, Player *killer)
void api_edit_create_base(lua_State *L, Tile *ptile, const char *name, struct player *pplayer)
void api_edit_tile_set_label(lua_State *L, Tile *ptile, const char *label)
void api_edit_create_road(lua_State *L, Tile *ptile, const char *name)
bool api_edit_perform_action_unit_vs_city(lua_State *L, Unit *punit, Action *paction, City *tgt)
void api_edit_city_add_history(lua_State *L, City *pcity, int amount)
bool api_edit_create_city(lua_State *L, Player *pplayer, Tile *ptile, const char *name)
bool api_edit_unit_teleport(lua_State *L, Unit *punit, Tile *dest, Unit *embark_to, bool allow_disembark, bool conquer_city, bool conquer_extra, bool enter_hut, bool frighten_hut)
void api_edit_unit_moving_disallow(lua_State *L, Unit *punit)
bool api_edit_unit_upgrade(lua_State *L, Unit *punit, int vet_loss)
void api_edit_change_infrapoints(lua_State *L, Player *pplayer, int amount)
void api_edit_create_owned_extra(lua_State *L, Tile *ptile, const char *name, struct player *pplayer)
bool api_edit_perform_action_unit_vs_self(lua_State *L, Unit *punit, Action *paction)
Player * api_edit_create_player(lua_State *L, const char *username, Nation_Type *pnation, const char *ai)
bool api_edit_unit_transform(lua_State *L, Unit *punit, Unit_Type *ptype, int vet_loss)
void api_edit_change_gold(lua_State *L, Player *pplayer, int amount)
Player * api_edit_civil_war(lua_State *L, Player *pplayer, int probability)
bool api_edit_perform_action_unit_vs_city_tech(lua_State *L, Unit *punit, Action *paction, City *tgt, Tech_Type *sub_tgt)
static struct ai_type * self
static void conquer_city(QVariant data1, QVariant data2)
static void enter_hut(QVariant data1, QVariant data2)
static void frighten_hut(QVariant data1, QVariant data2)
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int cost
enum direction8 Direction