14#ifndef FC__API_GAME_METHODS_H
15#define FC__API_GAME_METHODS_H
int api_methods_tile_nat_x(lua_State *L, Tile *ptile)
int api_methods_tile_num_units(lua_State *L, Tile *ptile)
bool api_methods_is_city_unhappy(lua_State *L, City *pcity)
bool api_methods_is_gov_center(lua_State *L, City *pcity)
const char * api_methods_game_rulesetdir(lua_State *L)
int api_methods_player_future(lua_State *L, Player *pplayer)
bool api_methods_unit_type_can_exist_at_tile(lua_State *L, Unit_Type *punit_type, Tile *ptile)
int api_methods_player_num_cities(lua_State *L, Player *pplayer)
bool api_methods_unit_can_upgrade(lua_State *L, Unit *punit, bool is_free)
bool api_methods_player_has_wonder(lua_State *L, Player *pplayer, Building_Type *building)
const char * api_methods_nation_type_plural_translation(lua_State *L, Nation_Type *pnation)
Unit * api_methods_unit_list_link_data(lua_State *L, Unit_List_Link *link)
const char * api_methods_disaster_name_translation(lua_State *L, Disaster *pdis)
const char * api_methods_get_diplstate(lua_State *L, Player *pplayer1, Player *pplayer2)
int api_methods_tile_nat_y(lua_State *L, Tile *ptile)
City_List_Link * api_methods_city_list_next_link(lua_State *L, City_List_Link *link)
Unit_List_Link * api_methods_private_tile_unit_list_head(lua_State *L, Tile *ptile)
int api_methods_player_tech_cost(lua_State *L, Player *pplayer, Tech_Type *ptech)
lua_Object api_methods_player_researching(lua_State *L, Player *pplayer)
int api_methods_game_year_fragment(lua_State *L)
const char * api_methods_counter_name_translation(lua_State *L, Counter *c)
int api_methods_city_culture_get(lua_State *L, City *pcity)
const char * api_methods_unit_type_name_translation(lua_State *L, Unit_Type *punit_type)
const char * api_methods_game_ruleset_name(lua_State *L)
const char * api_methods_building_type_rule_name(lua_State *L, Building_Type *pbuilding)
bool api_methods_unit_seen(lua_State *L, Unit *self, Player *watcher)
const char * api_methods_unit_tile_link(lua_State *L, Unit *punit)
const char * api_methods_counter_rule_name(lua_State *L, Counter *c)
bool api_methods_player_can_build_impr_direct(lua_State *L, Player *pplayer, Building_Type *itype)
int api_methods_player_num_units(lua_State *L, Player *pplayer)
const char * api_methods_tech_type_rule_name(lua_State *L, Tech_Type *ptech)
int api_methods_tile_map_x(lua_State *L, Tile *ptile)
bool api_methods_is_city_happy(lua_State *L, City *pcity)
const char * api_methods_achievement_rule_name(lua_State *L, Achievement *pach)
Unit_Type * api_methods_player_can_upgrade(lua_State *L, Player *pplayer, Unit_Type *utype)
const char * api_methods_city_link(lua_State *L, City *pcity)
const char * api_methods_nation_type_name_translation(lua_State *L, Nation_Type *pnation)
const char * api_methods_government_rule_name(lua_State *L, Government *pgovernment)
const char * api_methods_terrain_rule_name(lua_State *L, Terrain *pterrain)
int api_methods_player_number(lua_State *L, Player *pplayer)
int api_methods_player_infrapoints(lua_State *L, Player *pplayer)
Unit_List_Link * api_methods_private_unit_cargo_list_head(lua_State *L, Unit *punit)
const char * api_methods_player_controlling_gui(lua_State *L, Player *pplayer)
const char * api_methods_action_name_translation(lua_State *L, Action *pact)
const char * api_methods_terrain_class_name(lua_State *L, Terrain *pterrain)
bool api_methods_player_shares_research(lua_State *L, Player *pplayer, Player *aplayer)
const char * api_methods_tech_type_name_translation(lua_State *L, Tech_Type *ptech)
Player * api_methods_tile_extra_owner(lua_State *L, Tile *ptile, const char *extra_name)
int api_methods_city_size_get(lua_State *L, City *pcity)
const char * api_methods_tech_cost_style(lua_State *L)
City * api_methods_city_list_link_data(lua_State *L, City_List_Link *link)
City * api_methods_tile_city(lua_State *L, Tile *ptile)
const char * api_methods_tech_leakage_style(lua_State *L)
const char * api_methods_government_name_translation(lua_State *L, Government *pgovernment)
bool api_method_player_can_research(lua_State *L, Player *pplayer, Tech_Type *ptech)
bool api_methods_tile_has_extra(lua_State *L, Tile *ptile, const char *name)
int api_methods_tile_sq_distance(lua_State *L, Tile *ptile1, Tile *ptile2)
bool api_methods_unit_type_has_role(lua_State *L, Unit_Type *punit_type, const char *role)
const char * api_methods_tile_link(lua_State *L, Tile *ptile)
int api_methods_player_culture_get(lua_State *L, Player *pplayer)
int api_methods_game_turn_deprecated(lua_State *L)
int api_methods_player_bulbs(lua_State *L, Player *pplayer)
const char * api_methods_achievement_name_translation(lua_State *L, Achievement *pach)
int api_methods_city_nationality_citizens(lua_State *L, City *pcity, Player *nationality)
bool api_methods_building_type_is_great_wonder(lua_State *L, Building_Type *pbuilding)
bool api_methods_tile_seen(lua_State *L, Tile *self, Player *watcher)
const char * api_methods_city_tile_link(lua_State *L, City *pcity)
int api_methods_private_tile_next_outward_index(lua_State *L, Tile *pstart, int tindex, int max_dist)
Tile * api_methods_unit_tile_get(lua_State *L, Unit *punit)
bool api_methods_tile_has_road(lua_State *L, Tile *ptile, const char *name)
const char * api_methods_nation_type_rule_name(lua_State *L, Nation_Type *pnation)
const Direction * api_methods_unit_orientation_get(lua_State *L, Unit *punit)
int api_methods_game_turn(lua_State *L)
bool api_methods_player_knows_tech(lua_State *L, Player *pplayer, Tech_Type *ptech)
bool api_methods_enemy_tile(lua_State *L, Tile *ptile, Player *against)
bool api_methods_building_type_is_small_wonder(lua_State *L, Building_Type *pbuilding)
int api_methods_game_year(lua_State *L)
Tile * api_methods_private_tile_for_outward_index(lua_State *L, Tile *pstart, int tindex)
const char * api_methods_game_year_text(lua_State *L)
const char * api_methods_action_rule_name(lua_State *L, Action *pact)
const char * api_methods_disaster_rule_name(lua_State *L, Disaster *pdis)
const char * api_methods_building_type_name_translation(lua_State *L, Building_Type *pbuilding)
bool api_methods_building_type_is_wonder(lua_State *L, Building_Type *pbuilding)
const char * api_methods_research_name_translation(lua_State *L, Player *pplayer)
int api_methods_city_inspire_partisans(lua_State *L, City *self, Player *inspirer)
int api_methods_city_map_sq_radius(lua_State *L, City *pcity)
bool api_methods_city_has_building(lua_State *L, City *pcity, Building_Type *building)
Unit_List_Link * api_methods_unit_list_next_link(lua_State *L, Unit_List_Link *link)
const char * api_methods_unit_transform_problem(lua_State *L, Unit *punit, Unit_Type *ptype)
bool api_methods_unit_type_has_flag(lua_State *L, Unit_Type *punit_type, const char *flag)
const char * api_methods_unit_type_rule_name(lua_State *L, Unit_Type *punit_type)
bool api_methods_building_type_is_improvement(lua_State *L, Building_Type *pbuilding)
bool api_methods_tile_city_exists_within_max_city_map(lua_State *L, Tile *ptile, bool may_be_on_center)
bool api_methods_player_has_flag(lua_State *L, Player *pplayer, const char *flag)
lua_Object api_methods_private_list_players(lua_State *L)
bool api_methods_unit_city_can_be_built_here(lua_State *L, Unit *punit)
bool api_methods_tile_has_base(lua_State *L, Tile *ptile, const char *name)
int api_methods_player_gold(lua_State *L, Player *pplayer)
bool api_methods_tile_known(lua_State *L, Tile *self, Player *watcher)
const char * api_methods_research_rule_name(lua_State *L, Player *pplayer)
bool api_methods_is_primary_capital(lua_State *L, City *pcity)
City * api_methods_player_primary_capital(lua_State *L, Player *pplayer)
int api_methods_player_research_cost(lua_State *L, Player *pplayer)
int api_methods_tile_map_y(lua_State *L, Tile *ptile)
Unit_List_Link * api_methods_private_player_unit_list_head(lua_State *L, Player *pplayer)
const char * api_methods_action_target_kind(lua_State *L, Action *pact)
City_List_Link * api_methods_private_player_city_list_head(lua_State *L, Player *pplayer)
const char * api_methods_terrain_name_translation(lua_State *L, Terrain *pterrain)
Tile * api_methods_city_tile_get(lua_State *L, City *pcity)
const char * api_methods_unit_link(lua_State *L, Unit *punit)
bool api_methods_is_city_celebrating(lua_State *L, City *pcity)
int api_methods_counter_city_get(lua_State *L, Counter *c, City *city)
bool api_methods_is_capital(lua_State *L, City *pcity)
bool api_methods_player_can_build_unit_direct(lua_State *L, Player *pplayer, Unit_Type *utype)
Unit * api_methods_unit_transporter(lua_State *L, Unit *punit)
static struct ai_type * self
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 const struct action *paction struct unit struct city * pcity
const struct city_list_link City_List_Link
enum direction8 Direction
const struct unit_list_link Unit_List_Link