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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef LUA_SYNCED_READ_H
#define LUA_SYNCED_READ_H
struct lua_State;
class LuaSyncedRead {
friend class CLuaIntro;
public:
static bool PushEntries(lua_State* L);
static void AllowGameChanges(bool value);
public: // also used with LuaParser clients
static int GetMapOptions(lua_State* L);
static int GetModOptions(lua_State* L);
private:
static int IsCheatingEnabled(lua_State* L);
static int IsGodModeEnabled(lua_State* L);
static int IsDevLuaEnabled(lua_State* L);
static int IsEditDefsEnabled(lua_State* L);
static int AreHelperAIsEnabled(lua_State* L);
static int FixedAllies(lua_State* L);
static int IsGameOver(lua_State* L);
static int GetGaiaTeamID(lua_State* L);
static int GetGameFrame(lua_State* L);
static int GetGameSeconds(lua_State* L);
static int GetGameRulesParam(lua_State* L);
static int GetGameRulesParams(lua_State* L);
static int GetWind(lua_State* L);
static int GetHeadingFromVector(lua_State* L);
static int GetVectorFromHeading(lua_State* L);
static int GetSideData(lua_State* L);
static int GetAllyTeamStartBox(lua_State* L);
static int GetTeamStartPosition(lua_State* L);
static int GetAllyTeamList(lua_State* L);
static int GetTeamList(lua_State* L);
static int GetPlayerList(lua_State* L);
static int GetPlayerInfo(lua_State* L); // no name for synced scripts
static int GetPlayerControlledUnit(lua_State* L);
static int GetAIInfo(lua_State* L);
static int GetTeamInfo(lua_State* L);
static int GetTeamResources(lua_State* L);
static int GetTeamUnitStats(lua_State* L);
static int GetTeamResourceStats(lua_State* L);
static int GetTeamRulesParam(lua_State* L);
static int GetTeamRulesParams(lua_State* L);
static int GetTeamStatsHistory(lua_State* L);
static int GetTeamLuaAI(lua_State* L);
static int GetAllyTeamInfo(lua_State* L);
static int AreTeamsAllied(lua_State* L);
static int ArePlayersAllied(lua_State* L);
static int GetAllUnits(lua_State* L);
static int GetTeamUnits(lua_State* L);
static int GetTeamUnitsSorted(lua_State* L);
static int GetTeamUnitsCounts(lua_State* L);
static int GetTeamUnitsByDefs(lua_State* L);
static int GetTeamUnitDefCount(lua_State* L);
static int GetTeamUnitCount(lua_State* L);
static int GetUnitsInRectangle(lua_State* L);
static int GetUnitsInBox(lua_State* L);
static int GetUnitsInPlanes(lua_State* L);
static int GetUnitsInSphere(lua_State* L);
static int GetUnitsInCylinder(lua_State* L);
static int GetUnitNearestAlly(lua_State* L);
static int GetUnitNearestEnemy(lua_State* L);
static int GetFeaturesInRectangle(lua_State* L);
static int GetFeaturesInSphere(lua_State* L);
static int GetFeaturesInCylinder(lua_State* L);
static int GetProjectilesInRectangle(lua_State* L);
static int ValidUnitID(lua_State* L);
static int GetUnitTooltip(lua_State* L);
static int GetUnitDefID(lua_State* L);
static int GetUnitTeam(lua_State* L);
static int GetUnitAllyTeam(lua_State* L);
static int GetUnitNeutral(lua_State* L);
static int GetUnitHealth(lua_State* L);
static int GetUnitIsDead(lua_State* L);
static int GetUnitIsStunned(lua_State* L);
static int GetUnitResources(lua_State* L);
static int GetUnitMetalExtraction(lua_State* L);
static int GetUnitExperience(lua_State* L);
static int GetUnitStates(lua_State* L);
static int GetUnitArmored(lua_State* L);
static int GetUnitIsActive(lua_State* L);
static int GetUnitIsCloaked(lua_State* L);
static int GetUnitSelfDTime(lua_State* L);
static int GetUnitStockpile(lua_State* L);
static int GetUnitSensorRadius(lua_State* L);
static int GetUnitPosErrorParams(lua_State* L);
static int GetUnitHeight(lua_State* L);
static int GetUnitRadius(lua_State* L);
static int GetUnitMass(lua_State* L);
static int GetUnitPosition(lua_State* L);
static int GetUnitBasePosition(lua_State* L);
static int GetUnitVectors(lua_State* L);
static int GetUnitRotation(lua_State* L);
static int GetUnitDirection(lua_State* L);
static int GetUnitHeading(lua_State* L);
static int GetUnitVelocity(lua_State* L);
static int GetUnitBuildFacing(lua_State* L);
static int GetUnitIsBuilding(lua_State* L);
static int GetUnitCurrentBuildPower(lua_State* L);
static int GetUnitHarvestStorage(lua_State* L);
static int GetUnitNanoPieces(lua_State* L);
static int GetUnitTransporter(lua_State* L);
static int GetUnitIsTransporting(lua_State* L);
static int GetUnitShieldState(lua_State* L);
static int GetUnitFlanking(lua_State* L);
static int GetUnitMaxRange(lua_State* L);
static int GetUnitWeaponState(lua_State* L);
static int GetUnitWeaponDamages(lua_State* L);
static int GetUnitWeaponVectors(lua_State* L);
static int GetUnitWeaponTryTarget(lua_State* L);
static int GetUnitWeaponTestTarget(lua_State* L);
static int GetUnitWeaponTestRange(lua_State* L);
static int GetUnitWeaponHaveFreeLineOfFire(lua_State* L);
static int GetUnitWeaponCanFire(lua_State* L);
static int GetUnitWeaponTarget(lua_State* L);
static int GetUnitTravel(lua_State* L);
static int GetUnitFuel(lua_State* L);
static int GetUnitEstimatedPath(lua_State* L);
static int GetUnitLastAttacker(lua_State* L);
static int GetUnitLastAttackedPiece(lua_State* L);
static int GetUnitCollisionVolumeData(lua_State* L);
static int GetUnitPieceCollisionVolumeData(lua_State* L);
static int GetUnitBlocking(lua_State* L);
static int GetUnitMoveTypeData(lua_State* L);
static int GetUnitCommands(lua_State* L);
static int GetFactoryCounts(lua_State* L);
static int GetFactoryCommands(lua_State* L);
static int GetCommandQueue(lua_State* L);
static int GetFullBuildQueue(lua_State* L);
static int GetRealBuildQueue(lua_State* L);
static int GetUnitCmdDescs(lua_State* L);
static int FindUnitCmdDesc(lua_State* L);
static int GetUnitRulesParam(lua_State* L);
static int GetUnitRulesParams(lua_State* L);
static int GetUnitLosState(lua_State* L);
static int GetUnitSeparation(lua_State* L);
static int GetUnitFeatureSeparation(lua_State* L);
static int GetUnitDefDimensions(lua_State* L);
static int GetAllFeatures(lua_State* L);
static int ValidFeatureID(lua_State* L);
static int GetFeatureDefID(lua_State* L);
static int GetFeatureTeam(lua_State* L);
static int GetFeatureAllyTeam(lua_State* L);
static int GetFeatureHealth(lua_State* L);
static int GetFeatureHeight(lua_State* L);
static int GetFeatureRadius(lua_State* L);
static int GetFeatureMass(lua_State* L);
static int GetFeaturePosition(lua_State* L);
static int GetFeatureSeparation(lua_State* L);
static int GetFeatureRotation(lua_State* L);
static int GetFeatureDirection(lua_State* L);
static int GetFeatureVelocity(lua_State* L);
static int GetFeatureHeading(lua_State* L);
static int GetFeatureResources(lua_State* L);
static int GetFeatureBlocking(lua_State* L);
static int GetFeatureNoSelect(lua_State* L);
static int GetFeatureResurrect(lua_State* L);
static int GetFeatureLastAttackedPiece(lua_State* L);
static int GetFeatureCollisionVolumeData(lua_State* L);
static int GetFeaturePieceCollisionVolumeData(lua_State* L);
static int GetFeatureRulesParam(lua_State* L);
static int GetFeatureRulesParams(lua_State* L);
static int GetProjectilePosition(lua_State* L);
static int GetProjectileDirection(lua_State* L);
static int GetProjectileVelocity(lua_State* L);
static int GetProjectileGravity(lua_State* L);
static int GetProjectileSpinAngle(lua_State* L); // DEPRECATED
static int GetProjectileSpinSpeed(lua_State* L); // DEPRECATED
static int GetProjectileSpinVec(lua_State* L); // DEPRECATED
static int GetPieceProjectileParams(lua_State* L);
static int GetProjectileTarget(lua_State* L);
static int GetProjectileIsIntercepted(lua_State* L);
static int GetProjectileTimeToLive(lua_State* L);
static int GetProjectileOwnerID(lua_State* L);
static int GetProjectileTeamID(lua_State* L);
static int GetProjectileType(lua_State* L);
static int GetProjectileDefID(lua_State* L);
static int GetProjectileDamages(lua_State* L);
static int GetProjectileName(lua_State* L); // DEPRECATE ME?
static int GetGroundHeight(lua_State* L);
static int GetGroundOrigHeight(lua_State* L);
static int GetGroundNormal(lua_State* L);
static int GetGroundInfo(lua_State* L);
static int GetGroundBlocked(lua_State* L);
static int GetGroundExtremes(lua_State* L);
static int GetTerrainTypeData(lua_State* L);
static int GetGrass(lua_State* L);
static int GetSmoothMeshHeight(lua_State* L);
static int TestMoveOrder(lua_State* L);
static int TestBuildOrder(lua_State* L);
static int Pos2BuildPos(lua_State* L);
static int GetPositionLosState(lua_State* L);
static int IsPosInLos(lua_State* L);
static int IsPosInRadar(lua_State* L);
static int IsPosInAirLos(lua_State* L);
static int IsUnitInLos(lua_State* L);
static int IsUnitInAirLos(lua_State* L);
static int IsUnitInRadar(lua_State* L);
static int IsUnitInJammer(lua_State* L);
static int GetClosestValidPosition(lua_State* L);
static int GetUnitPieceMap(lua_State* L);
static int GetUnitPieceList(lua_State* L);
static int GetUnitPieceInfo(lua_State* L);
static int GetUnitPiecePosition(lua_State* L);
static int GetUnitPieceDirection(lua_State* L);
static int GetUnitPiecePosDir(lua_State* L);
static int GetUnitPieceMatrix(lua_State* L);
static int GetUnitScriptPiece(lua_State* L);
static int GetUnitScriptNames(lua_State* L);
static int GetFeaturePieceMap(lua_State* L);
static int GetFeaturePieceList(lua_State* L);
static int GetFeaturePieceInfo(lua_State* L);
static int GetFeaturePiecePosition(lua_State* L);
static int GetFeaturePieceDirection(lua_State* L);
static int GetFeaturePiecePosDir(lua_State* L);
static int GetFeaturePieceMatrix(lua_State* L);
static int GetRadarErrorParams(lua_State* L);
static int TraceRay(lua_State* L); //TODO: not implemented
static int TraceRayUnits(lua_State* L); //TODO: not implemented
static int TraceRayFeatures(lua_State* L); //TODO: not implemented
static int TraceRayGround(lua_State* L); //TODO: not implemented
};
#endif /* LUA_SYNCED_READ_H */
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