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BWMirror-Generator/bwapi/Unit.java

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Java
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2014-08-05 04:43:14 -04:00
package bwapi;
import bwapi.*;
import java.util.Map;
import java.util.HashMap;
import java.util.Collection;
import java.util.List;
public class Unit {
public int getID() {
return getID_native(pointer);
}
public int getReplayID() {
return getReplayID_native(pointer);
}
public Player getPlayer() {
return getPlayer_native(pointer);
}
public UnitType getType() {
return getType_native(pointer);
}
public Position getPosition() {
return getPosition_native(pointer);
}
public TilePosition getTilePosition() {
return getTilePosition_native(pointer);
}
public double getAngle() {
return getAngle_native(pointer);
}
public double getVelocityX() {
return getVelocityX_native(pointer);
}
public double getVelocityY() {
return getVelocityY_native(pointer);
}
public Region getRegion() {
return getRegion_native(pointer);
}
public int getLeft() {
return getLeft_native(pointer);
}
public int getTop() {
return getTop_native(pointer);
}
public int getRight() {
return getRight_native(pointer);
}
public int getBottom() {
return getBottom_native(pointer);
}
public int getHitPoints() {
return getHitPoints_native(pointer);
}
public int getShields() {
return getShields_native(pointer);
}
public int getEnergy() {
return getEnergy_native(pointer);
}
public int getResources() {
return getResources_native(pointer);
}
public int getResourceGroup() {
return getResourceGroup_native(pointer);
}
public int getDistance(Unit target) {
return getDistance_native(pointer, target);
}
public int getDistance(Position target) {
return getDistance_native(pointer, target);
}
public boolean hasPath(Unit target) {
return hasPath_native(pointer, target);
}
public boolean hasPath(Position target) {
return hasPath_native(pointer, target);
}
public int getLastCommandFrame() {
return getLastCommandFrame_native(pointer);
}
public Player getLastAttackingPlayer() {
return getLastAttackingPlayer_native(pointer);
}
public int getUpgradeLevel(UpgradeType upgrade) {
return getUpgradeLevel_native(pointer, upgrade);
}
public UnitType getInitialType() {
return getInitialType_native(pointer);
}
public Position getInitialPosition() {
return getInitialPosition_native(pointer);
}
public TilePosition getInitialTilePosition() {
return getInitialTilePosition_native(pointer);
}
public int getInitialHitPoints() {
return getInitialHitPoints_native(pointer);
}
public int getInitialResources() {
return getInitialResources_native(pointer);
}
public int getKillCount() {
return getKillCount_native(pointer);
}
public int getAcidSporeCount() {
return getAcidSporeCount_native(pointer);
}
public int getInterceptorCount() {
return getInterceptorCount_native(pointer);
}
public int getScarabCount() {
return getScarabCount_native(pointer);
}
public int getSpiderMineCount() {
return getSpiderMineCount_native(pointer);
}
public int getGroundWeaponCooldown() {
return getGroundWeaponCooldown_native(pointer);
}
public int getAirWeaponCooldown() {
return getAirWeaponCooldown_native(pointer);
}
public int getSpellCooldown() {
return getSpellCooldown_native(pointer);
}
public int getDefenseMatrixPoints() {
return getDefenseMatrixPoints_native(pointer);
}
public int getDefenseMatrixTimer() {
return getDefenseMatrixTimer_native(pointer);
}
public int getEnsnareTimer() {
return getEnsnareTimer_native(pointer);
}
public int getIrradiateTimer() {
return getIrradiateTimer_native(pointer);
}
public int getLockdownTimer() {
return getLockdownTimer_native(pointer);
}
public int getMaelstromTimer() {
return getMaelstromTimer_native(pointer);
}
public int getOrderTimer() {
return getOrderTimer_native(pointer);
}
public int getPlagueTimer() {
return getPlagueTimer_native(pointer);
}
public int getRemoveTimer() {
return getRemoveTimer_native(pointer);
}
public int getStasisTimer() {
return getStasisTimer_native(pointer);
}
public int getStimTimer() {
return getStimTimer_native(pointer);
}
public UnitType getBuildType() {
return getBuildType_native(pointer);
}
public TechType getTech() {
return getTech_native(pointer);
}
public UpgradeType getUpgrade() {
return getUpgrade_native(pointer);
}
public int getRemainingBuildTime() {
return getRemainingBuildTime_native(pointer);
}
public int getRemainingTrainTime() {
return getRemainingTrainTime_native(pointer);
}
public int getRemainingResearchTime() {
return getRemainingResearchTime_native(pointer);
}
public int getRemainingUpgradeTime() {
return getRemainingUpgradeTime_native(pointer);
}
public Unit getBuildUnit() {
return getBuildUnit_native(pointer);
}
public Unit getTarget() {
return getTarget_native(pointer);
}
public Position getTargetPosition() {
return getTargetPosition_native(pointer);
}
public Order getOrder() {
return getOrder_native(pointer);
}
public Order getSecondaryOrder() {
return getSecondaryOrder_native(pointer);
}
public Unit getOrderTarget() {
return getOrderTarget_native(pointer);
}
public Position getOrderTargetPosition() {
return getOrderTargetPosition_native(pointer);
}
public Position getRallyPosition() {
return getRallyPosition_native(pointer);
}
public Unit getRallyUnit() {
return getRallyUnit_native(pointer);
}
public Unit getAddon() {
return getAddon_native(pointer);
}
public Unit getNydusExit() {
return getNydusExit_native(pointer);
}
public Unit getPowerUp() {
return getPowerUp_native(pointer);
}
public Unit getTransport() {
return getTransport_native(pointer);
}
public List<Unit> getLoadedUnits() {
return getLoadedUnits_native(pointer);
}
public Unit getCarrier() {
return getCarrier_native(pointer);
}
public List<Unit> getInterceptors() {
return getInterceptors_native(pointer);
}
public Unit getHatchery() {
return getHatchery_native(pointer);
}
public List<Unit> getLarva() {
return getLarva_native(pointer);
}
public List<Unit> getUnitsInRadius(int radius) {
return getUnitsInRadius_native(pointer, radius);
}
public List<Unit> getUnitsInWeaponRange(WeaponType weapon) {
return getUnitsInWeaponRange_native(pointer, weapon);
}
public boolean exists() {
return exists_native(pointer);
}
public boolean hasNuke() {
return hasNuke_native(pointer);
}
public boolean isAccelerating() {
return isAccelerating_native(pointer);
}
public boolean isAttacking() {
return isAttacking_native(pointer);
}
public boolean isAttackFrame() {
return isAttackFrame_native(pointer);
}
public boolean isBeingConstructed() {
return isBeingConstructed_native(pointer);
}
public boolean isBeingGathered() {
return isBeingGathered_native(pointer);
}
public boolean isBeingHealed() {
return isBeingHealed_native(pointer);
}
public boolean isBlind() {
return isBlind_native(pointer);
}
public boolean isBraking() {
return isBraking_native(pointer);
}
public boolean isBurrowed() {
return isBurrowed_native(pointer);
}
public boolean isCarryingGas() {
return isCarryingGas_native(pointer);
}
public boolean isCarryingMinerals() {
return isCarryingMinerals_native(pointer);
}
public boolean isCloaked() {
return isCloaked_native(pointer);
}
public boolean isCompleted() {
return isCompleted_native(pointer);
}
public boolean isConstructing() {
return isConstructing_native(pointer);
}
public boolean isDefenseMatrixed() {
return isDefenseMatrixed_native(pointer);
}
public boolean isDetected() {
return isDetected_native(pointer);
}
public boolean isEnsnared() {
return isEnsnared_native(pointer);
}
public boolean isFollowing() {
return isFollowing_native(pointer);
}
public boolean isGatheringGas() {
return isGatheringGas_native(pointer);
}
public boolean isGatheringMinerals() {
return isGatheringMinerals_native(pointer);
}
public boolean isHallucination() {
return isHallucination_native(pointer);
}
public boolean isHoldingPosition() {
return isHoldingPosition_native(pointer);
}
public boolean isIdle() {
return isIdle_native(pointer);
}
public boolean isInterruptible() {
return isInterruptible_native(pointer);
}
public boolean isInvincible() {
return isInvincible_native(pointer);
}
public boolean isInWeaponRange(Unit target) {
return isInWeaponRange_native(pointer, target);
}
public boolean isIrradiated() {
return isIrradiated_native(pointer);
}
public boolean isLifted() {
return isLifted_native(pointer);
}
public boolean isLoaded() {
return isLoaded_native(pointer);
}
public boolean isLockedDown() {
return isLockedDown_native(pointer);
}
public boolean isMaelstrommed() {
return isMaelstrommed_native(pointer);
}
public boolean isMorphing() {
return isMorphing_native(pointer);
}
public boolean isMoving() {
return isMoving_native(pointer);
}
public boolean isParasited() {
return isParasited_native(pointer);
}
public boolean isPatrolling() {
return isPatrolling_native(pointer);
}
public boolean isPlagued() {
return isPlagued_native(pointer);
}
public boolean isRepairing() {
return isRepairing_native(pointer);
}
public boolean isResearching() {
return isResearching_native(pointer);
}
public boolean isSelected() {
return isSelected_native(pointer);
}
public boolean isSieged() {
return isSieged_native(pointer);
}
public boolean isStartingAttack() {
return isStartingAttack_native(pointer);
}
public boolean isStasised() {
return isStasised_native(pointer);
}
public boolean isStimmed() {
return isStimmed_native(pointer);
}
public boolean isStuck() {
return isStuck_native(pointer);
}
public boolean isTraining() {
return isTraining_native(pointer);
}
public boolean isUnderAttack() {
return isUnderAttack_native(pointer);
}
public boolean isUnderDarkSwarm() {
return isUnderDarkSwarm_native(pointer);
}
public boolean isUnderDisruptionWeb() {
return isUnderDisruptionWeb_native(pointer);
}
public boolean isUnderStorm() {
return isUnderStorm_native(pointer);
}
public boolean isUnpowered() {
return isUnpowered_native(pointer);
}
public boolean isUpgrading() {
return isUpgrading_native(pointer);
}
public boolean isVisible() {
return isVisible_native(pointer);
}
public boolean isVisible(Player player) {
return isVisible_native(pointer, player);
}
public boolean canIssueCommand(UnitCommand command) {
return canIssueCommand_native(pointer, command);
}
public boolean issueCommand(UnitCommand command) {
return issueCommand_native(pointer, command);
}
public boolean attack(Position target) {
return attack_native(pointer, target);
}
public boolean attack(Position target, boolean shiftQueueCommand) {
return attack_native(pointer, target, shiftQueueCommand);
}
public boolean attack(Unit target) {
return attack_native(pointer, target);
}
public boolean attack(Unit target, boolean shiftQueueCommand) {
return attack_native(pointer, target, shiftQueueCommand);
}
public boolean build(TilePosition target, UnitType type) {
return build_native(pointer, target, type);
}
public boolean buildAddon(UnitType type) {
return buildAddon_native(pointer, type);
}
public boolean train(UnitType type) {
return train_native(pointer, type);
}
public boolean morph(UnitType type) {
return morph_native(pointer, type);
}
public boolean research(TechType tech) {
return research_native(pointer, tech);
}
public boolean upgrade(UpgradeType upgrade) {
return upgrade_native(pointer, upgrade);
}
public boolean setRallyPoint(Position target) {
return setRallyPoint_native(pointer, target);
}
public boolean setRallyPoint(Unit target) {
return setRallyPoint_native(pointer, target);
}
public boolean move(Position target) {
return move_native(pointer, target);
}
public boolean move(Position target, boolean shiftQueueCommand) {
return move_native(pointer, target, shiftQueueCommand);
}
public boolean patrol(Position target) {
return patrol_native(pointer, target);
}
public boolean patrol(Position target, boolean shiftQueueCommand) {
return patrol_native(pointer, target, shiftQueueCommand);
}
public boolean holdPosition() {
return holdPosition_native(pointer);
}
public boolean holdPosition(boolean shiftQueueCommand) {
return holdPosition_native(pointer, shiftQueueCommand);
}
public boolean stop() {
return stop_native(pointer);
}
public boolean stop(boolean shiftQueueCommand) {
return stop_native(pointer, shiftQueueCommand);
}
public boolean follow(Unit target) {
return follow_native(pointer, target);
}
public boolean follow(Unit target, boolean shiftQueueCommand) {
return follow_native(pointer, target, shiftQueueCommand);
}
public boolean gather(Unit target) {
return gather_native(pointer, target);
}
public boolean gather(Unit target, boolean shiftQueueCommand) {
return gather_native(pointer, target, shiftQueueCommand);
}
public boolean returnCargo() {
return returnCargo_native(pointer);
}
public boolean returnCargo(boolean shiftQueueCommand) {
return returnCargo_native(pointer, shiftQueueCommand);
}
public boolean repair(Unit target) {
return repair_native(pointer, target);
}
public boolean repair(Unit target, boolean shiftQueueCommand) {
return repair_native(pointer, target, shiftQueueCommand);
}
public boolean burrow() {
return burrow_native(pointer);
}
public boolean unburrow() {
return unburrow_native(pointer);
}
public boolean cloak() {
return cloak_native(pointer);
}
public boolean decloak() {
return decloak_native(pointer);
}
public boolean siege() {
return siege_native(pointer);
}
public boolean unsiege() {
return unsiege_native(pointer);
}
public boolean lift() {
return lift_native(pointer);
}
public boolean land(TilePosition target) {
return land_native(pointer, target);
}
public boolean load(Unit target) {
return load_native(pointer, target);
}
public boolean load(Unit target, boolean shiftQueueCommand) {
return load_native(pointer, target, shiftQueueCommand);
}
public boolean unload(Unit target) {
return unload_native(pointer, target);
}
public boolean unloadAll() {
return unloadAll_native(pointer);
}
public boolean unloadAll(boolean shiftQueueCommand) {
return unloadAll_native(pointer, shiftQueueCommand);
}
public boolean unloadAll(Position target) {
return unloadAll_native(pointer, target);
}
public boolean unloadAll(Position target, boolean shiftQueueCommand) {
return unloadAll_native(pointer, target, shiftQueueCommand);
}
public boolean rightClick(Position target) {
return rightClick_native(pointer, target);
}
public boolean rightClick(Position target, boolean shiftQueueCommand) {
return rightClick_native(pointer, target, shiftQueueCommand);
}
public boolean rightClick(Unit target) {
return rightClick_native(pointer, target);
}
public boolean rightClick(Unit target, boolean shiftQueueCommand) {
return rightClick_native(pointer, target, shiftQueueCommand);
}
public boolean haltConstruction() {
return haltConstruction_native(pointer);
}
public boolean cancelConstruction() {
return cancelConstruction_native(pointer);
}
public boolean cancelAddon() {
return cancelAddon_native(pointer);
}
public boolean cancelTrain() {
return cancelTrain_native(pointer);
}
public boolean cancelTrain(int slot) {
return cancelTrain_native(pointer, slot);
}
public boolean cancelMorph() {
return cancelMorph_native(pointer);
}
public boolean cancelResearch() {
return cancelResearch_native(pointer);
}
public boolean cancelUpgrade() {
return cancelUpgrade_native(pointer);
}
public boolean useTech(TechType tech) {
return useTech_native(pointer, tech);
}
public boolean useTech(TechType tech, Position target) {
return useTech_native(pointer, tech, target);
}
public boolean useTech(TechType tech, Unit target) {
return useTech_native(pointer, tech, target);
}
public boolean placeCOP(TilePosition target) {
return placeCOP_native(pointer, target);
}
private static Map<Long, Unit> instances = new HashMap<Long, Unit>();
private Unit(long pointer) {
this.pointer = pointer;
}
private static Unit get(long pointer) {
if (pointer == 0 ) {
return null;
}
2014-08-05 04:43:14 -04:00
Unit instance = instances.get(pointer);
if (instance == null ) {
instance = new Unit(pointer);
instances.put(pointer, instance);
}
return instance;
}
private long pointer;
private native int getID_native(long pointer);
private native int getReplayID_native(long pointer);
private native Player getPlayer_native(long pointer);
private native UnitType getType_native(long pointer);
private native Position getPosition_native(long pointer);
private native TilePosition getTilePosition_native(long pointer);
private native double getAngle_native(long pointer);
private native double getVelocityX_native(long pointer);
private native double getVelocityY_native(long pointer);
private native Region getRegion_native(long pointer);
private native int getLeft_native(long pointer);
private native int getTop_native(long pointer);
private native int getRight_native(long pointer);
private native int getBottom_native(long pointer);
private native int getHitPoints_native(long pointer);
private native int getShields_native(long pointer);
private native int getEnergy_native(long pointer);
private native int getResources_native(long pointer);
private native int getResourceGroup_native(long pointer);
private native int getDistance_native(long pointer, Unit target);
private native int getDistance_native(long pointer, Position target);
private native boolean hasPath_native(long pointer, Unit target);
private native boolean hasPath_native(long pointer, Position target);
private native int getLastCommandFrame_native(long pointer);
private native Player getLastAttackingPlayer_native(long pointer);
private native int getUpgradeLevel_native(long pointer, UpgradeType upgrade);
private native UnitType getInitialType_native(long pointer);
private native Position getInitialPosition_native(long pointer);
private native TilePosition getInitialTilePosition_native(long pointer);
private native int getInitialHitPoints_native(long pointer);
private native int getInitialResources_native(long pointer);
private native int getKillCount_native(long pointer);
private native int getAcidSporeCount_native(long pointer);
private native int getInterceptorCount_native(long pointer);
private native int getScarabCount_native(long pointer);
private native int getSpiderMineCount_native(long pointer);
private native int getGroundWeaponCooldown_native(long pointer);
private native int getAirWeaponCooldown_native(long pointer);
private native int getSpellCooldown_native(long pointer);
private native int getDefenseMatrixPoints_native(long pointer);
private native int getDefenseMatrixTimer_native(long pointer);
private native int getEnsnareTimer_native(long pointer);
private native int getIrradiateTimer_native(long pointer);
private native int getLockdownTimer_native(long pointer);
private native int getMaelstromTimer_native(long pointer);
private native int getOrderTimer_native(long pointer);
private native int getPlagueTimer_native(long pointer);
private native int getRemoveTimer_native(long pointer);
private native int getStasisTimer_native(long pointer);
private native int getStimTimer_native(long pointer);
private native UnitType getBuildType_native(long pointer);
private native TechType getTech_native(long pointer);
private native UpgradeType getUpgrade_native(long pointer);
private native int getRemainingBuildTime_native(long pointer);
private native int getRemainingTrainTime_native(long pointer);
private native int getRemainingResearchTime_native(long pointer);
private native int getRemainingUpgradeTime_native(long pointer);
private native Unit getBuildUnit_native(long pointer);
private native Unit getTarget_native(long pointer);
private native Position getTargetPosition_native(long pointer);
private native Order getOrder_native(long pointer);
private native Order getSecondaryOrder_native(long pointer);
private native Unit getOrderTarget_native(long pointer);
private native Position getOrderTargetPosition_native(long pointer);
private native Position getRallyPosition_native(long pointer);
private native Unit getRallyUnit_native(long pointer);
private native Unit getAddon_native(long pointer);
private native Unit getNydusExit_native(long pointer);
private native Unit getPowerUp_native(long pointer);
private native Unit getTransport_native(long pointer);
private native List<Unit> getLoadedUnits_native(long pointer);
private native Unit getCarrier_native(long pointer);
private native List<Unit> getInterceptors_native(long pointer);
private native Unit getHatchery_native(long pointer);
private native List<Unit> getLarva_native(long pointer);
private native List<Unit> getUnitsInRadius_native(long pointer, int radius);
private native List<Unit> getUnitsInWeaponRange_native(long pointer, WeaponType weapon);
private native boolean exists_native(long pointer);
private native boolean hasNuke_native(long pointer);
private native boolean isAccelerating_native(long pointer);
private native boolean isAttacking_native(long pointer);
private native boolean isAttackFrame_native(long pointer);
private native boolean isBeingConstructed_native(long pointer);
private native boolean isBeingGathered_native(long pointer);
private native boolean isBeingHealed_native(long pointer);
private native boolean isBlind_native(long pointer);
private native boolean isBraking_native(long pointer);
private native boolean isBurrowed_native(long pointer);
private native boolean isCarryingGas_native(long pointer);
private native boolean isCarryingMinerals_native(long pointer);
private native boolean isCloaked_native(long pointer);
private native boolean isCompleted_native(long pointer);
private native boolean isConstructing_native(long pointer);
private native boolean isDefenseMatrixed_native(long pointer);
private native boolean isDetected_native(long pointer);
private native boolean isEnsnared_native(long pointer);
private native boolean isFollowing_native(long pointer);
private native boolean isGatheringGas_native(long pointer);
private native boolean isGatheringMinerals_native(long pointer);
private native boolean isHallucination_native(long pointer);
private native boolean isHoldingPosition_native(long pointer);
private native boolean isIdle_native(long pointer);
private native boolean isInterruptible_native(long pointer);
private native boolean isInvincible_native(long pointer);
private native boolean isInWeaponRange_native(long pointer, Unit target);
private native boolean isIrradiated_native(long pointer);
private native boolean isLifted_native(long pointer);
private native boolean isLoaded_native(long pointer);
private native boolean isLockedDown_native(long pointer);
private native boolean isMaelstrommed_native(long pointer);
private native boolean isMorphing_native(long pointer);
private native boolean isMoving_native(long pointer);
private native boolean isParasited_native(long pointer);
private native boolean isPatrolling_native(long pointer);
private native boolean isPlagued_native(long pointer);
private native boolean isRepairing_native(long pointer);
private native boolean isResearching_native(long pointer);
private native boolean isSelected_native(long pointer);
private native boolean isSieged_native(long pointer);
private native boolean isStartingAttack_native(long pointer);
private native boolean isStasised_native(long pointer);
private native boolean isStimmed_native(long pointer);
private native boolean isStuck_native(long pointer);
private native boolean isTraining_native(long pointer);
private native boolean isUnderAttack_native(long pointer);
private native boolean isUnderDarkSwarm_native(long pointer);
private native boolean isUnderDisruptionWeb_native(long pointer);
private native boolean isUnderStorm_native(long pointer);
private native boolean isUnpowered_native(long pointer);
private native boolean isUpgrading_native(long pointer);
private native boolean isVisible_native(long pointer);
private native boolean isVisible_native(long pointer, Player player);
private native boolean canIssueCommand_native(long pointer, UnitCommand command);
private native boolean issueCommand_native(long pointer, UnitCommand command);
private native boolean attack_native(long pointer, Position target);
private native boolean attack_native(long pointer, Position target, boolean shiftQueueCommand);
private native boolean attack_native(long pointer, Unit target);
private native boolean attack_native(long pointer, Unit target, boolean shiftQueueCommand);
private native boolean build_native(long pointer, TilePosition target, UnitType type);
private native boolean buildAddon_native(long pointer, UnitType type);
private native boolean train_native(long pointer, UnitType type);
private native boolean morph_native(long pointer, UnitType type);
private native boolean research_native(long pointer, TechType tech);
private native boolean upgrade_native(long pointer, UpgradeType upgrade);
private native boolean setRallyPoint_native(long pointer, Position target);
private native boolean setRallyPoint_native(long pointer, Unit target);
private native boolean move_native(long pointer, Position target);
private native boolean move_native(long pointer, Position target, boolean shiftQueueCommand);
private native boolean patrol_native(long pointer, Position target);
private native boolean patrol_native(long pointer, Position target, boolean shiftQueueCommand);
private native boolean holdPosition_native(long pointer);
private native boolean holdPosition_native(long pointer, boolean shiftQueueCommand);
private native boolean stop_native(long pointer);
private native boolean stop_native(long pointer, boolean shiftQueueCommand);
private native boolean follow_native(long pointer, Unit target);
private native boolean follow_native(long pointer, Unit target, boolean shiftQueueCommand);
private native boolean gather_native(long pointer, Unit target);
private native boolean gather_native(long pointer, Unit target, boolean shiftQueueCommand);
private native boolean returnCargo_native(long pointer);
private native boolean returnCargo_native(long pointer, boolean shiftQueueCommand);
private native boolean repair_native(long pointer, Unit target);
private native boolean repair_native(long pointer, Unit target, boolean shiftQueueCommand);
private native boolean burrow_native(long pointer);
private native boolean unburrow_native(long pointer);
private native boolean cloak_native(long pointer);
private native boolean decloak_native(long pointer);
private native boolean siege_native(long pointer);
private native boolean unsiege_native(long pointer);
private native boolean lift_native(long pointer);
private native boolean land_native(long pointer, TilePosition target);
private native boolean load_native(long pointer, Unit target);
private native boolean load_native(long pointer, Unit target, boolean shiftQueueCommand);
private native boolean unload_native(long pointer, Unit target);
private native boolean unloadAll_native(long pointer);
private native boolean unloadAll_native(long pointer, boolean shiftQueueCommand);
private native boolean unloadAll_native(long pointer, Position target);
private native boolean unloadAll_native(long pointer, Position target, boolean shiftQueueCommand);
private native boolean rightClick_native(long pointer, Position target);
private native boolean rightClick_native(long pointer, Position target, boolean shiftQueueCommand);
private native boolean rightClick_native(long pointer, Unit target);
private native boolean rightClick_native(long pointer, Unit target, boolean shiftQueueCommand);
private native boolean haltConstruction_native(long pointer);
private native boolean cancelConstruction_native(long pointer);
private native boolean cancelAddon_native(long pointer);
private native boolean cancelTrain_native(long pointer);
private native boolean cancelTrain_native(long pointer, int slot);
private native boolean cancelMorph_native(long pointer);
private native boolean cancelResearch_native(long pointer);
private native boolean cancelUpgrade_native(long pointer);
private native boolean useTech_native(long pointer, TechType tech);
private native boolean useTech_native(long pointer, TechType tech, Position target);
private native boolean useTech_native(long pointer, TechType tech, Unit target);
private native boolean placeCOP_native(long pointer, TilePosition target);
}