void InitMap(void); void AIMeleeStart(int player); void AINewUnit(int player, unit u); void DebugCallback(int player); bool AIIsAttacking(int player); bool AINeedsDefending(int player); unit AICombatPriority(unit target, unitgroup attackers, unitgroup enemies); void AITownIsFull(int player, int town); void AIWaveThink(int player, wave w, int type); void AITownWasLost(int player, int town); void AIMelee(int player); void AIWaveAddedUnit(int, wave, unit); string AIGetMaker(int player, string objType); int AIGetObjectType(int player, string objType); string AIGetFirstUnfinishedReq(int player, string objType); string AIGetFirstMissingReq(int player, string objType); int AIGetDefaultBuildFlags(int player, string objType); void AISpellPriority(unitgroup src, unitgroup dst); unit AIGetScout(int player, int index, unit prev); void AIWaveChange(int, wave, int, int); unit AIEarlyDefScout(int player, unit prev); fixed _unknown1(int, unit); void _unknown2(int, unit, unitgroup); bool _TriggerCallback(bool testConds, bool runActions);