// Autogenerated by gameplay-luagen
#include "Base.h"
#include "ScriptController.h"
#include "lua_AIAgent.h"
#include "AIAgent.h"
#include "Base.h"
#include "Game.h"
#include "Node.h"
#include "Ref.h"

namespace gameplay
{

void luaRegister_AIAgent()
{
    const luaL_Reg lua_members[] = 
    {
        {"addRef", lua_AIAgent_addRef},
        {"getId", lua_AIAgent_getId},
        {"getNode", lua_AIAgent_getNode},
        {"getRefCount", lua_AIAgent_getRefCount},
        {"getStateMachine", lua_AIAgent_getStateMachine},
        {"isEnabled", lua_AIAgent_isEnabled},
        {"release", lua_AIAgent_release},
        {"setEnabled", lua_AIAgent_setEnabled},
        {"setListener", lua_AIAgent_setListener},
        {NULL, NULL}
    };
    const luaL_Reg lua_statics[] = 
    {
        {"create", lua_AIAgent_static_create},
        {NULL, NULL}
    };
    std::vector<std::string> scopePath;

    gameplay::ScriptUtil::registerClass("AIAgent", lua_members, NULL, lua_AIAgent__gc, lua_statics, scopePath);
}

static AIAgent* getInstance(lua_State* state)
{
    void* userdata = luaL_checkudata(state, 1, "AIAgent");
    luaL_argcheck(state, userdata != NULL, 1, "'AIAgent' expected.");
    return (AIAgent*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
}

int lua_AIAgent__gc(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                void* userdata = luaL_checkudata(state, 1, "AIAgent");
                luaL_argcheck(state, userdata != NULL, 1, "'AIAgent' expected.");
                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                if (object->owns)
                {
                    AIAgent* instance = (AIAgent*)object->instance;
                    SAFE_RELEASE(instance);
                }
                
                return 0;
            }

            lua_pushstring(state, "lua_AIAgent__gc - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_addRef(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AIAgent* instance = getInstance(state);
                instance->addRef();
                
                return 0;
            }

            lua_pushstring(state, "lua_AIAgent_addRef - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_getId(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AIAgent* instance = getInstance(state);
                const char* result = instance->getId();

                // Push the return value onto the stack.
                lua_pushstring(state, result);

                return 1;
            }

            lua_pushstring(state, "lua_AIAgent_getId - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_getNode(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AIAgent* instance = getInstance(state);
                void* returnPtr = ((void*)instance->getNode());
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = false;
                    luaL_getmetatable(state, "Node");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_AIAgent_getNode - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_getRefCount(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AIAgent* instance = getInstance(state);
                unsigned int result = instance->getRefCount();

                // Push the return value onto the stack.
                lua_pushunsigned(state, result);

                return 1;
            }

            lua_pushstring(state, "lua_AIAgent_getRefCount - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_getStateMachine(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AIAgent* instance = getInstance(state);
                void* returnPtr = ((void*)instance->getStateMachine());
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = false;
                    luaL_getmetatable(state, "AIStateMachine");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_AIAgent_getStateMachine - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_isEnabled(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AIAgent* instance = getInstance(state);
                bool result = instance->isEnabled();

                // Push the return value onto the stack.
                lua_pushboolean(state, result);

                return 1;
            }

            lua_pushstring(state, "lua_AIAgent_isEnabled - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_release(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AIAgent* instance = getInstance(state);
                instance->release();
                
                return 0;
            }

            lua_pushstring(state, "lua_AIAgent_release - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_setEnabled(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TBOOLEAN)
            {
                // Get parameter 1 off the stack.
                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);

                AIAgent* instance = getInstance(state);
                instance->setEnabled(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_AIAgent_setEnabled - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 2).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_setListener(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                bool param1Valid;
                gameplay::ScriptUtil::LuaArray<AIAgent::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<AIAgent::Listener>(2, "AIAgentListener", false, &param1Valid);
                if (!param1Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent::Listener'.");
                    lua_error(state);
                }

                AIAgent* instance = getInstance(state);
                instance->setListener(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_AIAgent_setListener - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 2).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

int lua_AIAgent_static_create(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 0:
        {
            void* returnPtr = ((void*)AIAgent::create());
            if (returnPtr)
            {
                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                object->instance = returnPtr;
                object->owns = true;
                luaL_getmetatable(state, "AIAgent");
                lua_setmetatable(state, -2);
            }
            else
            {
                lua_pushnil(state);
            }

            return 1;
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 0).");
            lua_error(state);
            break;
        }
    }
    return 0;
}

}
