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#include "library.h"
namespace py = pybind11;
void define_unit(py::module & m)
{
py::class_<Unit>(m, "Unit")
.def_property_readonly("unit_type", &Unit::getType, "The :class:`library.UnitType` of the unit")
.def_property_readonly("position", &Unit::getPosition, "The :class:`library.Point2D` of the unit")
.def_property_readonly("tile_position", &Unit::getTilePosition, "The :class:`library.Point2DI` of the unit")
.def_property_readonly("hit_points", &Unit::getHitPoints)
.def_property_readonly("shields", &Unit::getShields)
.def_property_readonly("energy", &Unit::getEnergy)
.def_property_readonly("player", &Unit::getPlayer)
.def_property_readonly("id", &Unit::getID)
.def_property_readonly("build_percentage", &Unit::getBuildPercentage)
.def_property_readonly("weapon_cooldown", &Unit::getWeaponCooldown)
.def_property_readonly("is_completed", &Unit::isCompleted)
.def_property_readonly("is_being_constructed", &Unit::isBeingConstructed)
.def_property_readonly("is_cloaked", &Unit::isCloaked)
.def_property_readonly("is_flying", &Unit::isFlying)
.def_property_readonly("buffs", &Unit::buffs)
.def_property_readonly("is_alive", &Unit::isAlive)
.def_property_readonly("is_powered", &Unit::isPowered)
.def_property_readonly("is_idle", &Unit::isIdle)
.def_property_readonly("is_burrowed", &Unit::isBurrowed)
.def_property_readonly("is_valid", &Unit::isValid)
.def_property_readonly("is_training", &Unit::isTraining)
.def_property_readonly("is_blip", &Unit::isBlip)
.def_property_readonly("target", &Unit::getTarget)
.def_property_readonly("max_hit_points", &Unit::getMaxHitPoints)
.def("stop", &Unit::stop)
.def("attack_unit", &Unit::attackUnit)
.def("attack_move", &Unit::attackMove)
.def("ability", py::overload_cast<sc2::AbilityID>(&Unit::ability, py::const_))
.def("ability", py::overload_cast<sc2::AbilityID, const CCPosition &>(&Unit::ability, py::const_))
.def("ability", py::overload_cast<sc2::AbilityID, const Unit &>(&Unit::ability, py::const_))
.def("move", py::overload_cast<const CCPosition &>(&Unit::move, py::const_))
.def("move", py::overload_cast<const CCTilePosition &>(&Unit::move, py::const_))
.def("right_click", &Unit::rightClick, "Same as right-clicking in the game, for example making workers mine minerals")
.def("repair", &Unit::repair)
.def("build", &Unit::build, "Build unit of type building_type at given position", "building_type"_a, "position"_a)
.def("build_target", &Unit::buildTarget, "Build building_type on top of target Unit, useful for building refineries", "building_type"_a, "target"_a)
.def("train", &Unit::train, "Train unit of type", "unit_type"_a)
.def("morph", &Unit::morph, "Morph into type of unit_type", "unit_type"_a)
.def("research", &Unit::research, "Research the given :class:`library.UPGRADE_ID`", "upgrade_id"_a)
.def("is_constructing", &Unit::isConstructing, "unit_type"_a)
.def("__hash__", [](const Unit & unit) { return std::hash<const sc2::Unit *>{}(unit.getUnitPtr()); })
.def(py::self == py::self)
.def("__repr__", [](const Unit & unit) { return "<Unit of type: '" + unit.getType().getName() + "'>"; });
}