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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)
.def_property_readonly("position", &Unit::getPosition)
.def_property_readonly("tile_position", &Unit::getTilePosition)
.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("completed", &Unit::isCompleted)
.def_property_readonly("being_constructed", &Unit::isBeingConstructed)
.def_property_readonly("cloaked", &Unit::isCloaked)
.def_property_readonly("flying", &Unit::isFlying)
.def_property_readonly("alive", &Unit::isAlive)
.def_property_readonly("powered", &Unit::isPowered)
.def_property_readonly("idle", &Unit::isIdle)
.def_property_readonly("burrowed", &Unit::isBurrowed)
.def_property_readonly("valid", &Unit::isValid)
.def_property_readonly("training", &Unit::isTraining)
.def_property_readonly("constructing", &Unit::isConstructing)
.def("stop", &Unit::stop)
.def("attack_unit", &Unit::attackUnit)
.def("attack_move", &Unit::attackMove)
.def("move", py::overload_cast<const CCPosition &>(&Unit::move, py::const_))
.def("move", py::overload_cast<const CCTilePosition &>(&Unit::move, py::const_))
.def("repair", &Unit::repair)
.def("build", &Unit::build)
.def("train", &Unit::train)
.def("morph", &Unit::morph)
.def("__hash__", [](const Unit & unit) { return std::hash<CCUnitID>{}(unit.getID()); })
.def(py::self == py::self)
.def("__repr__", [](const Unit & unit) { return "<Unit of type: '" + unit.getType().getName() + "'>"; });
}