#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("has_target", &Unit::hasTarget) .def_property_readonly("max_hit_points", &Unit::getMaxHitPoints) .def_property_readonly("progress", &Unit::getProgress) .def_property_readonly("current_ability_id", &Unit::getCurrentAbilityID, "The AbilityID of currently used ability") .def_property_readonly("facing", &Unit::getFacing) .def_property_readonly("radius", &Unit::getRadius) .def("hold_position", &Unit::holdPosition) .def("patrol", py::overload_cast<const CCPosition &>(&Unit::patrol, py::const_)) .def("stop_dance", &Unit::stopDance) .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() + "'>"; }); }