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lib_replay_unit.cpp 2.55 KiB
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    #include "library.h"
    
    namespace py = pybind11;
    
    void define_replay_unit(py::module & m)
    {
    
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    	py::class_<ReplayUnit>(m, "ReplayUnit")
    		.def_property_readonly("id", &ReplayUnit::getID)
    		.def_property_readonly("unit_type", &ReplayUnit::getType, "The id of the type")
    		.def_property_readonly("unit_type_name", &ReplayUnit::getTypeName, "The name of the type")
    		.def_property_readonly("position", &ReplayUnit::getPosition, "The :class:`library.Point2D` of the unit")
    		.def_property_readonly("tile_position", &ReplayUnit::getTilePosition, "The :class:`library.Point2DI` of the unit")
    		.def_property_readonly("hit_points", &ReplayUnit::getHitPoints)
    		.def_property_readonly("shields", &ReplayUnit::getShields)
    		.def_property_readonly("energy", &ReplayUnit::getEnergy)
    		.def_property_readonly("player", &ReplayUnit::getPlayer)
    		.def_property_readonly("build_percentage", &ReplayUnit::getBuildPercentage)
    		.def_property_readonly("weapon_cooldown", &ReplayUnit::getWeaponCooldown)
    		.def_property_readonly("is_completed", &ReplayUnit::isCompleted)
    		.def_property_readonly("is_being_constructed", &ReplayUnit::isBeingConstructed)
    		.def_property_readonly("is_cloaked", &ReplayUnit::isCloaked)
    		.def_property_readonly("is_flying", &ReplayUnit::isFlying)
    		.def_property_readonly("buffs", &ReplayUnit::buffs)
    		.def_property_readonly("is_alive", &ReplayUnit::isAlive)
    		.def_property_readonly("is_powered", &ReplayUnit::isPowered)
    		.def_property_readonly("is_idle", &ReplayUnit::isIdle)
    		.def_property_readonly("is_burrowed", &ReplayUnit::isBurrowed)
    		.def_property_readonly("is_valid", &ReplayUnit::isValid)
    		.def_property_readonly("is_training", &ReplayUnit::isTraining)
    		.def_property_readonly("is_blip", &ReplayUnit::isBlip)
    
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    		.def_property_readonly("target", &ReplayUnit::getTarget)
    		.def_property_readonly("has_target", &ReplayUnit::hasTarget)
    
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    		.def_property_readonly("max_hit_points", &ReplayUnit::getMaxHitPoints)
    		.def_property_readonly("progress", &ReplayUnit::getProgress)
    		.def_property_readonly("current_ability_id", &ReplayUnit::getCurrentAbilityID, "The AbilityID of currently used ability")
    		.def_property_readonly("facing", &ReplayUnit::getFacing)
    		.def_property_readonly("radius", &ReplayUnit::getRadius)
    		.def_property_readonly("is_carrying_minerals", &ReplayUnit::isCarryingMinerals)
    		.def("__hash__", [](const ReplayUnit & unit) { return std::hash<const sc2::Unit *>{}(unit.getUnitPtr()); })
    
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    		.def(py::self == py::self)
    
    		.def("__repr__", [](const ReplayUnit & unit) { return "<Unit of type: '" + unit.getTypeName() +" player: " + std::to_string(unit.getPlayer()) +">"; })
    
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    }