#include "library.h"

namespace py = pybind11;

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