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{GENERIC_UNIT SIDE TYPE X Y}

#define GENERIC_UNIT SIDE TYPE X Y
   # Creates a generic unit of TYPE belonging to SIDE at X,Y, which has a
   # random name, gender and traits (just like a recruited unit).
   [unit]
       side={SIDE}
       type={TYPE}
       x={X}
       y={Y}
       generate_description=yes
       random_traits=yes
       random_gender=yes
       upkeep=full
   [/unit]
#enddef

{NOTRAIT_UNIT SIDE TYPE X Y}

#define NOTRAIT_UNIT SIDE TYPE X Y
   # Creates a unit with no traits, random gender and name.
   #
   # Example:
   #! {NOTRAIT_UNIT (Elvish Fighter) 1 19 16}
   #
   [unit]
       side={SIDE}
       type={TYPE}
       x={X}
       y={Y}
       generate_description=yes
       random_traits=no
       random_gender=yes
   [/unit]
#enddef

{LOYAL_UNIT SIDE TYPE X Y DESCRIPTION}

#define LOYAL_UNIT SIDE TYPE X Y DESCRIPTION USER_DESCRIPTION
   # Creates a unit with the Loyal trait.
   #
   # Example:
   #! {LOYAL_UNIT 1 (Elvish Fighter) 19 16 DESCRIPTION USER_DESCRIPTION (Myname) ( _ "Myname")}
   #
   [unit]
       type={TYPE}
       description={DESCRIPTION}
       user_description={USER_DESCRIPTION}
       side={SIDE}
       x={X}
       y={Y}
       [modifications]
           {TRAIT_LOYAL}
       [/modifications]
   [/unit]
#enddef

{LOYAL_UNDEAD_UNIT SIDE TYPE X Y}

#define LOYAL_UNDEAD_UNIT SIDE TYPE X Y
   # Create a unit with the Undead and Loyal traits.
   [unit]
       type={TYPE}
       side={SIDE}
       x={X}
       y={Y}
       [modifications]
           {TRAIT_UNDEAD}
           {TRAIT_LOYAL}
       [/modifications]
   [/unit]
#enddef

{RECALL_OR_CREATE TYPE DESCRIPTION}

#define RECALL_OR_CREATE TYPE DESCRIPTION
   # A substitute for [recall] that works even when there's no-one to recall
   # useful for testing scenarios out of order.
   [recall]
       description={DESCRIPTION}
   [/recall]
   [if]
       [have_unit]
           description={DESCRIPTION}
       [/have_unit]
       [else]
           [store_starting_location]
               side=1
               variable=tmp
           [/store_starting_location]
           [unit]
               type={TYPE}
               description={DESCRIPTION}
               side=1
               x=$tmp.x
               y=$tmp.y
           [/unit]
           [clear_variable]
               name=tmp
           [/clear_variable]
       [/else]
   [/if]
#enddef

{STORE_UNIT_VAR FILTER VAR TO_VAR}

#define STORE_UNIT_VAR FILTER VAR TO_VAR
   # Stores an attribute of a unit to the given variable.
   #
   # Example where this is used to flip all orcs to whatever side James is on:
   #! {STORE_UNIT_VAR description=James side side_of_James}
   #! {MODIFY_UNIT race=orc side $side_of_James}
   [store_unit]
       [filter]
           {FILTER}
       [/filter]

       kill=no
       variable=STORE_UNIT_VAR_store
   [/store_unit]

   [set_variable]
       name={TO_VAR}
       format=$STORE_UNIT_VAR_store.{VAR}
   [/set_variable]

   [clear_variable]
       name=STORE_UNIT_VAR_store
   [/clear_variable]
#enddef
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