# AIEvalAllSelf
Flags —
Native
# Arguments
int
— player
Returns — int
native int AIEvalAllSelf(int player);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:476
// TODO add logic for spotting proxy buildings since that is almost always a rush (though may be hidden tech)
selfArmySize = AIEvalAllSelf(player);
enemyArmySize = AIEvalLargestEnemy(player);
if (enemyArmySize < 160) {
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:492
//--------------------------------------------------------------------------------------------------
bool AIHighEnemyArmyLarger (int player) {
fixed selfArmySize = AIEvalAllSelf(player);
fixed enemyArmySize = AIEvalLargestEnemy(player);
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:554
return true;
}
if (AIEvalAllSelf(player) < threatEval + 200) {
return true;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:575
return false;
}
if (AIEvalAllSelf(player)+200 < threatEval) {
return true;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:449
defenseEval = AISelfDefenseThreatEval(c_dtRealSelfThreat, player);
if (defenseEval >= 100) {
if (AIEvalAllSelf(player) + 80 < defenseEval) {
return true;
}
mods/void.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:476
// TODO add logic for spotting proxy buildings since that is almost always a rush (though may be hidden tech)
selfArmySize = AIEvalAllSelf(player);
enemyArmySize = AIEvalLargestEnemy(player);
if (enemyArmySize < 160) {
mods/void.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:492
//--------------------------------------------------------------------------------------------------
bool AIHighEnemyArmyLarger (int player) {
fixed selfArmySize = AIEvalAllSelf(player);
fixed enemyArmySize = AIEvalLargestEnemy(player);
mods/void.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:554
return true;
}
if (AIEvalAllSelf(player) < threatEval + 200) {
return true;
}
mods/void.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:575
return false;
}
if (AIEvalAllSelf(player)+200 < threatEval) {
return true;
}