# AIGetBullyType

FlagsNative

# Arguments

  • unit — u

Returns — string

native string AIGetBullyType(unit u);

Category: Unclassified

# Examples

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:974

void AIThinkWarpPrism (int player, unit aiUnit, unitgroup scanGroup) {
    order ord = AICreateOrder(player, c_AB_WPPhasingMode, 0);
    string type = AIGetBullyType(aiUnit);
    
    if (UnitOrderCount(aiUnit) > 0) {

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1004

void AIThinkWarpPrismPhasing (int player, unit aiUnit, unitgroup scanGroup) {
    order ord = AICreateOrder(player, c_AB_WPTransportMode, 0);
    string type = AIGetBullyType(aiUnit);
    
    if (UnitOrderCount(aiUnit) > 0) {

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:623

    int cliffLevel;
    int testCliffLevel;
    string type = AIGetBullyType(aiUnit);
    point here = UnitGetPosition(aiUnit);
    point there;

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1496

    order ord;
    order current;
    string type = AIGetBullyType(aiUnit);

    // wait until the order is legal

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1701


    // If we're a bully and this is our default type, just leave us in this mode
    if (AIGetBullyType(aiUnit) == UnitGetType(aiUnit)) {
        return;
    }

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1782

            return;
        }
        if (AIGetBullyType(aiUnit) == c_TU_LiberatorAG) {
            // We should transition to the other bully type if possible
            OrderSetTargetPoint(ord, UnitGetPosition(aiUnit));

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:944

void AIThinkWarpPrism (int player, unit aiUnit, unitgroup scanGroup) {
    order ord = AICreateOrder(player, c_AB_WPPhasingMode, 0);
    string type = AIGetBullyType(aiUnit);
    
    if (UnitOrderCount(aiUnit) > 0) {

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:974

void AIThinkWarpPrismPhasing (int player, unit aiUnit, unitgroup scanGroup) {
    order ord = AICreateOrder(player, c_AB_WPTransportMode, 0);
    string type = AIGetBullyType(aiUnit);
    
    if (UnitOrderCount(aiUnit) > 0) {

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:599

    int cliffLevel;
    int testCliffLevel;
    string type = AIGetBullyType(aiUnit);
    point here = UnitGetPosition(aiUnit);
    point there;

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1419

    unitgroup waveEscortGroup;
    unit waveEscortUnit;
    string type = AIGetBullyType(aiUnit);

    // wait until the order is legal

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1657


    // If we're a bully and this is our default type, just leave us in this mode
    if (AIGetBullyType(aiUnit) == UnitGetType(aiUnit)) {
        return;
    }

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1736

            return;
        }
        if (AIGetBullyType(aiUnit) == c_TU_LiberatorAG) {
            // We should transition to the other bully type if possible
            OrderSetTargetPoint(ord, UnitGetPosition(aiUnit));