# AINumEnemyBuildings

FlagsNative

# Arguments

  • int — player

Returns — int

native int AINumEnemyBuildings(int player);

Category: Unclassified

# Examples

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/Terran.galaxy:130

    //
    if (type == c_TU_Medivac) {
        if (AINumEnemyBuildings(player) == 0) {
            if (AIOfferNewScout(player, u)) {
                return;

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/Terran.galaxy:169

    }

    if (AINumEnemyBuildings(player) == 0) {
        // only use medivac scouts if we don't know of any enemy buildings
        //   (ie we need a flying scout to check other islands etc).

mods/swarm.sc2modbase.sc2data/TriggerLibs/Terran/Terran.galaxy:136

    //
    if (type == c_TU_Medivac) {
        if (AINumEnemyBuildings(player) == 0) {
            if (AIOfferNewScout(player, u)) {
                return;

mods/swarm.sc2modbase.sc2data/TriggerLibs/Terran/Terran.galaxy:175

    }

    if (AINumEnemyBuildings(player) == 0) {
        // only use medivac scouts if we don't know of any enemy buildings
        //   (ie we need a flying scout to check other islands etc).

mods/void.sc2modbase.sc2data/TriggerLibs/Terran/Terran.galaxy:142

    //
    if (type == c_TU_Medivac) {
        if (AINumEnemyBuildings(player) == 0) {
            if (AIOfferNewScout(player, u)) {
                return;

mods/void.sc2modbase.sc2data/TriggerLibs/Terran/Terran.galaxy:181

    }

    if (AINumEnemyBuildings(player) == 0) {
        // only use medivac scouts if we don't know of any enemy buildings
        //   (ie we need a flying scout to check other islands etc).

mods/warcoop/warmeleeai.sc2modbase.sc2data/TriggerLibs/MeleeSC.galaxy:136

    //
    if (type == c_TU_Medivac) {
        if (AINumEnemyBuildings(player) == 0) {
            if (AIOfferNewScout(player, u)) {
                return;

mods/warcoop/warmeleeai.sc2modbase.sc2data/TriggerLibs/MeleeSC.galaxy:175

    }

    if (AINumEnemyBuildings(player) == 0) {
        // only use medivac scouts if we don't know of any enemy buildings
        //   (ie we need a flying scout to check other islands etc).