# Get State
Grammar — Gets the current value of the state at index index for player player
Flags —Native
|Function
Gets the current value of the specified state index for a player. The state is a per player integer array that can be useful to AI scripting.
# Arguments
int
— Playerint
— Index
Returns — int
native int AIState(int player, int index);
# Related
Category: AI Advanced / Utility / Functions
- Is Point In Shrub —
bool
— InShrub - Is Campaign AI —
bool
— AIIsCampaign - Grab Unit —
unit
— AIGrabUnit - Get State —
int
— AIState - Get Flag —
bool
— AIGetFlag - Get Coop Flag —
bool
— AIGetCoopFlag - Unit Has AI Option —
bool
— UnitGetAIOption - Wants To Surrender —
bool
— AIGivingUp - AI Pathing Cost Map —
int
— AIPathingCostMap - AI Pathing Cost Unit —
int
— AIPathingCostUnit - AI Self Reinforce Point —
point
— AISelfReinforceDropPoint
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeAI.galaxy:188
void AISetAttackState (int player, int attackState) {
string msg;
int oldState = AIState(player, e_attackState);
AISetSpecificState(player, e_attackState, attackState);
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeAI.galaxy:204
void AISetMainState (int player, int mainState, int mainSubState) {
string msg;
int oldMainState = AIState(player, e_mainState);
int oldSubState = AIState(player, e_mainSubState);
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeAI.galaxy:205
string msg;
int oldMainState = AIState(player, e_mainState);
int oldSubState = AIState(player, e_mainSubState);
AISetSpecificState(player, e_mainState, mainState);
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:134
if (AIGetCoopFlag(player, c_coopWaveAttacker)) {
if (AIState(player, e_attackState) != e_attackState_Wait) {
goAttack = true;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:157
}
if (AIState(player, e_attackState) == e_attackState_Wait) {
AISetAttackState(player, e_attackState_Attack);
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:113
}
if (AIState(player, e_mainState) == e_mainState_Open) {
if (AIGetUserInt(player, c_openingBuildType) == e_buildType_Macro) {
// macro build doesn't attack between open & mid
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:159
if (AIGetCoopFlag(player, c_coopWaveAttacker)) {
if (AIGetTime() > 330) {
if (AIState(player, e_attackState) == e_attackState_Wait) {
AISetAttackState(player, e_attackState_Attack);
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:165
activateNextWave = true;
if (AIState(player, e_attackState) == e_attackState_Wait) {
activateNextWave = false; // wait for the AI to activate
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:157
int count = AIWaveUnitCount(w);
int state = AIWaveState(w);
int attackState = AIState(player, e_attackState);
if (count >= 5 && PlayerBeaconIsSet(player, c_beaconArmy)) {
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:396
// and not easy for other AI's to coordinate with it
if (AIState(player, e_attackState) != e_attackState_Attack) {
return false;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:421
// and not easy for other AI's to coordinate with it
if (AIState(player, e_attackState) != e_attackState_Attack) {
return c_nullPoint;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:512
//--------------------------------------------------------------------------------------------------
void WaveDetermineStateAfterBeacon (int player, wave w) {
int state = AIState(player, e_attackState);
unit leader;
point leaderPos;
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:630
//--------------------------------------------------------------------------------------------------
void AIWaveAttack (int player, wave w) {
int state = AIState(player, e_attackState);
int eval;
int time;
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:686
if (AIWaveState(w) != c_waveStateAttack) {
if (AIState(player, e_attackState) == e_attackState_Attack) {
DebugAIPlayerWave(player, "attack1 merge main -> attack; set attack = attack vs. melee target");
AIWaveMerge(player, c_waveMain, c_waveAttack);
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:785
}
if (AIState(player, e_attackState) == e_attackState_Idle) {
if (AIWaveState(w) != c_waveStateIdle) {
DebugAIPlayerWave(player, "attack5 set attack = idle at gather offense");
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:77
DebugAI("=====PROTOSS=====\n");
DebugMelee(player);
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + ProtossSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:78
DebugMelee(player);
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + ProtossSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:79
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + ProtossSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:237
//--------------------------------------------------------------------------------------------------
void AIMeleeProt (int player) {
int mainState = AIState(player, e_mainState);
if (AIPlayerDifficulty(player) >= c_skirChMoney) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:771
//--------------------------------------------------------------------------------------------------
void ProtossOpenEasy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:775
if (mainSubState != e_mainSubState_Build) {
ProtossOpenInitEasy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:786
//--------------------------------------------------------------------------------------------------
void ProtossMidEasy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:790
if (mainSubState != e_mainSubState_Build) {
ProtossMidInitEasy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:801
//--------------------------------------------------------------------------------------------------
void ProtossLateEasy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:805
if (mainSubState != e_mainSubState_Build) {
ProtossLateInitEasy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:1067
//--------------------------------------------------------------------------------------------------
void ProtossOpenHard (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:1071
if (mainSubState != e_mainSubState_Build) {
ProtossOpenInitHard(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:1082
//--------------------------------------------------------------------------------------------------
void ProtossMidHard (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:1086
if (mainSubState != e_mainSubState_Build) {
ProtossMidInitHard(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:1097
//--------------------------------------------------------------------------------------------------
void ProtossLateHard (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:1101
if (mainSubState != e_mainSubState_Build) {
ProtossLateInitHard(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:575
int specificBuild;
if (AIState(player, e_mainState) != e_mainState_Open) {
AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:613
//==================================================================================================
void UpdateHDProtossOpening (int player) {
int mainSubState = AIState(player, e_mainSubState);
int buildIndex = AIGetUserInt(player, c_currentBuildIndex);
int counterBuild;
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:643
int specificBuild;
if (AIState(player, e_mainState) != e_mainState_Mid) {
AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:681
//==================================================================================================
void UpdateHDProtossMidGame (int player) {
int mainSubState = AIState(player, e_mainSubState);
int buildIndex = AIGetUserInt(player, c_currentBuildIndex);
int counterBuild;
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:711
int specificBuild;
if (AIState(player, e_mainState) != e_mainState_Late) {
AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:749
//==================================================================================================
void UpdateHDProtossLateGameArmy (int player) {
int mainSubState = AIState(player, e_mainSubState);
int buildIndex = AIGetUserInt(player, c_currentBuildIndex);
int lateGameType = AIGetUserInt(player, c_lateGameBuildType);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:811
// turn on attacking if it's not already on, but delay the next attack 5-7 minutes
if (AIState(player, e_attackState) == e_attackState_Wait) {
AIWaveMerge(player, c_waveMain, c_waveAttack);
AISetAttackState(player, e_attackState_Idle);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:993
//--------------------------------------------------------------------------------------------------
void ProtossOpenMdHd (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:997
if (mainSubState != e_mainSubState_Build) {
ProtossOpenInitMdHd(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:1008
//--------------------------------------------------------------------------------------------------
void ProtossMidMdHd (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:1012
if (mainSubState != e_mainSubState_Build) {
ProtossMidInitMdHd(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:1023
//--------------------------------------------------------------------------------------------------
void ProtossLateMdHd (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:1027
if (mainSubState != e_mainSubState_Build) {
ProtossLateInitMdHd(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:884
//--------------------------------------------------------------------------------------------------
void ProtossOpenMedi (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:888
if (mainSubState != e_mainSubState_Build) {
ProtossOpenInitMedi(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:899
//--------------------------------------------------------------------------------------------------
void ProtossMidMedi (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:903
if (mainSubState != e_mainSubState_Build) {
ProtossMidInitMedi(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:914
//--------------------------------------------------------------------------------------------------
void ProtossLateMedi (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:918
if (mainSubState != e_mainSubState_Build) {
ProtossLateInitMedi(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:719
//--------------------------------------------------------------------------------------------------
void ProtossOpenVyEy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:723
if (mainSubState != e_mainSubState_Build) {
ProtossOpenInitVyEy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:734
//--------------------------------------------------------------------------------------------------
void ProtossMidVyEy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:738
if (mainSubState != e_mainSubState_Build) {
ProtossMidInitVyEy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:749
//--------------------------------------------------------------------------------------------------
void ProtossLateVyEy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:753
if (mainSubState != e_mainSubState_Build) {
ProtossLateInitVyEy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:77
DebugAI("=====TERRAN=====\n");
DebugMelee(player);
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + TerranSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:78
DebugMelee(player);
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + TerranSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:79
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + TerranSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:263
//--------------------------------------------------------------------------------------------------
void AIMeleeTerr (int player) {
int mainState = AIState(player, e_mainState);
if (AIPlayerDifficulty(player) >= c_skirChMoney) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:758
//--------------------------------------------------------------------------------------------------
void TerranOpenEasy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:762
if (mainSubState != e_mainSubState_Build) {
TerranOpenInitEasy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:773
//--------------------------------------------------------------------------------------------------
void TerranMidEasy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:777
if (mainSubState != e_mainSubState_Build) {
TerranMidInitEasy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:788
//--------------------------------------------------------------------------------------------------
void TerranLateEasy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:792
if (mainSubState != e_mainSubState_Build) {
TerranLateInitEasy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1224
//--------------------------------------------------------------------------------------------------
void TerranOpenHard (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1228
if (mainSubState != e_mainSubState_Build) {
TerranOpenInitHard(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1239
//--------------------------------------------------------------------------------------------------
void TerranMidHard (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1243
if (mainSubState != e_mainSubState_Build) {
TerranMidInitHard(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1254
//--------------------------------------------------------------------------------------------------
void TerranLateHard (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1258
if (mainSubState != e_mainSubState_Build) {
TerranLateInitHard(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:607
int specificBuild;
if (AIState(player, e_mainState) != e_mainState_Open) {
AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:645
//==================================================================================================
void UpdateHDTerranOpening (int player) {
int mainSubState = AIState(player, e_mainSubState);
int buildIndex = AIGetUserInt(player, c_currentBuildIndex);
int counterBuild;
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:675
int specificBuild;
if (AIState(player, e_mainState) != e_mainState_Mid) {
AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:713
//==================================================================================================
void UpdateHDTerranMidGame (int player) {
int mainSubState = AIState(player, e_mainSubState);
int buildIndex = AIGetUserInt(player, c_currentBuildIndex);
int counterBuild;
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:743
int specificBuild;
if (AIState(player, e_mainState) != e_mainState_Late) {
AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:781
//==================================================================================================
void UpdateHDTerranLateGameArmy (int player) {
int mainSubState = AIState(player, e_mainSubState);
int buildIndex = AIGetUserInt(player, c_currentBuildIndex);
int lateGameType = AIGetUserInt(player, c_lateGameBuildType);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:843
// turn on attacking if it's not already on, but delay the next attack 5-7 minutes
if (AIState(player, e_attackState) == e_attackState_Wait) {
AIWaveMerge(player, c_waveMain, c_waveAttack);
AISetAttackState(player, e_attackState_Idle);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1166
//--------------------------------------------------------------------------------------------------
void TerranOpenMdHd (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1170
if (mainSubState != e_mainSubState_Build) {
TerranOpenInitMdHd(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1181
//--------------------------------------------------------------------------------------------------
void TerranMidMdHd (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1185
if (mainSubState != e_mainSubState_Build) {
TerranMidInitMdHd(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1196
//--------------------------------------------------------------------------------------------------
void TerranLateMdHd (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1200
if (mainSubState != e_mainSubState_Build) {
TerranLateInitMdHd(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:981
//--------------------------------------------------------------------------------------------------
void TerranOpenMedi (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:985
if (mainSubState != e_mainSubState_Build) {
TerranOpenInitMedi(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:996
//--------------------------------------------------------------------------------------------------
void TerranMidMedi (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:1000
if (mainSubState != e_mainSubState_Build) {
TerranMidInitMedi(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:1011
//--------------------------------------------------------------------------------------------------
void TerranLateMedi (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:1015
if (mainSubState != e_mainSubState_Build) {
TerranLateInitMedi(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:701
//--------------------------------------------------------------------------------------------------
void TerranOpenVyEy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:705
if (mainSubState != e_mainSubState_Build) {
TerranOpenInitVyEy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:716
//--------------------------------------------------------------------------------------------------
void TerranMidVyEy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:720
if (mainSubState != e_mainSubState_Build) {
TerranMidInitVyEy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:731
//--------------------------------------------------------------------------------------------------
void TerranLateVyEy (int player) {
int mainSubState = AIState(player, e_mainSubState);
if (mainSubState != e_mainSubState_Build) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:735
if (mainSubState != e_mainSubState_Build) {
TerranLateInitVyEy(player);
mainSubState = AIState(player, e_mainSubState);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/Zerg.galaxy:77
DebugAI("=====ZERG=====\n");
DebugMelee(player);
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + ZergSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/Zerg.galaxy:78
DebugMelee(player);
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + ZergSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/Zerg.galaxy:79
DebugAI("e_mainState = " + MainStateName(AIState(player, e_mainState)) +
", e_mainSubState = " + ZergSubStateName(AIState(player, e_mainSubState)) +
", e_attackState = " + AttackStateName(AIState(player, e_attackState))
);
}