local Basic = require "melee.protoss.basic" ---@type AIPersonality return { name = "Ranger: 2 Gate Strider", unit_composition = { -- signature units [UnitId.ProtossVassal] = 2, [UnitId.ProtossDracadin] = 2, -- filler units [UnitId.ProtossIdol] = 1, [UnitId.ProtossAccantor] = 1, [UnitId.ProtossPariah] = 1, [UnitId.ProtossAnalogue] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) -- opener melee_ai:dynamic_wait(secs(15)) town:build(1, UnitId.ProtossPylon, 40) melee_ai:dynamic_wait(secs(15)) town:build(1, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(20)) town:build(2, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(30)) town:build(3, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(25)) melee_ai:start_attacking() melee_ai:dynamic_wait(mins(1)) melee_ai:start_expanding() -- tier1 melee_ai:dynamic_wait(secs(45)) town:build(4, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(5)) -- tier2 town:build(1, UnitId.ProtossLattice, 70) melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.ProtossGrandLibrary, 70) melee_ai:dynamic_wait(secs(15)) town:build(5, UnitId.ProtossGateway, 70) town:build(1, UnitId.ProtossArdentAuthority, 70) -- tier3 town:build(1, UnitId.ProtossProstrationStage, 65) melee_ai:dynamic_wait(secs(50)) -- tier4 town:build(1, UnitId.ProtossSyntheticSynod, 45) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the Vassal + Dracadin striders + Synthetic Synod & Prostration Stage tech town:build(1, UnitId.ProtossGateway, 85, true) town:build(1, UnitId.ProtossLattice, 82, true) melee_ai:dynamic_wait(secs(30)) town:build(1, UnitId.ProtossArdentAuthority, 70, true) town:build(1, UnitId.ProtossGrandLibrary, 70, true) melee_ai:dynamic_wait(secs(45)) town:build(1, UnitId.ProtossProstrationStage, 55, true) town:build(1, UnitId.ProtossUnitaryUnion, 55, true) melee_ai:dynamic_wait(secs(50)) town:build(1, UnitId.ProtossSyntheticSynod, 45, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.5, }