local Basic = require "melee.protoss.basic" ---@type AIPersonality return { name = "Templar: Martyrdom", unit_composition = { -- signature units (Ancestral Archives x4) [UnitId.ProtossArchon] = 2, [UnitId.ProtossLegionnaire] = 2, -- filler units [UnitId.ProtossAtreus] = 1, [UnitId.ProtossMindTyrant] = 1, [UnitId.ProtossOptecton] = 1, [UnitId.ProtossPatriarch] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) -- opener melee_ai:dynamic_wait(secs(30)) melee_ai:start_expanding() melee_ai:dynamic_wait(secs(30)) town:build(1, UnitId.ProtossPylon, 40) melee_ai:dynamic_wait(secs(15)) town:build(1, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(15)) town:build(3, UnitId.ProtossPylon, 40) melee_ai:dynamic_wait(secs(15)) town:build(2, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(15)) town:build(3, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(40)) melee_ai:start_attacking() melee_ai:dynamic_wait(mins(2) + secs(30)) -- tier2 town:build(4, UnitId.ProtossPylon, 40) town:build(2, UnitId.ProtossRogueGallery, 70) town:build(1, UnitId.ProtossGrandLibrary, 70) -- tier3 town:build(1, UnitId.ProtossProstrationStage, 65) melee_ai:dynamic_wait(secs(50)) town:build(1, UnitId.ProtossCrucible, 50) melee_ai:dynamic_wait(secs(50)) -- tier4 town:build(2, UnitId.ProtossAncestralArchives, 45) melee_ai:dynamic_wait(mins(1)) town:wait_build(2, UnitId.ProtossAncestralArchives, false) melee_ai:dynamic_wait(secs(25)) town:build(4, UnitId.ProtossAncestralArchives, 45) melee_ai:dynamic_wait(secs(45)) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the Ancestral Archives martyrs (Archon / Optecton / Patriarch + Legionnaire) town:build(1, UnitId.ProtossGateway, 85, true) melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.ProtossGrandLibrary, 70, true) melee_ai:dynamic_wait(secs(40)) town:build(1, UnitId.ProtossProstrationStage, 55, true) melee_ai:dynamic_wait(secs(40)) town:build(1, UnitId.ProtossCrucible, 50, true) melee_ai:dynamic_wait(secs(30)) town:build(1, UnitId.ProtossAncestralArchives, 45, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.4, }