local Basic = require "melee.protoss.basic" ---@type AIPersonality return { name = "Templar: Suffocating Shadow", unit_composition = { -- signature units (Rogue Gallery) [UnitId.ProtossVagrant] = 2, [UnitId.ProtossCabalist] = 2, [UnitId.ProtossCharlatan] = 2, [UnitId.ProtossBarghest] = 2, [UnitId.ProtossZealot] = 2, -- filler units [UnitId.ProtossAtreus] = 1, [UnitId.ProtossEcclesiast] = 1, [UnitId.ProtossPariah] = 1, [UnitId.ProtossArchon] = 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) -- tier1 melee_ai:dynamic_wait(secs(20)) town:build(2, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(45)) -- tier2 town:build(1, UnitId.ProtossRogueGallery, 70) town:build(2, UnitId.ProtossRogueGallery, 70) melee_ai:dynamic_wait(secs(30) + secs(40)) town:build(1, UnitId.ProtossGrandLibrary, 70) melee_ai:dynamic_wait(mins(1) + secs(5)) -- tier3 town:build(1, UnitId.ProtossProstrationStage, 65) melee_ai:dynamic_wait(secs(50)) -- tier4 town:build(1, UnitId.ProtossAncestralArchives, 45) melee_ai:dynamic_wait(secs(15)) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the Rogue Gallery shadow army (Vagrant / Cabalist / Charlatan / Barghest + Zealot) town:build(1, UnitId.ProtossGateway, 85, true) melee_ai:dynamic_wait(secs(15)) town:build(1, UnitId.ProtossRogueGallery, 75, 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(45)) 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, }