local Basic = require "melee.terran.basic" ---@type AIPersonality return { name = "General: Mech into Air", unit_composition = { -- signature units (the mech-into-air transition) [UnitId.TerranPhalanxTankMode] = 2, [UnitId.TerranMinotaur] = 2, -- filler units [UnitId.TerranMatadorTankMode] = 1, [UnitId.TerranSalamander] = 1, [UnitId.TerranSeraph] = 1, [UnitId.TerranHippogriff] = 1, [UnitId.TerranPhobos] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.TerranFulcrum, 110) melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(secs(15)) town:build(2, UnitId.TerranFulcrum, 90) melee_ai:dynamic_wait(secs(25)) melee_ai:start_attacking() melee_ai:dynamic_wait(mins(1)) -- tier2 town:build(1, UnitId.TerranAtlas, 70, true) town:multirun(function(town) town:wait_build(1, UnitId.TerranFulcrum) town:build(1, UnitId.TerranScrapyard, 69) town:wait_build(2, UnitId.TerranFulcrum) town:build(2, UnitId.TerranScrapyard, 69) town:build(1, UnitId.TerranQuarry, 69) town:wait_build(3, UnitId.TerranFulcrum) town:build(1, UnitId.TerranPalladium, 69) town:wait_build(4, UnitId.TerranFulcrum) town:build(2, UnitId.TerranPalladium, 69) town:wait_build(1, UnitId.TerranAtlas) town:build(2, UnitId.TerranStarport, 70) town:wait_build(1, UnitId.TerranStarport) town:build(1, UnitId.TerranRotary, 69) town:wait_build(2, UnitId.TerranStarport) town:build(2, UnitId.TerranRotary, 69) town:wait_build(5, UnitId.TerranFulcrum) town:build(3, UnitId.TerranPalladium, 69) town:wait_build(6, UnitId.TerranFulcrum) town:build(4, UnitId.TerranPalladium, 69) town:wait_build(3, UnitId.TerranStarport) town:build(3, UnitId.TerranRotary, 69) town:wait_build(4, UnitId.TerranStarport) town:build(4, UnitId.TerranRotary, 69) town:wait_build(5, UnitId.TerranStarport) town:build(5, UnitId.TerranRotary, 69) town:wait_build(1, UnitId.TerranDaedala) town:wait_build(6, UnitId.TerranStarport) town:build(1, UnitId.TerranCommandment, 69) town:wait_build(7, UnitId.TerranStarport) town:build(2, UnitId.TerranCommandment, 69) town:wait_build(8, UnitId.TerranStarport) town:build(3, UnitId.TerranCommandment, 69) town:build(2, UnitId.TerranNaniteAssembly, 69) town:wait_build(1, UnitId.TerranNaniteAssembly) town:build(1, UnitId.TerranHadron, 69) end) melee_ai:dynamic_wait(mins(1) + secs(15)) town:build(1, UnitId.TerranStarpad, 70) melee_ai:dynamic_wait(secs(15) + mins(1) + secs(15)) town:build(6, UnitId.TerranFulcrum, 70) melee_ai:dynamic_wait(mins(1) + secs(40)) -- tier3 town:multirun(function(town) town:wait_build(1, UnitId.TerranAtlas) town:build(1, UnitId.TerranDaedala, 65, true) end) town:wait_build(1, UnitId.TerranDaedala) melee_ai:dynamic_wait(mins(1) + secs(15)) town:build(4, UnitId.TerranStarport, 50) melee_ai:dynamic_wait(mins(1) + secs(40)) town:build(8, UnitId.TerranStarport, 50) melee_ai:dynamic_wait(mins(1) + secs(15)) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the mech-to-air transition (Phalanx / Matador -> Minotaur / Seraph / Hippogriff) town:build(1, UnitId.TerranFulcrum, 70, true) town:build(1, UnitId.TerranScrapyard, 68, true) town:build(1, UnitId.TerranPalladium, 68, true) melee_ai:dynamic_wait(secs(25)) town:build(1, UnitId.TerranAtlas, 70, true) melee_ai:dynamic_wait(secs(30)) town:build(1, UnitId.TerranStarport, 65, true) town:build(1, UnitId.TerranRotary, 65, true) town:build(1, UnitId.TerranCommandment, 65, true) town:multirun(function(town) town:wait_build(1, UnitId.TerranAtlas) town:build(1, UnitId.TerranDaedala, 65, true) end) town:wait_build(1, UnitId.TerranDaedala) town:build(1, UnitId.TerranNaniteAssembly, 65, true) town:build(1, UnitId.TerranHadron, 65, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.5, }