local Basic = require "melee.terran.basic" ---@type AIPersonality return { name = "Orbital: Aces High", unit_composition = { -- signature units [UnitId.TerranVulture] = 3, [UnitId.TerranWraith] = 3, -- filler units [UnitId.TerranBlackjack] = 1, [UnitId.TerranCyclops] = 1, [UnitId.TerranSalamander] = 1, [UnitId.TerranCentaur] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) -- opener melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.TerranFulcrum, 110) melee_ai:dynamic_wait(secs(20)) town:build(2, UnitId.TerranFulcrum, 90) melee_ai:dynamic_wait(secs(25)) town:wait_build(2, UnitId.TerranFulcrum, false) town:multirun(function(town) town:wait_build(1, UnitId.TerranFulcrum) town:build(1, UnitId.TerranScrapyard, 89) town:wait_build(2, UnitId.TerranFulcrum) town:build(2, UnitId.TerranScrapyard, 89) town:wait_build(3, UnitId.TerranFulcrum) town:build(3, UnitId.TerranScrapyard, 89) end) melee_ai:dynamic_wait(secs(25)) melee_ai:start_attacking() melee_ai:dynamic_wait(secs(30)) melee_ai:start_expanding() -- tier1 melee_ai:dynamic_wait(secs(50)) town:build(3, UnitId.TerranFulcrum, 90) melee_ai:dynamic_wait(secs(25)) town:build(3, UnitId.TerranStarpad, 90) melee_ai:dynamic_wait(mins(1) + secs(20)) -- tier2/tier3 town:build(1, UnitId.TerranAtlas, 70, 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) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the Vulture + Wraith aces (+ Blackjack / Cyclops / Salamander / Centaur) town:build(1, UnitId.TerranFulcrum, 70, true) town:build(1, UnitId.TerranScrapyard, 68, true) town:build(1, UnitId.TerranStarpad, 70, 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: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) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.6, }