local Basic = require "melee.terran.basic" ---@type AIPersonality return { name = "Orbital: The Don", unit_composition = { -- signature units (Nanite Assembly x3) [UnitId.TerranMinotaur] = 2, [UnitId.TerranCentaur] = 2, [UnitId.TerranMagnetar] = 2, -- filler units [UnitId.TerranGorgon] = 1, [UnitId.TerranWraith] = 0.5, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) melee_ai:dynamic_wait(secs(50)) melee_ai:start_expanding() -- tier1 melee_ai:dynamic_wait(secs(25)) town:build(1, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(mins(1)) town:wait_build(1, UnitId.TerranStockade) melee_ai:dynamic_wait(secs(40)) -- tier2 town:build(1, UnitId.TerranAtlas, 70, true) -- 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) town:build(2, UnitId.TerranNaniteAssembly, 50) melee_ai:dynamic_wait(secs(20)) town:build(3, UnitId.TerranNaniteAssembly, 50) melee_ai:dynamic_wait(secs(20)) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the Nanite Assembly capital fleet (+ Gorgon / Wraith) 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: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, }