local Basic = require "melee.terran.basic" ---@type AIPersonality return { name = "Raider: Holy Ackmeds!", unit_composition = { -- signature unit [UnitId.TerranHarakan] = 3, -- filler units [UnitId.TerranSundog] = 1, [UnitId.TerranSalamander] = 1, [UnitId.TerranDilettante] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) -- opener melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.TerranStockade, 110) melee_ai:dynamic_wait(secs(45)) town:build(2, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(secs(25)) town:build(3, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(secs(25)) melee_ai:start_attacking() melee_ai:dynamic_wait(secs(25)) town:build(4, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(secs(15)) melee_ai:start_expanding() melee_ai:dynamic_wait(secs(40)) town:wait_build(4, UnitId.TerranStockade, false) melee_ai:dynamic_wait(mins(1) + secs(40)) -- tier2 town:build(1, UnitId.TerranAtlas, 70, true) melee_ai:dynamic_wait(secs(5)) town:multirun(function(town) town:wait_build(1, UnitId.TerranStockade) town:build(1, UnitId.TerranVestry, 69) town:wait_build(1, UnitId.TerranAtlas) town:build(1, UnitId.TerranStarport, 70) town:wait_build(1, UnitId.TerranStarport) town:build(1, UnitId.TerranRotary, 69) end) melee_ai:dynamic_wait(secs(15)) -- 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) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the Harakan raid + Sundog / Salamander gunships town:build(1, UnitId.TerranStockade, 70, true) melee_ai:dynamic_wait(secs(20)) 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.TerranApothecary, 65, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.4, }