local Basic = require "melee.terran.basic" ---@type AIPersonality return { name = "Raider: Uprising", unit_composition = { -- signature units [UnitId.TerranCyprian] = 3, -- healers [UnitId.TerranCleric] = 1.5, -- filler units [UnitId.TerranEidolon] = 1, [UnitId.TerranMadcap] = 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) -- tier1 melee_ai:dynamic_wait(secs(20)) town:build(2, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(secs(20)) town:build(3, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(secs(20)) town:multirun(function(town) town:wait_build(1, UnitId.TerranStockade) town:build(1, UnitId.TerranVestry, 89) town:wait_build(4, UnitId.TerranStockade) town:build(2, UnitId.TerranVestry, 89) end) melee_ai:dynamic_wait(secs(15)) town:build(4, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(secs(20)) town:wait_build(4, UnitId.TerranStockade) town:wait_build(2, UnitId.TerranVestry) melee_ai:dynamic_wait(mins(1) + secs(40)) -- 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 Cyprian-heavy raid (+ Cleric / Eidolon / Madcap / Dilettante) town:build(1, UnitId.TerranStockade, 70, true) town:build(1, UnitId.TerranVestry, 68, true) town:build(1, UnitId.TerranCovenant, 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.TerranCaptaincy, 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, }