local Basic = require "melee.terran.basic" ---@type AIPersonality return { name = "General: Early Riser", unit_composition = { -- signature unit [UnitId.TerranMaverick] = 2, -- healers [UnitId.TerranCleric] = 1, -- filler units [UnitId.TerranCyclops] = 1, [UnitId.TerranRamesses] = 1, [UnitId.TerranCuirassTankMode] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) melee_ai:dynamic_wait(secs(40)) melee_ai:start_expanding() -- tier1 melee_ai:dynamic_wait(secs(25)) town:build(1, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(secs(25)) town:build(1, UnitId.TerranFulcrum, 90) melee_ai:dynamic_wait(secs(25)) town:multirun(function(town) town:wait_build(1, UnitId.TerranStockade) town:build(1, UnitId.TerranVestry, 89) town:wait_build(1, UnitId.TerranFulcrum) town:build(1, UnitId.TerranPalladium, 89) end) melee_ai:dynamic_wait(secs(5)) town:build(1, UnitId.TerranStarpad, 90) melee_ai:dynamic_wait(secs(5)) town:build(2, UnitId.TerranStockade, 90) melee_ai:dynamic_wait(mins(1)) -- 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 Maverick + Cleric core (+ Cyclops / Ramesses / Cuirass) town:build(1, UnitId.TerranStockade, 70, true) town:build(1, UnitId.TerranVestry, 68, true) town:build(1, UnitId.TerranFulcrum, 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.TerranMantle, 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.TerranIronFoundry, 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, }