cosmonarchy-bw-prerelease/mpq/lua/melee/protoss/ranger/two_gate_strider.lua

66 lines
2.5 KiB
Lua

local Basic = require "melee.protoss.basic"
---@type AIPersonality
return {
name = "Ranger: 2 Gate Strider",
unit_composition = {
-- signature units
[UnitId.ProtossVassal] = 2,
[UnitId.ProtossDracadin] = 2,
-- filler units
[UnitId.ProtossIdol] = 1,
[UnitId.ProtossAccantor] = 1,
[UnitId.ProtossPariah] = 1,
[UnitId.ProtossAnalogue] = 1,
},
main_build_order = function(melee_ai, town)
melee_ai:build_main(town)
-- opener
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 40)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(20))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(30))
town:build(3, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
melee_ai:start_attacking()
melee_ai:dynamic_wait(mins(1))
melee_ai:start_expanding()
-- tier1
melee_ai:dynamic_wait(secs(45))
town:build(4, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(5))
-- tier2
town:build(1, UnitId.ProtossLattice, 70)
melee_ai:dynamic_wait(secs(20))
town:build(1, UnitId.ProtossGrandLibrary, 70)
melee_ai:dynamic_wait(secs(15))
town:build(5, UnitId.ProtossGateway, 70)
town:build(1, UnitId.ProtossArdentAuthority, 70)
-- tier3
town:build(1, UnitId.ProtossProstrationStage, 65)
melee_ai:dynamic_wait(secs(50))
-- tier4
town:build(1, UnitId.ProtossSyntheticSynod, 45)
end,
expansion_build_order = function(melee_ai, town)
melee_ai:build_expansion(town, true)
-- production for the Vassal + Dracadin striders + Synthetic Synod & Prostration Stage tech
town:build(1, UnitId.ProtossGateway, 85, true)
town:build(1, UnitId.ProtossLattice, 82, true)
melee_ai:dynamic_wait(secs(30))
town:build(1, UnitId.ProtossArdentAuthority, 70, true)
town:build(1, UnitId.ProtossGrandLibrary, 70, true)
melee_ai:dynamic_wait(secs(45))
town:build(1, UnitId.ProtossProstrationStage, 55, true)
town:build(1, UnitId.ProtossUnitaryUnion, 55, true)
melee_ai:dynamic_wait(secs(50))
town:build(1, UnitId.ProtossSyntheticSynod, 45, true)
end,
build_anti_ground_defenses = Basic.build_anti_ground,
build_anti_air_defenses = Basic.build_anti_air,
attack_wave_cost_bias = 0.5,
}