cosmonarchy-bw-prerelease/mpq/lua/melee/terran/general/early_riser.lua

66 lines
2.5 KiB
Lua

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,
}