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

108 lines
4.7 KiB
Lua

local Basic = require "melee.terran.basic"
---@type AIPersonality
return {
name = "General: Mech into Air",
unit_composition = {
-- signature units (the mech-into-air transition)
[UnitId.TerranPhalanxTankMode] = 2,
[UnitId.TerranMinotaur] = 2,
-- filler units
[UnitId.TerranMatadorTankMode] = 1,
[UnitId.TerranSalamander] = 1,
[UnitId.TerranSeraph] = 1,
[UnitId.TerranHippogriff] = 1,
[UnitId.TerranPhobos] = 1,
},
main_build_order = function(melee_ai, town)
melee_ai:build_main(town)
melee_ai:dynamic_wait(secs(20))
town:build(1, UnitId.TerranFulcrum, 110)
melee_ai:dynamic_wait(secs(20))
town:build(1, UnitId.TerranStockade, 90)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.TerranFulcrum, 90)
melee_ai:dynamic_wait(secs(25))
melee_ai:start_attacking()
melee_ai:dynamic_wait(mins(1))
-- tier2
town:build(1, UnitId.TerranAtlas, 70, true)
town:multirun(function(town)
town:wait_build(1, UnitId.TerranFulcrum)
town:build(1, UnitId.TerranScrapyard, 69)
town:wait_build(2, UnitId.TerranFulcrum)
town:build(2, UnitId.TerranScrapyard, 69)
town:build(1, UnitId.TerranQuarry, 69)
town:wait_build(3, UnitId.TerranFulcrum)
town:build(1, UnitId.TerranPalladium, 69)
town:wait_build(4, UnitId.TerranFulcrum)
town:build(2, UnitId.TerranPalladium, 69)
town:wait_build(1, UnitId.TerranAtlas)
town:build(2, UnitId.TerranStarport, 70)
town:wait_build(1, UnitId.TerranStarport)
town:build(1, UnitId.TerranRotary, 69)
town:wait_build(2, UnitId.TerranStarport)
town:build(2, UnitId.TerranRotary, 69)
town:wait_build(5, UnitId.TerranFulcrum)
town:build(3, UnitId.TerranPalladium, 69)
town:wait_build(6, UnitId.TerranFulcrum)
town:build(4, UnitId.TerranPalladium, 69)
town:wait_build(3, UnitId.TerranStarport)
town:build(3, UnitId.TerranRotary, 69)
town:wait_build(4, UnitId.TerranStarport)
town:build(4, UnitId.TerranRotary, 69)
town:wait_build(5, UnitId.TerranStarport)
town:build(5, UnitId.TerranRotary, 69)
town:wait_build(1, UnitId.TerranDaedala)
town:wait_build(6, UnitId.TerranStarport)
town:build(1, UnitId.TerranCommandment, 69)
town:wait_build(7, UnitId.TerranStarport)
town:build(2, UnitId.TerranCommandment, 69)
town:wait_build(8, UnitId.TerranStarport)
town:build(3, UnitId.TerranCommandment, 69)
town:build(2, UnitId.TerranNaniteAssembly, 69)
town:wait_build(1, UnitId.TerranNaniteAssembly)
town:build(1, UnitId.TerranHadron, 69)
end)
melee_ai:dynamic_wait(mins(1) + secs(15))
town:build(1, UnitId.TerranStarpad, 70)
melee_ai:dynamic_wait(secs(15) + mins(1) + secs(15))
town:build(6, UnitId.TerranFulcrum, 70)
melee_ai:dynamic_wait(mins(1) + secs(40))
-- 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)
melee_ai:dynamic_wait(mins(1) + secs(15))
town:build(4, UnitId.TerranStarport, 50)
melee_ai:dynamic_wait(mins(1) + secs(40))
town:build(8, UnitId.TerranStarport, 50)
melee_ai:dynamic_wait(mins(1) + secs(15))
end,
expansion_build_order = function(melee_ai, town)
melee_ai:build_expansion(town, true)
-- production for the mech-to-air transition (Phalanx / Matador -> Minotaur / Seraph / Hippogriff)
town:build(1, UnitId.TerranFulcrum, 70, true)
town:build(1, UnitId.TerranScrapyard, 68, true)
town:build(1, UnitId.TerranPalladium, 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.TerranStarport, 65, true)
town:build(1, UnitId.TerranRotary, 65, true)
town:build(1, UnitId.TerranCommandment, 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.TerranNaniteAssembly, 65, true)
town:build(1, UnitId.TerranHadron, 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,
}