cosmonarchy-bw-prerelease/mpq/lua/melee/zerg/general/time_after_time.lua

95 lines
3.7 KiB
Lua

local Basic = require "melee.zerg.basic"
---@type AIPersonality
return {
name = "General: Time After Time",
unit_composition = {
-- signature units
[UnitId.ZergZethrokor] = 2,
[UnitId.ZergSkithrokor] = 2,
[UnitId.ZergLakizilisk] = 2,
-- filler units
[UnitId.ZergLiiralisk] = 1,
[UnitId.ZergCikralisk] = 1,
[UnitId.ZergBactalisk] = 1,
[UnitId.ZergNathrokor] = 1,
[UnitId.ZergVorvrokor] = 1,
},
main_build_order = function(melee_ai, town)
melee_ai:build_main(town)
-- opener
melee_ai:dynamic_wait(secs(45))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(40))
town:build(1, UnitId.ZergHydrithDen, 90, true)
melee_ai:dynamic_wait(secs(40))
melee_ai:start_attacking()
-- tier1
melee_ai:dynamic_wait(mins(1) + secs(15))
town:build(1, UnitId.ZergQuazethPool, 90, true)
melee_ai:dynamic_wait(mins(1) + secs(15))
town:build(1, UnitId.ZergSkibactScab, 90, true)
melee_ai:dynamic_wait(secs(25))
town:build(1, UnitId.ZergZorkizShroud, 90, true)
town:build(2, UnitId.ZergHachirosk, 115)
melee_ai:dynamic_wait(secs(50))
-- tier2
town:multirun(function(town)
town:build(1, UnitId.ZergIrolIris, 70, true)
end)
melee_ai:dynamic_wait(secs(15))
town:multirun(function(town)
town:wait_build(1, UnitId.ZergQuazethPool)
melee_ai:dynamic_wait(secs(50))
town:build(1, UnitId.ZergVornathPond, 70, true)
melee_ai:dynamic_wait(mins(1) + secs(40))
town:build(1, UnitId.ZergKalkiirLake, 70, true)
end)
melee_ai:dynamic_wait(secs(30))
-- tier3
town:build(1, UnitId.ZergOthstolOviform, 65, true)
melee_ai:dynamic_wait(secs(25))
-- saturated production
town:multirun(function(town)
town:wait_build(1, UnitId.ZergIrolIris)
town:build(5, UnitId.ZergLarvoskCesiant, 90)
melee_ai:dynamic_wait(secs(45))
town:build(6, UnitId.ZergHachirosk, 90)
melee_ai:dynamic_wait(secs(45))
town:build(6, UnitId.ZergCaphrolosk, 90)
town:wait_build(1, UnitId.ZergOthstolOviform)
melee_ai:dynamic_wait(secs(45))
town:build(6, UnitId.ZergGathtelosk, 50)
end)
end,
expansion_build_order = function(melee_ai, town)
melee_ai:build_expansion(town, true)
town:multirun(function(town)
town:wait_build(1, UnitId.ZergIrolIris)
town:build(5, UnitId.ZergLarvoskCesiant, 90)
melee_ai:dynamic_wait(secs(45))
town:build(6, UnitId.ZergHachirosk, 90)
melee_ai:dynamic_wait(secs(45))
town:build(6, UnitId.ZergCaphrolosk, 90)
town:wait_build(1, UnitId.ZergOthstolOviform)
melee_ai:dynamic_wait(secs(45))
town:build(6, UnitId.ZergGathtelosk, 50)
end)
-- production for the Zethrokor / Skithrokor / Lakizilisk army
town:build(1, UnitId.ZergHydrithDen, 70, true)
town:build(1, UnitId.ZergQuazethPool, 70, true)
town:build(1, UnitId.ZergZorkizShroud, 70, true)
town:build(1, UnitId.ZergKalkiirLake, 70, true)
melee_ai:dynamic_wait(secs(20))
town:build(1, UnitId.ZergSkibactScab, 70, true)
town:build(1, UnitId.ZergVornathPond, 70, true)
melee_ai:dynamic_wait(secs(25))
town:build(1, UnitId.ZergIrolIris, 70, true)
melee_ai:dynamic_wait(secs(30))
town:build(1, UnitId.ZergMutathSpire, 70, true)
end,
build_anti_ground_defenses = Basic.build_anti_ground,
build_anti_air_defenses = Basic.build_anti_air,
attack_wave_cost_bias = 0.5,
}