cosmonarchy-bw-prerelease/mpq/lua/melee/protoss/build/openers.lua
2026-09-09 10:52:21 -04:00

425 lines
13 KiB
Lua

---@class ProtossOpeners
local Openers = {}
-- Ranger
---@param melee_ai MeleeAI
---@param town Town
function Openers.two_gate_strider(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
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()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.emissary_squared(melee_ai, town)
melee_ai:dynamic_wait(secs(30))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(30))
town:build(1, UnitId.ProtossPylon, 90)
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(30))
town:build(1, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(55))
melee_ai:start_attacking()
melee_ai:dynamic_wait(mins(1))
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.one_gate_authority(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(20))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(25))
melee_ai:start_attacking()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.lattice_expo(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(25))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(50))
town:build(2, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(mins(1) + secs(40))
town:build(3, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(25))
town:build(4, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(45))
melee_ai:start_attacking()
melee_ai:dynamic_wait(secs(15))
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.simulant_swarm(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(25))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(25))
town:build(3, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(25))
town:build(4, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(20))
melee_ai:start_attacking()
melee_ai:dynamic_wait(mins(1))
melee_ai:start_expanding()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.the_registry(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(30))
town:build(2, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(40))
melee_ai:start_attacking()
end
-- Templar
---@param melee_ai MeleeAI
---@param town Town
function Openers.three_gate_strider(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.suffocating_shadow(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.legion(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(35))
town:build(3, UnitId.ProtossGateway, 90)
wait(secs(1))
town:build(3, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(30))
town:build(4, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(5, UnitId.ProtossGateway, 90)
wait(secs(1))
town:build(4, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(20))
town:build(6, UnitId.ProtossGateway, 90)
wait(secs(1))
melee_ai:start_attacking()
melee_ai:dynamic_wait(secs(25))
melee_ai:start_expanding()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.initiates(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossPylon, 90)
town:wait_build(2, UnitId.ProtossGateway)
melee_ai:dynamic_wait(secs(10))
town:build(3, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
melee_ai:start_attacking()
melee_ai:dynamic_wait(secs(40))
melee_ai:start_expanding()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.martyrdom(melee_ai, town)
melee_ai:dynamic_wait(secs(30))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(30))
town:build(1, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(3, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(3, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(40))
melee_ai:start_attacking()
melee_ai:dynamic_wait(mins(2) + secs(30))
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.legions_heralds(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(30))
melee_ai:start_expanding()
end
-- Skylord
---@param melee_ai MeleeAI
---@param town Town
function Openers.solar_escort(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
melee_ai:start_expanding()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.deadly_omen(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossStargate, 90)
melee_ai:dynamic_wait(secs(40))
town:build(2, UnitId.ProtossStargate, 90)
town:wait_build(1, UnitId.ProtossStargate)
melee_ai:start_attacking()
melee_ai:dynamic_wait(mins(1))
town:build(2, UnitId.ProtossPylon, 90)
town:wait_build(2, UnitId.ProtossPylon)
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
melee_ai:start_expanding()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.two_gate_panoptus(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossStargate, 90)
melee_ai:dynamic_wait(secs(50))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(5))
melee_ai:start_attacking()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.exalted(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(20))
town:build(1, UnitId.ProtossStargate, 90)
town:build(1, UnitId.ProtossWarden, 79)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossWarden, 79)
melee_ai:dynamic_wait(secs(30))
melee_ai:start_attacking()
melee_ai:dynamic_wait(secs(25))
melee_ai:start_expanding()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.sorrow_fleet(melee_ai, town)
melee_ai:dynamic_wait(secs(30))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(15))
melee_ai:start_expanding()
melee_ai:dynamic_wait(mins(1) + secs(40))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(mins(1))
town:build(1, UnitId.ProtossStargate, 90)
melee_ai:dynamic_wait(secs(40))
melee_ai:start_attacking()
melee_ai:dynamic_wait(secs(40))
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.ships_and_swords(melee_ai, town)
melee_ai:dynamic_wait(secs(30))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(20))
town:build(1, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(20))
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(20))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(5))
town:wait_build(2, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossStargate, 90)
melee_ai:dynamic_wait(secs(30))
melee_ai:start_attacking()
end
-- General
---@param melee_ai MeleeAI
---@param town Town
function Openers.lunatic_legion(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
melee_ai:dynamic_wait(secs(15))
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(20))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossPylon, 90)
wait(secs(3))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(40))
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.matriarchy(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(15))
town:build(2, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(40))
melee_ai:start_attacking()
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(5))
melee_ai:start_expanding()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.robotics_fe(melee_ai, town)
melee_ai:dynamic_wait(secs(30))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(30))
town:build(1, UnitId.ProtossPylon, 90)
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.strident_striders(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.the_swordsmiths(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossLattice, 90)
town:wait_build(1, UnitId.ProtossGateway)
town:wait_build(1, UnitId.ProtossLattice)
melee_ai:dynamic_wait(secs(25))
melee_ai:start_attacking()
melee_ai:dynamic_wait(mins(1))
melee_ai:start_expanding()
end
---@param melee_ai MeleeAI
---@param town Town
function Openers.worship(melee_ai, town)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 110)
town:wait_build(1, UnitId.ProtossPylon)
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossPylon, 90)
melee_ai:dynamic_wait(secs(40))
town:build(1, UnitId.ProtossLattice, 90)
melee_ai:dynamic_wait(secs(40))
town:build(2, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(40))
melee_ai:start_attacking()
melee_ai:dynamic_wait(secs(25))
melee_ai:start_expanding()
end
return Openers