local Basic = require "melee.zerg.basic" ---@type AIPersonality return { name = "Assault: Potency", unit_composition = { -- signature units [UnitId.ZergZoryusthaleth] = 2, [UnitId.ZergHydralisk] = 2, [UnitId.ZergKalkalisk] = 2, -- filler units [UnitId.ZergMutalisk] = 1, [UnitId.ZergKagralisk] = 1, [UnitId.ZergSovroleth] = 1, [UnitId.ZergEvigrilisk] = 1, [UnitId.ZergAlmaksalisk] = 1, [UnitId.ZergSkithrokor] = 1, [UnitId.ZergBactalisk] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) -- opener melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.ZergHydrithDen, 110, true) melee_ai:dynamic_wait(secs(25)) melee_ai:start_attacking() melee_ai:dynamic_wait(secs(45)) melee_ai:start_expanding() -- tier1 melee_ai:dynamic_wait(secs(30)) town:build(2, UnitId.ZergHachirosk, 115) melee_ai:dynamic_wait(secs(40)) town:build(1, UnitId.ZergZorkizShroud, 90, true) melee_ai:dynamic_wait(mins(1) + secs(30)) town:build(1, UnitId.ZergSkibactScab, 90, true) melee_ai:dynamic_wait(secs(40)) town:build(1, UnitId.ZergQuazethPool, 90, true) melee_ai:dynamic_wait(secs(50)) -- tier2 town:build(1, UnitId.ZergIrolIris, 70, true) melee_ai:dynamic_wait(secs(40)) town:build(3, UnitId.ZergHachirosk, 115) melee_ai:dynamic_wait(secs(25)) town:multirun(function(town) town:wait_build(1, UnitId.ZergHydrithDen) melee_ai:dynamic_wait(secs(15)) town:build(1, UnitId.ZergSkibactScab, 70, true) melee_ai:dynamic_wait(mins(1) + secs(40)) town:build(1, UnitId.ZergTethvithSwamp, 70, true) town:wait_build(1, UnitId.ZergIrolIris) melee_ai:dynamic_wait(mins(1)) town:build(1, UnitId.ZergAlkagIteth, 70, true) end) melee_ai:dynamic_wait(secs(25)) town:build(4, UnitId.ZergHachirosk, 115) melee_ai:dynamic_wait(mins(1) + secs(40)) -- 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 broad Potency army (Zorkiz / Hydra / Kalkiir / Alkag / Mutath) town:build(1, UnitId.ZergHydrithDen, 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.ZergTethvithSwamp, 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) town:build(1, UnitId.ZergAlkagIteth, 70, true) melee_ai:dynamic_wait(secs(25)) town:build(1, UnitId.ZergTosvrolHaunt, 70, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.6, }