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cosmonarchy-bw-release/mpq/lua/melee/protoss/skylord/two_gate_panoptus.lua

63 lines
2.4 KiB
Lua

local Basic = require "melee.protoss.basic"
---@type AIPersonality
return {
name = "Skylord: 2 Gate Panoptus",
unit_composition = {
-- signature units
[UnitId.ProtossPanoptus] = 3,
[UnitId.ProtossVassal] = 2,
-- filler units
[UnitId.ProtossHierophant] = 1,
[UnitId.ProtossPariah] = 1,
[UnitId.ProtossStarSovereign] = 1,
},
main_build_order = function(melee_ai, town)
melee_ai:build_main(town)
-- opener
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossPylon, 40)
melee_ai:dynamic_wait(secs(15))
town:build(1, UnitId.ProtossGateway, 90)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossPylon, 40)
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()
-- tier1
melee_ai:dynamic_wait(mins(1) + secs(35))
town:build(3, UnitId.ProtossGateway, 90)
-- tier2
town:build(1, UnitId.ProtossLattice, 70, true)
melee_ai:dynamic_wait(secs(25))
town:build(2, UnitId.ProtossGateway, 70)
-- tier3
town:build(1, UnitId.ProtossProstrationStage, 65)
melee_ai:dynamic_wait(secs(50))
-- tier4
town:build(1, UnitId.ProtossMonumentOfSin, 45)
melee_ai:dynamic_wait(secs(15))
end,
expansion_build_order = function(melee_ai, town)
melee_ai:build_expansion(town, true)
-- production for the Panoptus + Vassal army (-> Argosy -> Monument of Sin) + Hierophant / Pariah tech
town:build(1, UnitId.ProtossGateway, 85, true)
town:build(1, UnitId.ProtossLattice, 80, true)
town:build(1, UnitId.ProtossEmbassy, 78, true)
melee_ai:dynamic_wait(secs(25))
town:build(1, UnitId.ProtossStargate, 70, true)
town:build(1, UnitId.ProtossGrandLibrary, 68, true)
melee_ai:dynamic_wait(secs(45))
town:build(1, UnitId.ProtossArgosy, 55, true)
town:build(1, UnitId.ProtossProstrationStage, 55, true)
melee_ai:dynamic_wait(secs(50))
town:build(1, UnitId.ProtossMonumentOfSin, 45, true)
end,
build_anti_ground_defenses = Basic.build_anti_ground,
build_anti_air_defenses = Basic.build_anti_air,
attack_wave_cost_bias = 0.6,
}