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cosmonarchy-bw-release/mpq/lua/melee/zerg/assault/three_base_hydrith.lua

90 lines
3.6 KiB
Lua

local Basic = require "melee.zerg.basic"
---@type AIPersonality
return {
name = "Assault: 3 Base Hydrith",
unit_composition = {
-- signature units
[UnitId.ZergHydralisk] = 3,
[UnitId.ZergZethrokor] = 2,
[UnitId.ZergUltrokor] = 2,
-- filler units
[UnitId.ZergKalkalisk] = 1,
[UnitId.ZergSovroleth] = 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(25))
melee_ai:start_expanding()
melee_ai:dynamic_wait(secs(5))
town:build(1, UnitId.ZergHydrithDen, 90, true)
-- tier1
melee_ai:dynamic_wait(mins(1) + secs(30))
town:build(2, UnitId.ZergHachirosk, 115)
melee_ai:dynamic_wait(secs(20))
town:build(1, UnitId.ZergQuazethPool, 90, true)
melee_ai:dynamic_wait(secs(25))
town:build(1, UnitId.ZergSkibactScab, 90, true)
melee_ai:dynamic_wait(secs(40))
-- tier2
town:build(1, UnitId.ZergIrolIris, 70, true)
melee_ai:dynamic_wait(mins(1) + secs(15))
town:build(3, UnitId.ZergHachirosk, 115)
melee_ai:dynamic_wait(secs(25))
town:build(1, UnitId.ZergZorkizShroud, 70, true)
melee_ai:dynamic_wait(secs(25))
-- tier3
town:build(1, UnitId.ZergOthstolOviform, 65, true)
melee_ai:dynamic_wait(secs(25))
town:build(4, UnitId.ZergHachirosk, 115)
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 Hydralisk / Zethrokor / Ultrokor assault army
town:build(1, UnitId.ZergHydrithDen, 70, true)
town:build(1, UnitId.ZergQuazethPool, 70, true)
melee_ai:dynamic_wait(secs(20))
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.ZergUlgorgCavern, 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)
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,
}