コード例 #1
0
    def __init__(self, orders: List[Union[ActBase, List[ActBase]]]):
        """
        Build order package that replaces normal build order for Zerg with one that builds mutalisks to destroy terran
        flying buildings.
        Add any PlanDistributeWorkers acts with orders
        """
        cover_list = SequentialList([
            PlanDistributeWorkers(),
            AutoOverLord(),
            Step(None, ZergUnit(UnitTypeId.DRONE, 20), skip=Supply(198)),
            StepBuildGas(4, None),
            MorphLair(),
            ActBuilding(UnitTypeId.SPIRE, 1),
            Step(
                None,
                DefensiveBuilding(UnitTypeId.SPORECRAWLER,
                                  DefensePosition.BehindMineralLineCenter),
                skip_until=Supply(199),
            ),
            Step(
                None,
                DefensiveBuilding(UnitTypeId.SPINECRAWLER,
                                  DefensePosition.Entrance),
                skip_until=Supply(199),
            ),
            ZergUnit(UnitTypeId.MUTALISK, 10),
        ])

        new_build_order = [
            Step(None, cover_list, skip_until=self.should_build_mutalisks),
            Step(None, BuildOrder(orders), skip=self.should_build_mutalisks),
        ]
        super().__init__(new_build_order)
コード例 #2
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    def __init__(self):
        """Create plan for build order."""
        self.drones = ZergUnit(UnitTypeId.DRONE, to_count=0)
        self.lings = ZergUnit(UnitTypeId.ZERGLING, to_count=999)
        self.queens = ZergUnit(UnitTypeId.QUEEN, to_count=3)
        self.roaches = ZergUnit(UnitTypeId.ROACH, to_count=100, priority=True)
        self.ravagers = ZergUnit(UnitTypeId.RAVAGER, to_count=0)
        self.defense_spines = DefensiveBuilding(
            unit_type=UnitTypeId.SPINECRAWLER, position_type=DefensePosition.Entrance, to_base_index=1, to_count=3
        )
        self.gas = StepBuildGas(to_count=3)

        unit_building = BuildOrder(
            [
                Step(None, self.drones, skip_until=self.should_build_drones),
                Step(UnitExists(UnitTypeId.SPAWNINGPOOL), self.defense_spines),
                Step(
                    RequiredAll([UnitExists(UnitTypeId.ROACHWARREN), UnitExists(UnitTypeId.ROACH)]),
                    self.ravagers,
                    skip_until=self.should_build_ravagers,
                ),
                Step(UnitExists(UnitTypeId.ROACHWARREN), self.roaches),
                Step(
                    RequiredAll(
                        [
                            UnitExists(UnitTypeId.SPAWNINGPOOL),
                            UnitExists(
                                UnitTypeId.ROACHWARREN,
                                include_pending=True,
                                include_not_ready=True,
                                include_killed=True,
                            ),
                        ]
                    ),
                    self.lings,
                ),
                Step(UnitExists(UnitTypeId.SPAWNINGPOOL), self.queens),
                Step(UnitExists(UnitTypeId.SPAWNINGPOOL), self.lings),
            ]
        )

        buildings: BuildOrder = BuildOrder(
            [
                Step(None, ActBuilding(UnitTypeId.SPAWNINGPOOL, to_count=1)),
                Step(UnitExists(UnitTypeId.SPAWNINGPOOL), ActBuilding(UnitTypeId.ROACHWARREN, to_count=1)),
                Step(None, self.gas, skip_until=self.should_build_gas),
            ]
        )

        super().__init__(buildings, unit_building)
コード例 #3
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    def __init__(self):
        """Build order steps to be combined."""
        opening = SequentialList(
            Step(None, ActBuilding(UnitTypeId.SPAWNINGPOOL)),
            Step(None, ZergUnit(UnitTypeId.DRONE, to_count=14)),
            Step(RequiredSupply(14),
                 ZergUnit(UnitTypeId.OVERLORD, to_count=2, only_once=True)),
            Step(RequiredUnitReady(UnitTypeId.SPAWNINGPOOL, 1),
                 ZergUnit(UnitTypeId.ZERGLING, 6, only_once=True)),
            ZergExpand(2),
            Step(RequiredUnitReady(UnitTypeId.SPAWNINGPOOL),
                 ZergUnit(UnitTypeId.ZERGLING, to_count=12, only_once=True)),
        )

        super().__init__([opening])
コード例 #4
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ファイル: roach_rush.py プロジェクト: lladdy/chance-sc2
 async def create_plan(self) -> BuildOrder:
     flying_buildings = lambda k: self._bot.enemy_structures.flying.exists and self._bot.supply_used > 30
     in_case_of_air = [
         Step(flying_buildings, StepBuildGas(2)),
         ActUnit(UnitTypeId.DRONE, UnitTypeId.LARVA, 20),
         MorphLair(),
         ActUnit(UnitTypeId.DRONE, UnitTypeId.LARVA, 30),
         StepBuildGas(4),
         ActBuilding(UnitTypeId.SPIRE),
         ZergUnit(UnitTypeId.MUTALISK, 10, priority=True)
     ]
     return BuildOrder([
         SequentialList([
             ActBuilding(UnitTypeId.SPAWNINGPOOL, 1),
             ActUnit(UnitTypeId.DRONE, UnitTypeId.LARVA, 14),
             StepBuildGas(1),
             ActUnit(UnitTypeId.DRONE, UnitTypeId.LARVA, 14),
             ActUnit(UnitTypeId.OVERLORD, UnitTypeId.LARVA, 2),
             ActBuilding(UnitTypeId.ROACHWARREN, 1),
             ActUnit(UnitTypeId.DRONE, UnitTypeId.LARVA, 14),
             ActUnit(UnitTypeId.QUEEN, UnitTypeId.HATCHERY, 1),
             ActUnit(UnitTypeId.ROACH, UnitTypeId.LARVA, 100),
         ]), in_case_of_air,
         SequentialList([
             DistributeWorkers(),
             Step(None, SpeedMining(), lambda ai: ai.client.game_step > 5),
             PlanZoneDefense(),
             AutoOverLord(),
             InjectLarva(),
             PlanZoneGather(),
             Step(UnitExists(UnitTypeId.ROACH, 7), PlanZoneAttackAllIn(1)),
             PlanFinishEnemy(),
         ])
     ])
コード例 #5
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    async def start(self, knowledge: "Knowledge"):
        await super().start(knowledge)
        if self.type_id in {UnitTypeId.PROBE, UnitTypeId.SCV}:
            self.act = Workers(self.to_count)
        elif self.type_id in ALL_GAS:
            self.act = BuildGas(self.to_count)
        elif self.type_id in buildings_5x5:
            self.act = Expand(self.to_count,
                              priority=self.priority,
                              consider_worker_production=False)
        elif self.type_id in BUILDING_IDS:
            self.act = GridBuilding(self.type_id,
                                    self.to_count,
                                    priority=self.priority,
                                    consider_worker_production=False)
        else:
            if self.ai.race == Race.Protoss:
                self.act = ProtossUnit(self.type_id,
                                       self.to_count,
                                       priority=self.priority,
                                       only_once=True)
            elif self.ai.race == Race.Terran:
                self.act = TerranUnit(self.type_id,
                                      self.to_count,
                                      priority=self.priority,
                                      only_once=True)
            else:
                self.act = ZergUnit(self.type_id,
                                    self.to_count,
                                    priority=self.priority,
                                    only_once=True)

        await self.act.start(knowledge)
コード例 #6
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ファイル: ling_rush.py プロジェクト: lladdy/chance-sc2
 async def create_plan(self) -> BuildOrder:
     flying_buildings = lambda k: self._bot.enemy_structures.flying.exists and self._bot.supply_used > 30
     in_case_of_air = [
         Step(flying_buildings, StepBuildGas(2)),
         ActUnit(UnitTypeId.DRONE, UnitTypeId.LARVA, 20),
         MorphLair(),
         ActUnit(UnitTypeId.DRONE, UnitTypeId.LARVA, 30),
         StepBuildGas(4),
         ActBuilding(UnitTypeId.SPIRE),
         ZergUnit(UnitTypeId.MUTALISK, 10, priority=True)
     ]
     limit_gas = Any(
         [Gas(100),
          TechReady(UpgradeId.ZERGLINGMOVEMENTSPEED, 0.001)])
     return BuildOrder([
         SequentialList([
             ActUnit(UnitTypeId.DRONE, UnitTypeId.LARVA, 14),
             Expand(2),
             StepBuildGas(1),
             ActBuilding(UnitTypeId.SPAWNINGPOOL, 1),
             ActUnit(UnitTypeId.OVERLORD, UnitTypeId.LARVA, 2),
             Step(None,
                  Tech(UpgradeId.ZERGLINGMOVEMENTSPEED,
                       UnitTypeId.SPAWNINGPOOL),
                  skip_until=Gas(100)),
             ActUnit(UnitTypeId.QUEEN, UnitTypeId.HATCHERY, 1),
             ActUnit(UnitTypeId.ZERGLING, UnitTypeId.LARVA, 30),
             ActBuilding(UnitTypeId.BANELINGNEST, 1),
             BuildOrder([
                 Step(None,
                      ActUnit(UnitTypeId.ZERGLING, UnitTypeId.LARVA, 200),
                      skip=RequireCustom(lambda k: self._bot.vespene > 25 or
                                         flying_buildings)),
                 Step(None,
                      ActUnit(UnitTypeId.BANELING, UnitTypeId.ZERGLING,
                              200),
                      skip=RequireCustom(flying_buildings)),
             ])
         ]),
         SequentialList([
             Step(None, DistributeWorkers(), skip=limit_gas),
             Step(limit_gas,
                  DistributeWorkers(1, 1),
                  skip=RequireCustom(flying_buildings)),
             Step(RequireCustom(flying_buildings), DistributeWorkers()),
         ]), in_case_of_air,
         SequentialList([
             Step(None, SpeedMining(), lambda ai: ai.client.game_step > 5),
             PlanZoneDefense(),
             AutoOverLord(),
             InjectLarva(),
             PlanZoneGather(),
             Step(TechReady(UpgradeId.ZERGLINGMOVEMENTSPEED),
                  PlanZoneAttackAllIn(10)),
             PlanFinishEnemy(),
         ])
     ])
コード例 #7
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    def __init__(self):
        """Set everything up."""
        self.enemy_rushes = {
            EnemyBuild.GeneralRush,
            EnemyBuild.Pool12,
            EnemyBuild.RoachRush,
            EnemyBuild.LingRush,
            EnemyBuild.CannonRush,
            EnemyBuild.EarlyMarines,
        }
        self.distribute = PlanDistributeWorkers()

        # basic build (17, 18, 17)
        base_build = SequentialList([
            Step(None, ZergUnit(UnitTypeId.DRONE, to_count=13)),
            Step(None, ZergUnit(UnitTypeId.OVERLORD, to_count=2)),
            Step(None, ZergUnit(UnitTypeId.DRONE, to_count=17)),
            Step(
                None,
                ActExpand(to_count=2,
                          priority=True,
                          consider_worker_production=False)),
            Step(None, ZergUnit(UnitTypeId.DRONE, to_count=18)),
            Step(RequiredMinerals(120), StepBuildGas(to_count=1)),
            Step(None, ActBuilding(UnitTypeId.SPAWNINGPOOL)),
            Step(None, ZergUnit(UnitTypeId.DRONE, to_count=20)),
            Step(UnitExists(UnitTypeId.SPAWNINGPOOL),
                 ZergUnit(UnitTypeId.ZERGLING, to_count=6)),
            Step(UnitExists(UnitTypeId.SPAWNINGPOOL),
                 ZergUnit(UnitTypeId.QUEEN, to_count=2)),
            Step(
                RequiredAll(
                    [UnitExists(UnitTypeId.SPAWNINGPOOL),
                     RequiredGas(100)]),
                ActTech(UpgradeId.ZERGLINGMOVEMENTSPEED),
            ),
            Step(UnitExists(UnitTypeId.SPAWNINGPOOL),
                 ZergUnit(UnitTypeId.ZERGLING, to_count=100)),
        ])

        build_together = BuildOrder([
            Step(None,
                 base_build,
                 skip=lambda k: k.ai.scout_manager.enemy_build in self.
                 enemy_rushes),
            Step(None,
                 RoachRushResponse(),
                 skip=lambda k: k.ai.scout_manager.enemy_build != EnemyBuild.
                 RoachRush),
        ])

        super().__init__(build_together, self.distribute, AutoOverLord(),
                         InjectLarva(), SpreadCreep())
コード例 #8
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 def __init__(self, unit_type: UnitTypeId, amount: int):
     super().__init__()
     self.micro = MicroRules()
     self.micro.load_default_methods()
     self.micro.unit_micros[UnitTypeId.ZERGLING] = SuicideLingMicro()
     self.started = False
     self.ended = False
     self.unit_type = unit_type
     self.amount = amount
     self.lair_tech = MorphLair()
     self.network = ActBuilding(UnitTypeId.NYDUSNETWORK, to_count=1)
     self.zerg_build = ZergUnit(unit_type)
     self.tags: List[int] = []
コード例 #9
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 def __init__(self):
     """Build order steps to be combined."""
     opening = SequentialList([
         Step(None, ZergUnit(UnitTypeId.DRONE, to_count=13,
                             only_once=True)),
         Step(None, ZergUnit(UnitTypeId.OVERLORD,
                             to_count=2,
                             only_once=True)),
         Step(None, ZergUnit(UnitTypeId.DRONE, to_count=17)),
         Step(None, ActExpand(2)),
         Step(None, ZergUnit(UnitTypeId.DRONE, to_count=18,
                             only_once=True)),
         Step(None, StepBuildGas(to_count=1)),
         Step(
             RequiredUnitExists(
                 UnitTypeId.EXTRACTOR,
                 count=1,
                 include_pending=True,
                 include_not_ready=True,
             ),
             ActBuilding(UnitTypeId.SPAWNINGPOOL),
         ),
         Step(
             RequiredUnitExists(
                 UnitTypeId.SPAWNINGPOOL,
                 count=1,
                 include_not_ready=True,
                 include_pending=True,
             ),
             ZergUnit(UnitTypeId.DRONE, to_count=21),
         ),
         Step(
             RequiredUnitExists(UnitTypeId.SPAWNINGPOOL),
             ZergUnit(UnitTypeId.ZERGLING, to_count=6),
         ),
         Step(
             RequiredUnitExists(UnitTypeId.SPAWNINGPOOL),
             ZergUnit(UnitTypeId.QUEEN, to_count=2),
         ),
         Step(None, ActExpand(3)),
     ])
     ling_speed = BuildOrder([
         Step(
             RequiredAll([
                 RequiredUnitExists(UnitTypeId.SPAWNINGPOOL),
                 RequiredGas(100)
             ]),
             ActTech(UpgradeId.ZERGLINGMOVEMENTSPEED,
                     UnitTypeId.SPAWNINGPOOL),
         )
     ])
     super().__init__([opening, ling_speed])
コード例 #10
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 def __init__(self):
     """Create the build order."""
     opener = SequentialList(
         Step(
             RequiredUnitReady(UnitTypeId.SPAWNINGPOOL),
             NatSpines(4),
             skip=RequiredUnitReady(UnitTypeId.SPINECRAWLER, count=4),
             skip_until=lambda k: k.build_detector.rush_detected,
         ), Step(None, ZergUnit(UnitTypeId.DRONE, to_count=13)),
         Step(None, ZergUnit(UnitTypeId.OVERLORD, to_count=2)),
         Step(None, ZergUnit(UnitTypeId.DRONE, to_count=17)),
         Step(None,
              ActExpand(2, priority=True,
                        consider_worker_production=False)),
         Step(
             UnitExists(UnitTypeId.HATCHERY,
                        count=2,
                        include_pending=True,
                        include_not_ready=True),
             ZergUnit(UnitTypeId.DRONE, to_count=18),
         ), Step(None, ActBuilding(UnitTypeId.SPAWNINGPOOL)),
         Step(None, ZergUnit(UnitTypeId.DRONE, to_count=20)),
         StepBuildGas(1),
         Step(RequiredUnitReady(UnitTypeId.SPAWNINGPOOL),
              ZergUnit(UnitTypeId.QUEEN, 2)),
         Step(RequiredUnitReady(UnitTypeId.SPAWNINGPOOL),
              ZergUnit(UnitTypeId.ZERGLING, 6)),
         Step(None, ZergUnit(UnitTypeId.OVERLORD, to_count=3)),
         BuildOrder([
             Step(RequiredGas(100), MorphLair()),
             Step(
                 None,
                 ZergUnit(UnitTypeId.DRONE),
                 skip=UnitExists(UnitTypeId.LAIR,
                                 include_pending=True,
                                 include_not_ready=True),
             ),
         ])
         # end of build hard order, switch to reactive play
     )
     super().__init__([opener, AutoOverLord()])
コード例 #11
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ファイル: nydus_main_2.py プロジェクト: august-k/sharpy-paul
    def __init__(self, amount: int):
        super().__init__()
        # custom micro to make sure lings just attack
        self.micro = MicroRules()
        self.micro.load_default_methods()
        self.micro.generic_micro = NoMicro()

        self.started = False
        self.ended = False

        self.amount = amount
        self.lair_tech = MorphLair()
        self.network = ActBuilding(UnitTypeId.NYDUSNETWORK, to_count=1)
        self.zerg_build = ZergUnit(UnitTypeId.ZERGLING)
        self.nydus_spot: Point2 = Point2((0, 0))
コード例 #12
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    def __init__(self):
        """Build order steps to be combined."""
        extractor_trick = SequentialList([
            Step(
                RequiredSupply(14),
                StepBuildGas(1),
                skip=RequiredUnitExists(UnitTypeId.EXTRACTOR,
                                        include_killed=True,
                                        include_pending=True),
            ),
            Step(
                RequiredUnitExists(
                    UnitTypeId.EXTRACTOR,
                    1,
                    include_pending=True,
                    include_not_ready=True,
                ),
                ZergUnit(UnitTypeId.DRONE, to_count=14),
            ),
            # SequentialList will take care of making sure the drone was made
            Step(
                RequiredUnitExists(UnitTypeId.EXTRACTOR),
                CancelBuilding(UnitTypeId.EXTRACTOR, to_count=0),
                skip=RequiredUnitExists(
                    UnitTypeId.EXTRACTOR,
                    1,
                    include_killed=True,
                    include_not_ready=False,
                ),
            ),
        ])

        opening = SequentialList([
            Step(None, ZergUnit(UnitTypeId.DRONE, to_count=14)),
            Step(
                RequiredSupply(14),
                extractor_trick,
                skip=RequiredUnitExists(
                    UnitTypeId.EXTRACTOR,
                    1,
                    include_killed=True,
                    include_not_ready=False,
                ),
            ),
            ActExpand(2, priority=True, consider_worker_production=False),
            Step(
                RequiredAll([RequiredSupply(14),
                             RequiredMinerals(130)]),
                StepBuildGas(1),
            ),
            Step(None, ZergUnit(UnitTypeId.DRONE, to_count=14)),
            Step(RequiredSupply(14), ActBuilding(UnitTypeId.SPAWNINGPOOL)),
            Step(
                RequiredAll([
                    RequiredUnitExists(UnitTypeId.HATCHERY),
                    RequiredUnitExists(UnitTypeId.SPAWNINGPOOL)
                ]),
                ZergUnit(UnitTypeId.QUEEN, 2),
            ),
            # spam lings
            Step(RequiredUnitExists(UnitTypeId.SPAWNINGPOOL),
                 ZergUnit(UnitTypeId.ZERGLING, 999)),
        ])

        ling_speed = BuildOrder([
            Step(
                RequiredAll([
                    RequiredUnitExists(UnitTypeId.SPAWNINGPOOL),
                    RequiredGas(100)
                ]),
                ActTech(UpgradeId.ZERGLINGMOVEMENTSPEED,
                        UnitTypeId.SPAWNINGPOOL),
            )
        ])

        worker_distribution = SequentialList([
            Step(
                RequiredSupply(15),
                PlanDistributeWorkers(),
                skip=RequiredUnitExists(
                    UnitTypeId.HATCHERY,
                    2,
                    include_killed=True,
                ),
            ),
            Step(
                RequiredUnitExists(UnitTypeId.EXTRACTOR),
                PlanDistributeWorkers(min_gas=3),
                skip=RequiredAny([
                    RequiredTechReady(UpgradeId.ZERGLINGMOVEMENTSPEED,
                                      percentage=0.01),
                    RequiredGas(96)
                ]),
            ),
            Step(
                RequiredAny([
                    RequiredTechReady(UpgradeId.ZERGLINGMOVEMENTSPEED,
                                      percentage=0.01),
                    RequiredGas(96)
                ]),
                PlanDistributeWorkers(max_gas=0),
            ),
        ])

        overlords = BuildOrder([
            Step(
                None,
                AutoOverLord(),
                skip_until=RequiredUnitExists(UnitTypeId.SPAWNINGPOOL),
            )
        ])

        super().__init__([opening, ling_speed, worker_distribution, overlords])
コード例 #13
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 def __init__(self, *args: ScoutBaseAction):
     self.zerg_build = ZergUnit(UnitTypeId.OVERLORD)
     super().__init__(UnitTypeId.OVERLORD, 1, *args)
コード例 #14
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    def __init__(self):
        """Create the build order."""
        self.drone = ZergUnit(UnitTypeId.DRONE, to_count=0)
        self.queen = ZergUnit(UnitTypeId.QUEEN, to_count=3, priority=True)
        self.zergling = ZergUnit(UnitTypeId.ZERGLING, to_count=0)
        self.roach = ZergUnit(UnitTypeId.ROACH, to_count=0)
        self.ravager = MorphRavager(target_count=0)
        self.swarmhost = ZergUnit(UnitTypeId.SWARMHOSTMP, to_count=0)
        ling_scout = BuildOrder([Step(RequiredTime(4 * 60), LingScout(2, ScoutLocation.scout_enemy3()))])
        run_by = Step(
            RequiredTime(4 * 60), RunBy(UnitTypeId.ZERGLING, 8, 1)
        )
        units = BuildOrder(
            [
                Step(None, self.drone),
                Step(UnitExists(UnitTypeId.SPAWNINGPOOL), self.queen),
                Step(UnitExists(UnitTypeId.INFESTATIONPIT), self.swarmhost),
                Step(UnitExists(UnitTypeId.ROACHWARREN), self.roach),
                Step(UnitExists(UnitTypeId.ROACH), self.ravager),
                Step(UnitExists(UnitTypeId.SPAWNINGPOOL), self.zergling),
            ]
        )
        self.gas = StepBuildGas(to_count=0)
        tech_buildings = BuildOrder(
            Step(
                UnitExists(UnitTypeId.DRONE, 30),
                BuildOrder(
                    [
                        Step(None, ActBuilding(UnitTypeId.ROACHWARREN)),
                        Step(None, MorphLair()),
                        Step(
                            RequiredAll(
                                [
                                    UnitExists(UnitTypeId.LAIR),
                                    UnitExists(UnitTypeId.EVOLUTIONCHAMBER),
                                    UnitExists(UnitTypeId.HATCHERY, 3),
                                ]
                            ),
                            ActBuilding(UnitTypeId.INFESTATIONPIT),
                        ),
                        Step(None, ActBuilding(UnitTypeId.EVOLUTIONCHAMBER)),
                        Step(UnitExists(UnitTypeId.HATCHERY, 4), ActBuilding(UnitTypeId.EVOLUTIONCHAMBER, 2)),
                    ]
                ),
            )
        )
        bases = BuildOrder(
            [
                Step(None, ActExpand(to_count=3, priority=True, consider_worker_production=False)),
                Step(UnitExists(UnitTypeId.DRONE, 60), ActExpand(4, priority=True, consider_worker_production=False)),
            ]
        )

        nat_spines = Step(
            UnitExists(UnitTypeId.SPAWNINGPOOL),
            NatSpines(4),
            skip=UnitExists(UnitTypeId.SPINECRAWLER, count=4),
            skip_until=lambda k: k.build_detector.rush_detected,
        )
        super().__init__(
            [
                nat_spines,
                units,
                tech_buildings,
                self.gas,
                bases,
                MassExpand(),
                AutoOverLord(),
                StandardUpgrades(),
                # ling_scout,
                run_by,
            ]
        )
コード例 #15
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    def __init__(self):
        self.drone = ZergUnit(UnitTypeId.DRONE)
        self.queen = ZergUnit(UnitTypeId.QUEEN, to_count=3)
        self.zergling = ZergUnit(UnitTypeId.ZERGLING)
        self.baneling = ZergUnit(UnitTypeId.BANELING)
        self.ultra = ZergUnit(UnitTypeId.ULTRALISK, to_count=15)
        self.corruptor = ZergUnit(UnitTypeId.CORRUPTOR, to_count=40)
        self.mutalisk = ZergUnit(UnitTypeId.MUTALISK)
        self.overseer = ZergUnit(UnitTypeId.OVERSEER, to_count=3)

        build_units = BuildOrder(
            [
                Step(None, self.drone),
                Step(UnitExists(UnitTypeId.SPAWNINGPOOL), self.queen),
                Step(UnitExists(UnitTypeId.ULTRALISKCAVERN), self.ultra, skip_until=self.should_build_ultras),
                Step(UnitExists(UnitTypeId.SPIRE), self.corruptor, skip_until=self.should_build_air),
                Step(UnitExists(UnitTypeId.SPIRE), self.mutalisk, skip_until=self.should_build_air),
                Step(UnitExists(UnitTypeId.BANELINGNEST), self.baneling),
                Step(UnitExists(UnitTypeId.SPAWNINGPOOL), self.zergling),
                Step(
                    UnitExists(UnitTypeId.LAIR),
                    self.overseer,
                    skip_until=lambda k: k.enemy_units_manager.enemy_cloak_trigger,
                ),
            ]
        )

        tech_buildings = BuildOrder(
            Step(None, Expand(3, priority=True, consider_worker_production=False), skip_until=self.take_third),
            Step(None, StepBuildGas(to_count=2)),
            Step(UnitExists(UnitTypeId.LAIR), StepBuildGas(4)),
            Step(None, ActBuilding(UnitTypeId.SPAWNINGPOOL)),
            Step(UnitExists(UnitTypeId.SPAWNINGPOOL), ActBuilding(UnitTypeId.BANELINGNEST)),
            Step(UnitExists(UnitTypeId.BANELINGNEST), MorphLair()),
            Step(
                All([UnitExists(UnitTypeId.DRONE, 60), UnitExists(UnitTypeId.LAIR)]),
                ActBuilding(UnitTypeId.INFESTATIONPIT),
            ),
            Step(UnitExists(UnitTypeId.INFESTATIONPIT), StepBuildGas(6)),
            Step(UnitExists(UnitTypeId.LAIR), ActBuilding(UnitTypeId.EVOLUTIONCHAMBER, to_count=2)),
            Step(All([UnitExists(UnitTypeId.LAIR), UnitExists(UnitTypeId.INFESTATIONPIT)]), MorphHive()),
            Step(UnitExists(UnitTypeId.HIVE), ActBuilding(UnitTypeId.ULTRALISKCAVERN)),
            Step(UnitExists(UnitTypeId.LAIR), ActBuilding(UnitTypeId.SPIRE), skip_until=self.should_build_air),
            Step(UnitExists(UnitTypeId.HIVE), StepBuildGas(8))
        )

        upgrades = BuildOrder(
            Step(
                All([UnitExists(UnitTypeId.BANELINGNEST), UnitExists(UnitTypeId.LAIR)]),
                Tech(UpgradeId.CENTRIFICALHOOKS),
            ),
            SequentialList(
                Step(None, Tech(UpgradeId.ZERGMELEEWEAPONSLEVEL1)),
                Step(UnitExists(UnitTypeId.LAIR), Tech(UpgradeId.ZERGMELEEWEAPONSLEVEL2)),
                Step(UnitExists(UnitTypeId.HIVE), Tech(UpgradeId.ZERGMELEEWEAPONSLEVEL3)),
            ),
            SequentialList(
                Step(
                    UnitExists(UnitTypeId.EVOLUTIONCHAMBER, 2, include_not_ready=False, include_pending=False),
                    Tech(UpgradeId.ZERGGROUNDARMORSLEVEL1),
                ),
                Step(UnitExists(UnitTypeId.LAIR), Tech(UpgradeId.ZERGGROUNDARMORSLEVEL2)),
                Step(UnitExists(UnitTypeId.HIVE), Tech(UpgradeId.ZERGGROUNDARMORSLEVEL3)),
            ),
            Step(UnitExists(UnitTypeId.SPAWNINGPOOL), Tech(UpgradeId.ZERGLINGMOVEMENTSPEED)),
            Step(
                All([UnitExists(UnitTypeId.SPAWNINGPOOL), UnitExists(UnitTypeId.HIVE)]),
                Tech(UpgradeId.ZERGLINGATTACKSPEED),
            ),
            SequentialList(
                Step(UnitExists(UnitTypeId.ULTRALISKCAVERN), Tech(UpgradeId.CHITINOUSPLATING)),
                Step(UnitExists(UnitTypeId.ULTRALISKCAVERN), Tech(UpgradeId.ANABOLICSYNTHESIS)),
            ),
            SequentialList(
                Step(UnitExists(UnitTypeId.SPIRE), Tech(UpgradeId.ZERGFLYERWEAPONSLEVEL1)),
                Step(UnitExists(UnitTypeId.SPIRE), Tech(UpgradeId.ZERGFLYERWEAPONSLEVEL2)),
                Step(
                    All(
                        [
                            UnitExists(UnitTypeId.SPIRE),
                            UnitExists(UnitTypeId.HIVE),
                        ]
                    ),
                    Tech(UpgradeId.ZERGFLYERWEAPONSLEVEL3),
                ),
                Step(UnitExists(UnitTypeId.SPIRE), Tech(UpgradeId.ZERGFLYERARMORSLEVEL1)),
                Step(UnitExists(UnitTypeId.SPIRE), Tech(UpgradeId.ZERGFLYERARMORSLEVEL2)),
                Step(
                    All(
                        [
                            UnitExists(UnitTypeId.SPIRE),
                            UnitExists(UnitTypeId.HIVE),
                        ]
                    ),
                    Tech(UpgradeId.ZERGFLYERARMORSLEVEL3),
                ),
            ),
            Step(TechReady(UpgradeId.CENTRIFICALHOOKS), Tech(UpgradeId.OVERLORDSPEED)),
        )

        super().__init__([PaulAutoOverLord(), upgrades, tech_buildings, build_units, MassExpand()])