initial commit
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202
aghanim_singleplayer/scripts/vscripts/ai/ai_shadow_demon.lua
Executable file
202
aghanim_singleplayer/scripts/vscripts/ai/ai_shadow_demon.lua
Executable file
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--------------------------------------------------------------------------------
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function Spawn( entityKeyValues )
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if not IsServer() then
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return
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end
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if thisEntity == nil then
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return
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end
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--thisEntity.hShadowPoisonAbility = thisEntity:FindAbilityByName( "aghsfort_shadow_demon_shadow_poison" )
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thisEntity.hDisruptionAbility = thisEntity:FindAbilityByName( "aghsfort_shadow_demon_disruption" )
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if thisEntity.hDisruptionAbility == nil then
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print( 'MISSING aghsfort_shadow_demon_disruption on shadow demon ai' )
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end
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thisEntity.flRetreatRange = 500
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thisEntity.flAttackRange = 850
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thisEntity.flDisruptionDelayTime = GameRules:GetGameTime() + RandomFloat( 7, 12 ) -- need to live for this long before we can think about casting disruption
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thisEntity.PreviousOrder = "no_order"
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thisEntity:SetContextThink( "ShadowDemonThink", ShadowDemonThink, 0.5 )
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end
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--------------------------------------------------------------------------------
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function ShadowDemonThink()
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if not IsServer() then
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return
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end
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if ( not thisEntity:IsAlive() ) then
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return -1
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end
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if GameRules:IsGamePaused() == true then
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return 0.5
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end
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local hEnemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, 5000, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, FIND_CLOSEST, false )
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if #hEnemies == 0 then
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return HoldPosition()
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end
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local hAttackTarget = nil
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local hApproachTarget = nil
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for _, hEnemy in pairs( hEnemies ) do
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if hEnemy ~= nil and hEnemy:IsAlive() then
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local flDist = ( hEnemy:GetOrigin() - thisEntity:GetOrigin() ):Length2D()
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if flDist < thisEntity.flRetreatRange then
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if ( thisEntity.fTimeOfLastRetreat and ( GameRules:GetGameTime() < thisEntity.fTimeOfLastRetreat + 3 ) ) then
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-- We already retreated recently, so just attack
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hAttackTarget = hEnemy
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else
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return Retreat( hEnemy )
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end
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end
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if flDist <= thisEntity.flAttackRange then
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hAttackTarget = hEnemy
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end
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if flDist > thisEntity.flAttackRange then
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hApproachTarget = hEnemy
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end
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end
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end
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if hAttackTarget == nil and hApproachTarget ~= nil then
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return Approach( hApproachTarget )
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end
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if thisEntity.hDisruptionAbility ~= nil and thisEntity.hDisruptionAbility:IsFullyCastable() then
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--print( 'disruption check' )
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if GameRules:GetGameTime() > thisEntity.flDisruptionDelayTime and hAttackTarget then
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--print( 'Shadow Demon using Disruption on ENEMY!' )
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return CastDisruption( hAttackTarget )
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end
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end
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--[[
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if hAttackTarget and thisEntity.hShadowPoisonAbility ~= nil and thisEntity.hShadowPoisonAbility:IsFullyCastable() then
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return CastPoison( hAttackTarget )
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end
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--]]
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if hAttackTarget then
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thisEntity:FaceTowards( hAttackTarget:GetOrigin() )
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--return HoldPosition()
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end
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return 0.5
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end
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--------------------------------------------------------------------------------
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function CastPoison( hEnemy )
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--print( "ai_shadow_demon - CastPoison" )
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local fDist = ( hEnemy:GetOrigin() - thisEntity:GetOrigin() ):Length2D()
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local vTargetPos = hEnemy:GetOrigin()
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--[[
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if ( fDist > 400 ) and hEnemy and hEnemy:IsMoving() then
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local vLeadingOffset = hEnemy:GetForwardVector() * RandomInt( 200, 400 )
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vTargetPos = hEnemy:GetOrigin() + vLeadingOffset
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end
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--]]
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_POSITION,
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Position = vTargetPos,
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AbilityIndex = thisEntity.hShadowPoisonAbility:entindex(),
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Queue = false,
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})
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thisEntity.PreviousOrder = "poison"
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return 1
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end
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--------------------------------------------------------------------------------
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function CastDisruption( hEnemy )
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--print( "ai_shadow_demon - CastDisruption" )
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_TARGET,
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TargetIndex = hEnemy:entindex(),
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AbilityIndex = thisEntity.hDisruptionAbility:entindex(),
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Queue = false,
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})
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thisEntity.PreviousOrder = "disruption"
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return 1
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end
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--------------------------------------------------------------------------------
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function Approach(unit)
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--print( "ai_shadow_demon - Approach" )
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local vToEnemy = unit:GetOrigin() - thisEntity:GetOrigin()
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vToEnemy = vToEnemy:Normalized()
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE,
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Position = thisEntity:GetOrigin() + vToEnemy * thisEntity:GetIdealSpeed()
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})
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thisEntity.PreviousOrder = "approach"
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return 1
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end
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--------------------------------------------------------------------------------
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function Retreat(unit)
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--print( "ai_shadow_demon - Retreat" )
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local vAwayFromEnemy = thisEntity:GetOrigin() - unit:GetOrigin()
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vAwayFromEnemy = vAwayFromEnemy:Normalized()
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local vMoveToPos = thisEntity:GetOrigin() + vAwayFromEnemy * thisEntity:GetIdealSpeed()
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-- if away from enemy is an unpathable area, find a new direction to run to
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local nAttempts = 0
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while ( ( not GridNav:CanFindPath( thisEntity:GetOrigin(), vMoveToPos ) ) and ( nAttempts < 5 ) ) do
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vMoveToPos = thisEntity:GetOrigin() + RandomVector( thisEntity:GetIdealSpeed() )
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nAttempts = nAttempts + 1
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end
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thisEntity.fTimeOfLastRetreat = GameRules:GetGameTime()
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
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Position = vMoveToPos,
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})
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thisEntity.PreviousOrder = "retreat"
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return 1.25
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end
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--------------------------------------------------------------------------------
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function HoldPosition()
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--print( "ai_shadow_demon - Hold Position" )
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if thisEntity.PreviousOrder == "hold_position" then
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return 0.5
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end
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_HOLD_POSITION,
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Position = thisEntity:GetOrigin()
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})
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thisEntity.PreviousOrder = "hold_position"
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return 0.5
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end
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