initial commit
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166
aghanim_singleplayer/scripts/vscripts/ai/brewmaster_earth.lua
Executable file
166
aghanim_singleplayer/scripts/vscripts/ai/brewmaster_earth.lua
Executable file
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--[[ Brewling Earth AI ]]
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require( "ai/ai_core" )
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function Spawn( entityKeyValues )
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thisEntity.bInitialized = false
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if not thisEntity.bInitialized then
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thisEntity.vInitialSpawnPos = thisEntity:GetOrigin()
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thisEntity.bInitialized = true
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end
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thisEntity:SetContextThink( "AIThink", AIThink, 0.25 )
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behaviorSystem = AICore:CreateBehaviorSystem( thisEntity, { BehaviorNone, BehaviorThunderClap, BehaviorRunAway } )
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end
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function AIThink()
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return behaviorSystem:Think( )
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end
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--------------------------------------------------------------------------------------------------------
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BehaviorNone = {}
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function BehaviorNone:Evaluate()
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return 1 -- must return a value > 0, so we have a default
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end
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function BehaviorNone:Begin()
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local orders = nil
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local hTarget = AICore:ClosestEnemyHeroInRange( thisEntity, 1000 )
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if hTarget ~= nil then
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thisEntity.lastTargetPosition = hTarget:GetAbsOrigin()
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hTarget:MakeVisibleDueToAttack( DOTA_TEAM_BADGUYS, 100 )
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orders =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_ATTACK_TARGET,
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TargetIndex = hTarget:entindex()
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}
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elseif thisEntity.lastTargetPosition ~= nil then
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orders =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE,
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Position = thisEntity.lastTargetPosition
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}
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else
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orders =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_STOP
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}
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end
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return orders
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end
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BehaviorNone.Continue = BehaviorNone.Begin
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--------------------------------------------------------------------------------------------------------
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BehaviorThunderClap = {}
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function BehaviorThunderClap:Evaluate()
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--print( "BehaviorThunderClap:Evaluate()" )
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local desire = 0
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self.thunderClapAbility = thisEntity:FindAbilityByName( "aghsfort_brewmaster_thunderclap" )
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if self.thunderClapAbility and self.thunderClapAbility:IsFullyCastable() then
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local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 350, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
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if ( #enemies >= 0 ) then
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for _,hUnit in pairs( enemies ) do
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if hUnit ~= nil and hUnit:IsAlive() then
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local hGushModifier = hUnit:FindModifierByName( "modifier_brewmaster_thunder_clap" )
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if hGushModifier ~= nil then
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--print("Enemy is already thunder clapped")
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desire = 0
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else
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desire = #enemies + 1
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end
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end
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end
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end
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end
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return desire
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end
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function BehaviorThunderClap:Begin()
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--print( "BehaviorThunderClap:Begin()" )
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if self.thunderClapAbility and self.thunderClapAbility:IsFullyCastable() then
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local hEnemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, 350, 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 nil
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end
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local hTarget = hEnemies[#hEnemies]
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local order =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
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AbilityIndex = self.thunderClapAbility:entindex(),
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}
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return order
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end
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return nil
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end
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BehaviorThunderClap.Continue = BehaviorThunderClap.Begin
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--------------------------------------------------------------------------------------------------------
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BehaviorRunAway = {}
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function BehaviorRunAway:Evaluate()
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local desire = 0
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-- let's not choose this twice in a row, or even too close to another escape
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if behaviorSystem.currentBehavior == self or
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( self.startEscapeTime ~= nil and ( ( GameRules:GetGameTime() - self.startEscapeTime ) < 3 ) ) then
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return desire
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end
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self.escapePoint = thisEntity.vInitialSpawnPos
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local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 300, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
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if ( #enemies >= 2 ) and ( thisEntity:GetHealthPercent() < 30 ) then
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desire = #enemies + 1
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end
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return desire
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end
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function BehaviorRunAway:Begin()
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--print( "BehaviorRunAway:Begin()" )
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self.startEscapeTime = GameRules:GetGameTime()
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-- move towards our escape point
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return
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
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Position = self.escapePoint
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}
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end
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function BehaviorRunAway:IsDone( )
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return ( GameRules:GetGameTime() > ( self.startEscapeTime + 2 ) ) or
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( ( thisEntity:GetAbsOrigin() - self.escapePoint ):Length2D() < 200 )
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end
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function BehaviorRunAway:Think( )
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-- keep moving towards our escape point
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return
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
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Position = self.escapePoint
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}
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end
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--------------------------------------------------------------------------------------------------------
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AICore.possibleBehaviors = { BehaviorNone, BehaviorThunderClap, BehaviorRunAway }
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