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--[[ Mirana AI ]]
require( "ai/ai_core" )
function Spawn( entityKeyValues )
thisEntity:SetContextThink( "AIThink", AIThink, 0.25 )
behaviorSystem = AICore:CreateBehaviorSystem( thisEntity, { BehaviorNone, BehaviorShootArrow, BehaviorStarfall, BehaviorRunAway } )
end
function AIThink() -- For some reason AddThinkToEnt doesn't accept member functions
return behaviorSystem:Think( )
end
--------------------------------------------------------------------------------------------------------
BehaviorNone = {}
function BehaviorNone:Evaluate()
return 1 -- must return a value > 0, so we have a default
end
function BehaviorNone:Begin()
local orders = nil
local hTarget = AICore:ClosestEnemyHeroInRange( thisEntity, thisEntity:GetDayTimeVisionRange() )
if hTarget ~= nil then
thisEntity.lastTargetPosition = hTarget:GetAbsOrigin()
hTarget:MakeVisibleDueToAttack( DOTA_TEAM_BADGUYS, 100 )
orders =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_ATTACK_TARGET,
TargetIndex = hTarget:entindex()
}
elseif thisEntity.lastTargetPosition ~= nil then
orders =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE,
Position = thisEntity.lastTargetPosition
}
else
orders =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_STOP
}
end
return orders
end
BehaviorNone.Continue = BehaviorNone.Begin
--------------------------------------------------------------------------------------------------------
BehaviorShootArrow = {}
function BehaviorShootArrow:Evaluate()
local desire = 0
-- let's not choose this twice in a row
if behaviorSystem.currentBehavior == self then
return desire
end
self.arrowAbility = thisEntity:FindAbilityByName( "mirana_arrow" )
self.target = nil
local bestDistance = 0
if not self.arrowAbility or not self.arrowAbility:IsFullyCastable() then
return desire
end
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), thisEntity, self.arrowAbility:GetCastRange(), DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS + DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, 0, false )
if #enemies == 0 then
return desire
end
for _,enemy in pairs(enemies) do
local enemyVec = enemy:GetOrigin() - thisEntity:GetOrigin()
local myForward = thisEntity:GetForwardVector()
local dotProduct = enemyVec:Dot( myForward )
local enemyDesire = 5
if enemy:IsStunned() then
enemyDesire = 3
elseif dotProduct > 0 then
enemyDesire = 8
end
local distance = enemyVec:Length2D()
if distance > 350 then
if ( enemyDesire == desire and bestDistance > distance ) or ( desire < enemyDesire ) then
desire = enemyDesire
bestDistance = distance
self.target = enemy
thisEntity.lastTargetPosition = enemy:GetAbsOrigin()
end
end
end
return desire
end
function BehaviorShootArrow:Begin()
if self.target and self.target:IsAlive() then
local targetPoint = self.target:GetOrigin() + RandomVector( 100 )
if self.arrowAbility and self.arrowAbility:IsFullyCastable() then
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_POSITION,
AbilityIndex = self.arrowAbility:entindex(),
Position = targetPoint
}
end
end
return nil
end
BehaviorShootArrow.Continue = BehaviorShootArrow.Begin
--------------------------------------------------------------------------------------------------------
BehaviorStarfall = {}
function BehaviorStarfall:Evaluate()
--print( "BehaviorStarfall:Evaluate()" )
local desire = 0
-- let's not choose this twice in a row
if behaviorSystem.currentBehavior == self then
return desire
end
self.starFallAbility = thisEntity:FindAbilityByName( "mirana_starfall" )
if self.starFallAbility and self.starFallAbility:IsFullyCastable() then
local nRange = self.starFallAbility:GetSpecialValueFor( "starfall_radius" )
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, nRange, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
if ( #enemies >= 0 ) then
desire = #enemies + 1
end
end
return desire
end
function BehaviorStarfall:Begin()
--print( "BehaviorStarfall:Begin()" )
if self.starFallAbility and self.starFallAbility:IsFullyCastable() then
--print( "Casting Star Fall" )
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.starFallAbility:entindex()
}
return order
end
return nil
end
BehaviorStarfall.Continue = BehaviorStarfall.Begin
--------------------------------------------------------------------------------------------------------
BehaviorRunAway = {}
function BehaviorRunAway:Evaluate()
local desire = 0
local retreatPoints = thisEntity.Encounter:GetRetreatPoints()
if retreatPoints == nil then
print( "*** WARNING: This AI requires info_targets named retreat_point in the map " .. thisEntity.Encounter:GetRoom():GetName() )
return 0
end
-- let's not choose this twice in a row, or even too close to another escape
if behaviorSystem.currentBehavior == self or
( self.startEscapeTime ~= nil and ( ( GameRules:GetGameTime() - self.startEscapeTime ) < 6 ) ) then
return desire
end
local happyPlaceIndex = RandomInt( 1, #retreatPoints )
self.escapePoint = retreatPoints[ happyPlaceIndex ]:GetAbsOrigin()
self.leapAbility = thisEntity:FindAbilityByName( "mirana_leap" )
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 700, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
local friendlies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 700, DOTA_UNIT_TARGET_TEAM_FRIENDLY, DOTA_UNIT_TARGET_BASIC + DOTA_UNIT_TARGET_HERO, 0, 0, false )
--print( string.format( "found %d enemies and %d friendlies near us", #enemies, #friendlies ) )
-- Remember that mirana herself will be in the friendlies list, so it's one too big
if ( #enemies >= 2 ) and ( #friendlies <= 1 ) then
desire = #enemies + 1
end
return desire
end
function BehaviorRunAway:Begin()
--print( "BehaviorRunAway:Begin()" )
self.startEscapeTime = GameRules:GetGameTime()
self.bHasLeaped = false
for i = 0, DOTA_ITEM_MAX - 1 do
local item = thisEntity:GetItemInSlot( i )
if item and item:GetAbilityName() == "item_phase_boots" then
self.phaseAbility = item
end
end
-- phase right away
if self.phaseAbility and self.phaseAbility:IsFullyCastable() then
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.phaseAbility:entindex()
}
end
-- move towards our escape point
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = self.escapePoint
}
end
function BehaviorRunAway:IsDone( )
return ( GameRules:GetGameTime() > ( self.startEscapeTime + 6 ) ) or
( ( thisEntity:GetAbsOrigin() - self.escapePoint ):Length2D() < 200 )
end
function BehaviorRunAway:Think( )
-- give ourselves time to turn towards escape point before leaping
if GameRules:GetGameTime() >= self.startEscapeTime + 0.6 and self.bHasLeaped == false then
if self.leapAbility and self.leapAbility:IsFullyCastable() then
-- Make sure we're not going to leap out of the room or into
-- somewhere not navigable
local vMyForward = thisEntity:GetForwardVector()
local vTargetPos = thisEntity:GetOrigin() + vMyForward * self.leapAbility:GetSpecialValueFor( "leap_distance" )
if thisEntity.Encounter:GetRoom():IsValidSpawnPoint( vTargetPos ) and
GridNav:CanFindPath( thisEntity:GetOrigin(), vTargetPos ) then
self.bHasLeaped = true
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.leapAbility:entindex()
}
end
end
end
-- keep moving towards our escape point
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = self.escapePoint
}
end
BehaviorRunAway.Continue = BehaviorRunAway.Begin
--------------------------------------------------------------------------------------------------------
AICore.possibleBehaviors = { BehaviorNone, BehaviorShootArrow, BehaviorRunAway }