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--[[ Slark Peon AI ]]
require( "ai/ai_core" )
function Spawn( entityKeyValues )
thisEntity.vNagaPosition = nil
thisEntity:SetContextThink( "AIThink", AIThink, 0.25 )
behaviorSystem = AICore:CreateBehaviorSystem( thisEntity, { BehaviorNone, BehaviorDarkPact, BehaviorPounce, BehaviorShadowDance, 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
--------------------------------------------------------------------------------------------------------
BehaviorDarkPact = {}
function BehaviorDarkPact:Evaluate()
local desire = 0
-- let's not choose this twice in a row
if behaviorSystem.currentBehavior == self then
return desire
end
self.darkPactAbility = thisEntity:FindAbilityByName( "slark_dark_pact" )
if not self.darkPactAbility or not self.darkPactAbility:IsFullyCastable() then
return desire
end
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 400, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
if ( #enemies >= 0 ) then
for _,hUnit in pairs( enemies ) do
if hUnit ~= nil and hUnit:IsAlive() then
local hDarkPactModifier = hUnit:FindModifierByName( "modifier_slark_dark_pact" )
if hDarkPactModifier ~= nil then
--print("Enemy is already Dark Pacted")
desire = 0
else
local nRandomInt = RandomInt(1,5)
if nRandomInt == 1 then
desire = #enemies + 1
end
end
end
end
end
return desire
end
function BehaviorDarkPact:Begin()
--print( "BehaviorDarkPact:Begin()" )
if self.darkPactAbility and self.darkPactAbility:IsFullyCastable() then
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.darkPactAbility:entindex(),
}
return order
end
return nil
end
BehaviorDarkPact.Continue = BehaviorDarkPact.Begin
--------------------------------------------------------------------------------------------------------
BehaviorPounce = {}
function BehaviorPounce:Evaluate()
--print( "BehaviorPounce:Evaluate()" )
local desire = 0
self.pounceAbility = thisEntity:FindAbilityByName( "slark_pounce" )
if self.pounceAbility and self.pounceAbility:IsFullyCastable() then
local hGoal = Entities:FindByName( nil, "slark_room_center" )
local vGoalPos = hGoal:GetOrigin()
local goalDifference = vGoalPos - thisEntity:GetOrigin()
local goalDistance = goalDifference:Length()
if goalDistance > 1500 then
--print("Too close to edge of room")
return desire
end
local nRange = 700
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 )
for _,enemy in pairs(enemies) do
local enemyVec = enemy:GetOrigin() - thisEntity:GetOrigin()
local myForward = thisEntity:GetForwardVector()
local dotProduct = enemyVec:Dot( myForward )
local enemyDesire = 0
if dotProduct > 0 then
enemyDesire = 8
end
local distance = enemyVec:Length2D()
if distance > 400 then
desire = enemyDesire
self.target = enemy
end
end
end
return desire
end
function BehaviorPounce:Begin()
--print( "BehaviorPounce:Begin()" )
if self.target and self.target:IsAlive() then
if self.pounceAbility and self.pounceAbility:IsFullyCastable() then
--print( "Casting Star Fall" )
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.pounceAbility:entindex(),
Queue = false,
}
return order
end
end
return nil
end
BehaviorPounce.Continue = BehaviorPounce.Begin
--------------------------------------------------------------------------------------------------------
BehaviorShadowDance = {}
function BehaviorShadowDance:Evaluate()
--print( "BehaviorShadowDance: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
local happyPlaceIndex = RandomInt( 1, #retreatPoints )
self.escapePoint = retreatPoints[ happyPlaceIndex ]:GetAbsOrigin()
self.shadowDanceAbility = thisEntity:FindAbilityByName( "slark_shadow_dance" )
local nRange = 300
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 self.shadowDanceAbility and self.shadowDanceAbility:IsFullyCastable() then
if ( thisEntity:GetHealthPercent() < 25 ) and ( #enemies >= 0 ) then
desire = #enemies + 1
end
end
return desire
end
function BehaviorShadowDance:Begin()
--print( "BehaviorShadowDance:Begin()" )
self.startEscapeTime = GameRules:GetGameTime()
if self.shadowDanceAbility and self.shadowDanceAbility:IsFullyCastable() then
--print( "Casting Shadow Dance" )
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.shadowDanceAbility:entindex(),
}
return order
end
return nil
end
function BehaviorShadowDance:IsDone( )
return ( GameRules:GetGameTime() > ( self.startEscapeTime + 6 ) ) or
( ( thisEntity:GetAbsOrigin() - self.escapePoint ):Length2D() < 200 )
end
function BehaviorShadowDance:Think( )
-- keep moving towards our escape point
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = self.escapePoint
}
end
BehaviorShadowDance.Continue = BehaviorShadowDance.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
local creatures = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, FIND_UNITS_EVERYWHERE, DOTA_UNIT_TARGET_TEAM_FRIENDLY, DOTA_UNIT_TARGET_ALL, DOTA_UNIT_TARGET_FLAG_NONE, FIND_ANY_ORDER, false )
for _,hUnit in pairs( creatures ) do
if hUnit ~= nil and hUnit:IsAlive() then
local hSongModifier = hUnit:FindModifierByName( "modifier_naga_siren_song_of_the_siren_aura" )
if hSongModifier ~= nil then
--print("Naga Siren is singing!")
thisEntity.vNagaPosition = hUnit:GetAbsOrigin()
desire = 8
end
end
end
return desire
end
function BehaviorRunAway:Begin()
--print( "BehaviorRunAway:Begin()" )
self.startEscapeTime = GameRules:GetGameTime()
-- Move towards Naga
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = thisEntity.vNagaPosition
}
end
function BehaviorRunAway:IsDone( )
return ( GameRules:GetGameTime() > ( self.startEscapeTime + 6 ) ) or
( ( thisEntity:GetAbsOrigin() - thisEntity.vNagaPosition ):Length2D() < 200 )
end
function BehaviorRunAway:Think( )
-- keep moving towards our escape point
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = thisEntity.vNagaPosition
}
end
BehaviorRunAway.Continue = BehaviorRunAway.Begin
--------------------------------------------------------------------------------------------------------
AICore.possibleBehaviors = { BehaviorNone, BehaviorDarkPact, BehaviorPounce, BehaviorShadowDance, BehaviorRunAway }