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92
aghanim_singleplayer/scripts/vscripts/encounters/encounter_alchemist.lua
Executable file
92
aghanim_singleplayer/scripts/vscripts/encounters/encounter_alchemist.lua
Executable file
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require( "map_encounter" )
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require( "aghanim_utility_functions" )
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require( "spawner" )
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require( "portalspawnerv2" )
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--------------------------------------------------------------------------------
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if CMapEncounter_Alchemist == nil then
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CMapEncounter_Alchemist = class( {}, {}, CMapEncounter )
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end
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function CMapEncounter_Alchemist:constructor( hRoom, szEncounterName )
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CMapEncounter.constructor( self, hRoom, szEncounterName )
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-- Dynamic Spawns
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self.vWaveSchedule =
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{
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{
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Time = 5,
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Count = 1,
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},
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{
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Time = 35,
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Count = 1,
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},
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}
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--DeepPrintTable( self.vWaveSchedule )
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self.szDynamicPortal = "dynamic_portal"
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local bInvulnerable = true
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self:AddPortalSpawnerV2( CPortalSpawnerV2( self.szDynamicPortal, self.szDynamicPortal, 8, 5, 1.0,
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{
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{
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EntityName = "npc_dota_creature_alchemist",
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Team = DOTA_TEAM_BADGUYS,
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Count = 1,
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PositionNoise = 0.0,
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},
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}, bInvulnerable
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) )
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self:SetSpawnerSchedule( self.szDynamicPortal, self.vWaveSchedule )
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Alchemist:GetPreviewUnit()
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return "npc_dota_creature_alchemist"
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Alchemist:InitializeObjectives()
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self:AddEncounterObjective( "defeat_the_alchemists", 0, self:GetMaxSpawnedUnitCount() )
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Alchemist:Start()
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CMapEncounter.Start( self )
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self:StartSpawnerSchedule( self.szDynamicPortal, 0 )
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Alchemist:OnRequiredEnemyKilled( hAttacker, hVictim )
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CMapEncounter.OnRequiredEnemyKilled( self, hAttacker, hVictim )
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if hVictim and hVictim:GetUnitName() == "npc_dota_creature_alchemist" then
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local nCurrentValue = self:GetEncounterObjectiveProgress( "defeat_the_alchemists" )
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self:UpdateEncounterObjective( "defeat_the_alchemists", nCurrentValue + 1, nil )
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end
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Alchemist:OnSpawnerFinished( hSpawner, hSpawnedUnits )
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CMapEncounter.OnSpawnerFinished( self, hSpawner, hSpawnedUnits )
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for _, hSpawnedUnit in pairs ( hSpawnedUnits ) do
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self:SetInitialGoalEntityToNearestHero( hSpawnedUnit )
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end
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end
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--------------------------------------------------------------------------------
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return CMapEncounter_Alchemist
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