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216
aghanim_singleplayer/scripts/vscripts/encounters/encounter_warlocks.lua
Executable file
216
aghanim_singleplayer/scripts/vscripts/encounters/encounter_warlocks.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( "portalspawner" )
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--------------------------------------------------------------------------------
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if CMapEncounter_Warlocks == nil then
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CMapEncounter_Warlocks = class( {}, {}, CMapEncounter )
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Warlocks:Precache( context )
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CMapEncounter.Precache( self, context )
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PrecacheResource( "particle", "particles/units/heroes/hero_invoker/invoker_sun_strike_team.vpcf", context )
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PrecacheResource( "particle", "particles/units/heroes/hero_invoker/invoker_sun_strike.vpcf", context )
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PrecacheResource( "particle", "particles/units/heroes/hero_warlock/warlock_shadow_word_buff.vpcf", context )
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Warlocks:constructor( hRoom, szEncounterName )
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CMapEncounter.constructor( self, hRoom, szEncounterName )
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self:SetCalculateRewardsFromUnitCount( true )
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-- Pre-placed creatures (done this way to use a specific subset of existing map spawners)
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self.vGatekeepersSchedule =
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{
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{
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Time = 0,
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Count = 2,
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},
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}
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self:AddSpawner( CDotaSpawner( "spawner_gatekeepers", "spawner_gatekeepers",
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{
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{
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EntityName = "npc_dota_creature_demon_golem",
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Team = DOTA_TEAM_BADGUYS,
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Count = 2,
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PositionNoise = 225.0,
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},
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{
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EntityName = "npc_dota_creature_warlock",
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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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}
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) )
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-- Players have to kill these creatures to trigger the dynamic portals
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self:SetPortalTriggerSpawner( "spawner_gatekeepers", 0.8 )
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self:SetSpawnerSchedule( "spawner_gatekeepers", self.vGatekeepersSchedule )
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-- Additional creatures
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self.vGroupCreaturesSchedule =
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{
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{
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Time = 0,
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Count = 1,
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},
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}
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self:AddSpawner( CDotaSpawner( "spawner_group", "spawner_group",
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{
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{
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EntityName = "npc_dota_creature_demon_golem",
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Team = DOTA_TEAM_BADGUYS,
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Count = 2,
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PositionNoise = 225.0,
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},
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{
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EntityName = "npc_dota_creature_warlock",
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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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}
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) )
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self:SetSpawnerSchedule( "spawner_group", self.vGroupCreaturesSchedule )
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-- Dynamic Portals
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local nPortalHealth = 60 * hRoom:GetDepth()
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local flInitialPortalSpawnDelay = 0.0
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local flInitialSummonTime = 6.0
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local flPortalIntervalInput = 45.0
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local flScaleInput = 1.0
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local nNumPortals = 3
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local nNameCounter = 1
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local szLocatorName = "dynamic_portal"
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self.nTotalPortals = nNumPortals
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local PortalUnits =
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{
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{
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EntityName = "npc_dota_creature_demon_golem",
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Team = DOTA_TEAM_BADGUYS,
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Count = 2,
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PositionNoise = 200.0,
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},
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{
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EntityName = "npc_dota_creature_warlock",
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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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}
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for i = 1, nNumPortals do
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local name = string.format( "portal_%i", nNameCounter )
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nNameCounter = nNameCounter + 1
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self:AddPortalSpawner( CPortalSpawner( name, szLocatorName, nPortalHealth, flInitialPortalSpawnDelay,
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flInitialSummonTime, flPortalIntervalInput, flScaleInput, PortalUnits
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) )
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end
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flInitialPortalSpawnDelay = 24.0
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flInitialSummonTime = 5.0
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nNumPortals = 3
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self.nTotalPortals = self.nTotalPortals + nNumPortals
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for i = 1, nNumPortals do
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local name = string.format( "portal_%i", nNameCounter )
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nNameCounter = nNameCounter + 1
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self:AddPortalSpawner( CPortalSpawner( name, szLocatorName, nPortalHealth, flInitialPortalSpawnDelay,
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flInitialSummonTime, flPortalIntervalInput, flScaleInput, PortalUnits
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) )
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end
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flInitialPortalSpawnDelay = 48.0
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flInitialSummonTime = 5.0
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nNumPortals = 3
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self.nTotalPortals = self.nTotalPortals + nNumPortals
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for i = 1, nNumPortals do
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local name = string.format( "portal_%i", nNameCounter )
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nNameCounter = nNameCounter + 1
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self:AddPortalSpawner( CPortalSpawner( name, szLocatorName, nPortalHealth, flInitialPortalSpawnDelay,
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flInitialSummonTime, flPortalIntervalInput, flScaleInput, PortalUnits
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) )
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end
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Warlocks:InitializeObjectives()
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CMapEncounter.InitializeObjectives( self )
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self:AddEncounterObjective( "destroy_spawning_portals", 0, self.nTotalPortals )
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self:AddEncounterObjective( "defeat_all_enemies", 0, self:GetMaxSpawnedUnitCount() ) -- doesn't capture pre-placed spawns?
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Warlocks:OnPortalV2Killed( hVictim, hAttacker, nUnitCountSuppressed )
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CMapEncounter.OnPortalV2Killed( self, hVictim, hAttacker, nUnitCountSuppressed )
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local nCurrentValue = self:GetEncounterObjectiveProgress( "defeat_all_enemies" )
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self:UpdateEncounterObjective( "defeat_all_enemies", nCurrentValue + nUnitCountSuppressed, nil )
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Warlocks:OnRequiredEnemyKilled( hAttacker, hVictim )
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CMapEncounter.OnRequiredEnemyKilled( self, hAttacker, hVictim )
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local nCurrentValue = self:GetEncounterObjectiveProgress( "defeat_all_enemies" )
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self:UpdateEncounterObjective( "defeat_all_enemies", nCurrentValue + 1, nil )
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Warlocks:GetPreviewUnit()
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return "npc_dota_creature_warlock"
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Warlocks:Start()
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CMapEncounter.Start( self )
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self:StartSpawnerSchedule( "spawner_gatekeepers", 0 )
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self:StartSpawnerSchedule( "spawner_group", 0 )
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end
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--------------------------------------------------------------------------------
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function CMapEncounter_Warlocks:OnSpawnerFinished( hSpawner, hSpawnedUnits )
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CMapEncounter.OnSpawnerFinished( self, hSpawner, hSpawnedUnits )
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if hSpawner:GetSpawnerType() == "CDotaSpawner" then -- standing enemies in the map should not aggro to players
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return
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end
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--print( "CMapEncounter_Warlocks:OnSpawnerFinished" )
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local heroes = FindRealLivingEnemyHeroesInRadius( DOTA_TEAM_BADGUYS, self.hRoom:GetOrigin(), FIND_UNITS_EVERYWHERE )
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if #heroes > 0 then
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for _, hSpawnedUnit in pairs( hSpawnedUnits ) do
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local hero = heroes[RandomInt( 1, #heroes ) ]
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if hero ~= nil then
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--printf( "Set initial goal entity for unit \"%s\" to \"%s\"", hSpawnedUnit:GetUnitName(), hero:GetUnitName() )
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hSpawnedUnit:SetInitialGoalEntity( hero )
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end
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end
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end
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end
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--------------------------------------------------------------------------------
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return CMapEncounter_Warlocks
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