-------------------------------------------------------------------------------- function Spawn( entityKeyValues ) if not IsServer() then return end if thisEntity == nil then return end IgniteAbility = thisEntity:FindAbilityByName( "ogre_magi_area_ignite" ) BloodlustAbility = thisEntity:FindAbilityByName( "ogre_magi_channelled_bloodlust" ) thisEntity:SetContextThink( "OgreMagiThink", OgreMagiThink, 1 ) end -------------------------------------------------------------------------------- function OgreMagiThink() if ( not thisEntity:IsAlive() ) then return -1 end if GameRules:IsGamePaused() == true then return 1 end if BloodlustAbility ~= nil and BloodlustAbility:IsChanneling() then return 0.5 end local enemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, 700, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES + DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE, FIND_CLOSEST, false ) local bIgniteReady = ( #enemies > 0 and IgniteAbility ~= nil and IgniteAbility:IsFullyCastable() ) if BloodlustAbility ~= nil and BloodlustAbility:IsFullyCastable() then local friendlies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, 1500, DOTA_UNIT_TARGET_TEAM_FRIENDLY, DOTA_UNIT_TARGET_ALL, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, FIND_CLOSEST, false ) for _,friendly in pairs ( friendlies ) do if friendly ~= nil then if ( friendly:GetUnitName() == "npc_dota_creature_ogre_tank" ) then local fDist = ( friendly:GetOrigin() - thisEntity:GetOrigin() ):Length2D() local fCastRange = BloodlustAbility:GetCastRange( thisEntity:GetOrigin(), nil ) --print( string.format( "fDist == %d, fCastRange == %d", fDist, fCastRange ) ) if ( fDist <= fCastRange ) and ( ( #enemies > 0 ) or ( friendly:GetAggroTarget() ) ) then return Bloodlust( friendly ) elseif ( fDist > 400 ) and ( fDist < 900 ) then if bIgniteReady == false then return Approach( friendly ) end end end end end end if bIgniteReady then return IgniteArea( enemies[ RandomInt( 1, #enemies ) ] ) end local fFuzz = RandomFloat( -0.1, 0.1 ) -- Adds some timing separation to these magi return 0.5 + fFuzz end -------------------------------------------------------------------------------- function Approach( hUnit ) --print( "Ogre Magi is approaching unit named " .. hUnit:GetUnitName() ) local vToUnit = hUnit:GetOrigin() - thisEntity:GetOrigin() vToUnit = vToUnit:Normalized() ExecuteOrderFromTable({ UnitIndex = thisEntity:entindex(), OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION, Position = thisEntity:GetOrigin() + vToUnit * thisEntity:GetIdealSpeed() }) return 1 end -------------------------------------------------------------------------------- function Bloodlust( hUnit ) --print( "Casting bloodlust on " .. hUnit:GetUnitName() ) ExecuteOrderFromTable({ UnitIndex = thisEntity:entindex(), OrderType = DOTA_UNIT_ORDER_CAST_TARGET, AbilityIndex = BloodlustAbility:entindex(), TargetIndex = hUnit:entindex(), Queue = false, }) return 1 end -------------------------------------------------------------------------------- function IgniteArea( hEnemy ) --print( "Casting ignite on " .. hEnemy:GetUnitName() ) ExecuteOrderFromTable({ UnitIndex = thisEntity:entindex(), OrderType = DOTA_UNIT_ORDER_CAST_POSITION, AbilityIndex = IgniteAbility:entindex(), Position = hEnemy:GetOrigin(), Queue = false, }) return 0.55 end --------------------------------------------------------------------------------