-------------------------------------------------------------------------------- function Spawn( entityKeyValues ) if not IsServer() then return end if thisEntity == nil then return end --thisEntity.hShadowPoisonAbility = thisEntity:FindAbilityByName( "aghsfort_shadow_demon_shadow_poison" ) thisEntity.hDisruptionAbility = thisEntity:FindAbilityByName( "aghsfort_shadow_demon_disruption" ) if thisEntity.hDisruptionAbility == nil then print( 'MISSING aghsfort_shadow_demon_disruption on shadow demon ai' ) end thisEntity.flRetreatRange = 500 thisEntity.flAttackRange = 850 thisEntity.flDisruptionDelayTime = GameRules:GetGameTime() + RandomFloat( 7, 12 ) -- need to live for this long before we can think about casting disruption thisEntity.PreviousOrder = "no_order" thisEntity:SetContextThink( "ShadowDemonThink", ShadowDemonThink, 0.5 ) end -------------------------------------------------------------------------------- function ShadowDemonThink() if not IsServer() then return end if ( not thisEntity:IsAlive() ) then return -1 end if GameRules:IsGamePaused() == true then return 0.5 end local hEnemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, 5000, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, FIND_CLOSEST, false ) if #hEnemies == 0 then return HoldPosition() end local hAttackTarget = nil local hApproachTarget = nil for _, hEnemy in pairs( hEnemies ) do if hEnemy ~= nil and hEnemy:IsAlive() then local flDist = ( hEnemy:GetOrigin() - thisEntity:GetOrigin() ):Length2D() if flDist < thisEntity.flRetreatRange then if ( thisEntity.fTimeOfLastRetreat and ( GameRules:GetGameTime() < thisEntity.fTimeOfLastRetreat + 3 ) ) then -- We already retreated recently, so just attack hAttackTarget = hEnemy else return Retreat( hEnemy ) end end if flDist <= thisEntity.flAttackRange then hAttackTarget = hEnemy end if flDist > thisEntity.flAttackRange then hApproachTarget = hEnemy end end end if hAttackTarget == nil and hApproachTarget ~= nil then return Approach( hApproachTarget ) end if thisEntity.hDisruptionAbility ~= nil and thisEntity.hDisruptionAbility:IsFullyCastable() then --print( 'disruption check' ) if GameRules:GetGameTime() > thisEntity.flDisruptionDelayTime and hAttackTarget then --print( 'Shadow Demon using Disruption on ENEMY!' ) return CastDisruption( hAttackTarget ) end end --[[ if hAttackTarget and thisEntity.hShadowPoisonAbility ~= nil and thisEntity.hShadowPoisonAbility:IsFullyCastable() then return CastPoison( hAttackTarget ) end --]] if hAttackTarget then thisEntity:FaceTowards( hAttackTarget:GetOrigin() ) --return HoldPosition() end return 0.5 end -------------------------------------------------------------------------------- function CastPoison( hEnemy ) --print( "ai_shadow_demon - CastPoison" ) local fDist = ( hEnemy:GetOrigin() - thisEntity:GetOrigin() ):Length2D() local vTargetPos = hEnemy:GetOrigin() --[[ if ( fDist > 400 ) and hEnemy and hEnemy:IsMoving() then local vLeadingOffset = hEnemy:GetForwardVector() * RandomInt( 200, 400 ) vTargetPos = hEnemy:GetOrigin() + vLeadingOffset end --]] ExecuteOrderFromTable({ UnitIndex = thisEntity:entindex(), OrderType = DOTA_UNIT_ORDER_CAST_POSITION, Position = vTargetPos, AbilityIndex = thisEntity.hShadowPoisonAbility:entindex(), Queue = false, }) thisEntity.PreviousOrder = "poison" return 1 end -------------------------------------------------------------------------------- function CastDisruption( hEnemy ) --print( "ai_shadow_demon - CastDisruption" ) ExecuteOrderFromTable({ UnitIndex = thisEntity:entindex(), OrderType = DOTA_UNIT_ORDER_CAST_TARGET, TargetIndex = hEnemy:entindex(), AbilityIndex = thisEntity.hDisruptionAbility:entindex(), Queue = false, }) thisEntity.PreviousOrder = "disruption" return 1 end -------------------------------------------------------------------------------- function Approach(unit) --print( "ai_shadow_demon - Approach" ) local vToEnemy = unit:GetOrigin() - thisEntity:GetOrigin() vToEnemy = vToEnemy:Normalized() ExecuteOrderFromTable({ UnitIndex = thisEntity:entindex(), OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE, Position = thisEntity:GetOrigin() + vToEnemy * thisEntity:GetIdealSpeed() }) thisEntity.PreviousOrder = "approach" return 1 end -------------------------------------------------------------------------------- function Retreat(unit) --print( "ai_shadow_demon - Retreat" ) local vAwayFromEnemy = thisEntity:GetOrigin() - unit:GetOrigin() vAwayFromEnemy = vAwayFromEnemy:Normalized() local vMoveToPos = thisEntity:GetOrigin() + vAwayFromEnemy * thisEntity:GetIdealSpeed() -- if away from enemy is an unpathable area, find a new direction to run to local nAttempts = 0 while ( ( not GridNav:CanFindPath( thisEntity:GetOrigin(), vMoveToPos ) ) and ( nAttempts < 5 ) ) do vMoveToPos = thisEntity:GetOrigin() + RandomVector( thisEntity:GetIdealSpeed() ) nAttempts = nAttempts + 1 end thisEntity.fTimeOfLastRetreat = GameRules:GetGameTime() ExecuteOrderFromTable({ UnitIndex = thisEntity:entindex(), OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION, Position = vMoveToPos, }) thisEntity.PreviousOrder = "retreat" return 1.25 end -------------------------------------------------------------------------------- function HoldPosition() --print( "ai_shadow_demon - Hold Position" ) if thisEntity.PreviousOrder == "hold_position" then return 0.5 end ExecuteOrderFromTable({ UnitIndex = thisEntity:entindex(), OrderType = DOTA_UNIT_ORDER_HOLD_POSITION, Position = thisEntity:GetOrigin() }) thisEntity.PreviousOrder = "hold_position" return 0.5 end