Files
2021-10-24 15:36:18 -04:00

323 lines
9.0 KiB
Lua
Executable File

--[[ Naga Siren AI ]]
require( "ai/ai_core" )
function Spawn( entityKeyValues )
thisEntity.nIllusionsCreated = 0
thisEntity.nMaxIllusions = 10
thisEntity:SetContextThink( "AIThink", AIThink, 0.25 )
behaviorSystem = AICore:CreateBehaviorSystem( thisEntity, { BehaviorNone, BehaviorMirrorImage, BehaviorEnsnare, BehaviorRipTide, BehaviorSong, BehaviorRunAway } )
-- Turn on Radiance
for i = 0, DOTA_ITEM_MAX - 1 do
local item = thisEntity:GetItemInSlot( i )
if item and item:GetAbilityName() == "item_radiance" then
thisEntity.RadianceAbility = item
end
end
ExecuteOrderFromTable({
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = thisEntity.RadianceAbility:entindex(),
Queue = false,
})
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
--------------------------------------------------------------------------------------------------------
BehaviorMirrorImage = {}
function BehaviorMirrorImage:Evaluate()
local desire = 0
-- let's not choose this twice in a row
if behaviorSystem.currentBehavior == self then
return desire
end
if thisEntity.nIllusionsCreated == thisEntity.nMaxIllusions then
return desire
end
self.mirrorImageAbility = thisEntity:FindAbilityByName( "aghsfort_naga_siren_mirror_image" )
if not self.mirrorImageAbility or not self.mirrorImageAbility:IsFullyCastable() then
return desire
end
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), thisEntity, 600, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS + DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, 0, false )
if ( #enemies >= 0 ) then
desire = #enemies + 1
end
return desire
end
function BehaviorMirrorImage:Begin()
--print( "BehaviorMirrorImage:Begin()" )
if self.mirrorImageAbility and self.mirrorImageAbility:IsFullyCastable() then
thisEntity.nIllusionsCreated = thisEntity.nIllusionsCreated + 1
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.mirrorImageAbility:entindex(),
}
return order
end
return nil
end
BehaviorMirrorImage.Continue = BehaviorMirrorImage.Begin
--------------------------------------------------------------------------------------------------------
BehaviorEnsnare = {}
function BehaviorEnsnare:Evaluate()
--print( "BehaviorEnsnare:Evaluate()" )
local desire = 0
-- let's not choose this twice in a row
if behaviorSystem.currentBehavior == self then
return desire
end
self.ensnareAbility = thisEntity:FindAbilityByName( "naga_siren_ensnare" )
if self.ensnareAbility and self.ensnareAbility:IsFullyCastable() then
local nRange = 600
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 ( #enemies >= 0 ) then
desire = #enemies + 1
end
end
return desire
end
function BehaviorEnsnare:Begin()
--print( "BehaviorEnsnare:Begin()" )
self.target = nil
local bestDistance = 0
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), thisEntity, 600, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS + DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, 0, false )
local hTarget = enemies[#enemies]
if not hTarget:IsStunned() then
if self.ensnareAbility and self.ensnareAbility:IsFullyCastable() then
--print( "Casting Star Fall" )
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_TARGET,
TargetIndex = hTarget:entindex(),
AbilityIndex = self.ensnareAbility:entindex(),
Queue = false,
}
return order
end
end
return nil
end
BehaviorEnsnare.Continue = BehaviorEnsnare.Begin
--------------------------------------------------------------------------------------------------------
BehaviorRipTide = {}
function BehaviorRipTide:Evaluate()
--print( "BehaviorRipTide:Evaluate()" )
local desire = 0
-- let's not choose this twice in a row
if behaviorSystem.currentBehavior == self then
return desire
end
self.ripTideAbility = thisEntity:FindAbilityByName( "naga_siren_rip_tide" )
if self.ripTideAbility and self.ripTideAbility:IsFullyCastable() then
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 ( #enemies >= 0 ) then
desire = #enemies + 1
end
end
return desire
end
function BehaviorRipTide:Begin()
--print( "BehaviorRipTide:Begin()" )
if self.ripTideAbility and self.ripTideAbility:IsFullyCastable() then
--print( "Casting Star Fall" )
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.ripTideAbility:entindex(),
}
return order
end
return nil
end
BehaviorRipTide.Continue = BehaviorRipTide.Begin
--------------------------------------------------------------------------------------------------------
BehaviorSong = {}
function BehaviorSong:Evaluate()
--print( "BehaviorSong:Evaluate()" )
local desire = 0
-- let's not choose this twice in a row
if behaviorSystem.currentBehavior == self then
return desire
end
self.songAbility = thisEntity:FindAbilityByName( "naga_siren_song_of_the_siren" )
if self.songAbility and self.songAbility:IsFullyCastable() then
if ( thisEntity:GetHealthPercent() < 65 ) then
local nRange = 1000
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 ( #enemies >= 0 ) then
desire = #enemies + 1
end
return desire
end
end
return desire
end
function BehaviorSong:Begin()
--print( "BehaviorSong:Begin()" )
thisEntity:AddNewModifier( thisEntity, nil, "modifier_invulnerable", { duration = 1 } )
if self.songAbility and self.songAbility:IsFullyCastable() then
--print( "Casting Song of the Siren" )
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.songAbility:entindex(),
Queue = false,
}
return order
end
return nil
end
BehaviorSong.Continue = BehaviorSong.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 happyPlaceIndex = RandomInt( 1, #retreatPoints )
self.escapePoint = retreatPoints[ happyPlaceIndex ]:GetAbsOrigin()
local hSongModifier = thisEntity:FindModifierByName( "modifier_naga_siren_song_of_the_siren_aura" )
if hSongModifier ~= nil then
--print("Naga Siren is singing!")
desire = 5
end
return desire
end
function BehaviorRunAway:Begin()
--print( "BehaviorRunAway:Begin()" )
self.startEscapeTime = GameRules:GetGameTime()
-- move towards our escape point
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = self.escapePoint
}
end
function BehaviorRunAway:IsDone( )
return ( GameRules:GetGameTime() > ( self.startEscapeTime + 6 ) ) or
( ( thisEntity:GetAbsOrigin() - self.escapePoint ):Length2D() < 200 )
end
function BehaviorRunAway:Think( )
-- keep moving towards our escape point
return
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = self.escapePoint
}
end
BehaviorRunAway.Continue = BehaviorRunAway.Begin
--------------------------------------------------------------------------------------------------------
AICore.possibleBehaviors = { BehaviorNone, BehaviorMirrorImage, BehaviorEnsnare, BehaviorRipTide, BehaviorSong, BehaviorRunAway }