129 lines
3.9 KiB
Lua
Executable File
129 lines
3.9 KiB
Lua
Executable File
function Spawn( entityKeyValues )
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if not IsServer() then
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return
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end
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if thisEntity == nil then
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return
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end
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thisEntity.hIos = {}
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thisEntity.TossAbility = thisEntity:FindAbilityByName( "aghsfort_elemental_tiny_toss" )
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thisEntity.CreateIoAbility = thisEntity:FindAbilityByName( "aghsfort_elemental_tiny_create_io" )
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thisEntity:SetContextThink( "ElementalTinyTossThink", ElementalTinyTossThink, 1 )
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end
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function LastTargetTossTime( hTarget )
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local flLastTime = thisEntity.Encounter.TossTargets[ tostring( hTarget:entindex() ) ]
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if flLastTime == nil then
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flLastTime = 0
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end
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return flLastTime
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end
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function ElementalTinyTossThink()
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if ( not thisEntity:IsAlive() ) then
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return -1
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end
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if GameRules:IsGamePaused() == true then
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return 1
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end
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--if thisEntity.Encounter.TossTargets == nil then
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-- thisEntity.Encounter.TossTargets = {}
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--end
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if thisEntity.TossAbility ~= nil and thisEntity.TossAbility:IsFullyCastable() then
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-- Select a unit in range to attack
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-- And don't pick a target who was tossed at at in the last 2 seconds
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-- Check to make sure we have an io to toss
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local grab_radius = thisEntity.TossAbility:GetSpecialValueFor( "grab_radius")
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local entities = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), thisEntity, grab_radius, DOTA_UNIT_TARGET_TEAM_FRIENDLY, DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_CREEP, DOTA_UNIT_TARGET_FLAG_NO_INVIS + DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES + DOTA_UNIT_TARGET_FLAG_NOT_ANCIENTS, FIND_CLOSEST, false )
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local hPossibleProjectiles = {}
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for _, hAlly in pairs( entities ) do
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if hAlly ~= nil and not hAlly:IsNull() and hAlly:IsAlive() == true and hAlly:GetUnitName() == "npc_dota_creature_elemental_io" then
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table.insert( hPossibleProjectiles, hAlly )
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end
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end
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if #hPossibleProjectiles ~= 0 then
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local enemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil,
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thisEntity.TossAbility:GetCastRange(thisEntity:GetAbsOrigin(), nil), DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, 0, false )
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local hPossibleEnemies = {}
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for _,hEnemy in pairs( enemies ) do
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--local flTimeSinceLastToss = GameRules:GetGameTime() - LastTargetTossTime( hEnemy )
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if hEnemy ~= nil and hEnemy:IsAlive() and hEnemy:IsInvulnerable() == false then --and
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--hEnemy:IsMagicImmune() == false and ( flTimeSinceLastToss > 1.5 ) then
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table.insert( hPossibleEnemies, hEnemy )
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end
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end
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-- Pick a random one, but prefer one who is at least 500 away
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local hNearEnemy = nil
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while #hPossibleEnemies > 0 do
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local nIndex = math.random( 1, #hPossibleEnemies )
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local hEnemy = hPossibleEnemies[ nIndex ]
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if ( ( hEnemy:GetAbsOrigin() - thisEntity:GetAbsOrigin() ):Length2D() > 500 ) then
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return Toss( hEnemy )
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end
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hNearEnemy = hEnemy
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table.remove( hPossibleEnemies, nIndex )
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end
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-- If not, then pick a close one
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if hNearEnemy ~= nil then
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return Toss( hNearEnemy )
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end
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end
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end
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if thisEntity.CreateIoAbility ~= nil and thisEntity.CreateIoAbility:IsFullyCastable() == true then
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-- Only spawn ios if we haven't got too many already
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local max_summons = thisEntity.CreateIoAbility:GetSpecialValueFor( "max_summons" )
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if #thisEntity.hIos <= max_summons then
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return CreateIos()
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end
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end
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return 0.1
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end
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function Toss( hTarget )
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local vTargetPos = hTarget:GetAbsOrigin() + RandomVector( RandomFloat( 25, 25 ) )
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--thisEntity.Encounter.TossTargets[ tostring( hTarget:entindex() ) ] = GameRules:GetGameTime()
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_POSITION,
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AbilityIndex = thisEntity.TossAbility:entindex(),
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Position = vTargetPos,
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Queue = false,
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})
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return 0.5
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end
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function CreateIos( )
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
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AbilityIndex = thisEntity.CreateIoAbility:entindex(),
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Queue = false,
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})
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return 0.5
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end
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