283 lines
11 KiB
Lua
Executable File
283 lines
11 KiB
Lua
Executable File
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require( "rewards" )
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require( "reward_tables" )
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require( "map_encounter" )
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function CAghanim:ChooseTreasureSurprise( hPlayerHero, hTreasureEnt )
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hTreasureEnt.nRewardSpawnDist = 64
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if hTreasureEnt.RoomReward ~= nil then
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self:SpawnRoomReward( hTreasureEnt )
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return
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end
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if hTreasureEnt.fNeutralItemChance == nil then
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printf( "ERROR -- ChooseTreasureSurprise(): No fNeutralItemChance specified for this chest." )
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end
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if hTreasureEnt.fItemChance == nil then
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printf( "ERROR -- ChooseTreasureSurprise(): No fItemChance specified for this chest." )
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end
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if hTreasureEnt.nTrapLevel == nil or hTreasureEnt.nTrapLevel <= 0 then
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printf( "ERROR -- ChooseTreasureSurprise(): Field \"nTrapLevel\" is missing or is 0 or less." )
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end
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if hTreasureEnt.fTrapChance == nil then
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printf( "ERROR -- ChooseTreasureSurprise(): No fTrapChance specified for this chest." )
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end
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if hTreasureEnt.szTraps == nil or #hTreasureEnt.szTraps == 0 then
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printf( "ERROR -- ChooseTreasureSurprise(): Field \"szTraps\" is missing or empty for this chest." )
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end
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--[[
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--These are initialized when the crate unit is spawned in map_encounter
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printf( "----------------------------------------" )
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printf( " hTreasureEnt.fItemChance: %.2f", hTreasureEnt.fItemChance )
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printf( " hTreasureEnt.fNeutralItemChance: %.2f", hTreasureEnt.fNeutralItemChance )
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printf( " hTreasureEnt.fTrapChance: %.2f", hTreasureEnt.fTrapChance )
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]]
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local fNeutralItemThreshold = 1 - hTreasureEnt.fNeutralItemChance
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local fItemThreshold = fNeutralItemThreshold - hTreasureEnt.fItemChance
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local fTrapThreshold = fItemThreshold - hTreasureEnt.fTrapChance
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local fRandRoll = RandomFloat( 0, 1 )
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--[[
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printf( "----------------------------------------" )
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printf( "fRandRoll: %.2f", fRandRoll )
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printf( "fItemThreshold: %.2f", fItemThreshold )
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printf( "fNeutralItemThreshold: %.2f", fNeutralItemThreshold )
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printf( "fTrapThreshold: %.2f", fTrapThreshold )
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]]
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if fRandRoll >= fNeutralItemThreshold then
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self:CreateTreasureNeutralItemDrop( hPlayerHero, hTreasureEnt )
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--printf( "fRandRoll (%.2f) >= fNeutralItemThreshold (%.2f)", fRandRoll, fNeutralItemThreshold )
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return
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elseif fRandRoll >= fItemThreshold then
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self:CreateTreasureItemDrop( hPlayerHero, hTreasureEnt )
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--printf( "fRandRoll (%.2f) >= fItemThreshold (%.2f)", fRandRoll, fItemThreshold )
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return
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elseif fRandRoll >= fTrapThreshold then
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self:ChooseTreasureTrap( hPlayerHero, hTreasureEnt )
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--printf( "fRandRoll (%.2f) >= fTrapThreshold (%.2f)", fRandRoll, fTrapThreshold )
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return
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else
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self:CreateTreasureGoldDrop( hPlayerHero, hTreasureEnt )
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--printf( "else drop gold, fRandRoll was %.2f", fRandRoll )
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return
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end
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end
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---------------------------------------------------------------------------
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function CAghanim:CreateTreasureNeutralItemDrop( hPlayerHero, hTreasureEnt )
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printf( "CreateTreasureNeutralItemDrop" )
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local nNeutralItemsToDrop = RandomInt( hTreasureEnt.nMinNeutralItems, hTreasureEnt.nMaxNeutralItems )
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for i = 1, nNeutralItemsToDrop do
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local hCurrentEncounter = self:GetCurrentRoom():GetEncounter()
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hCurrentEncounter:DropNeutralItemFromUnit( hTreasureEnt, hPlayerHero, true )
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end
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end
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---------------------------------------------------------------------------
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function CAghanim:CreateTreasureItemDrop( hPlayerHero, hTreasureEnt )
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printf( "CreateTreasureItemDrop" )
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if hTreasureEnt ~= nil and hTreasureEnt.Items ~= nil then
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local nItemsToDrop = RandomInt( hTreasureEnt.nMinItems, hTreasureEnt.nMaxItems )
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for i = 1, nItemsToDrop do
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local nRandomIndex = RandomInt( 1, #hTreasureEnt.Items )
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local newItem = CreateItem( hTreasureEnt.Items[ nRandomIndex ], nil, nil )
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local drop = CreateItemOnPositionForLaunch( hTreasureEnt:GetAbsOrigin(), newItem )
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local vPos = self:GetChestRewardSpawnPos( hTreasureEnt )
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newItem:LaunchLootInitialHeight( false, 0, 200, 0.75, vPos )
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EmitSoundOn( "Dungeon.TreasureItemDrop", hTreasureEnt )
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local gameEvent = {}
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gameEvent["player_id"] = hPlayerHero:GetPlayerID()
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gameEvent["team_number"] = DOTA_TEAM_GOODGUYS
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gameEvent["locstring_value"] = "#DOTA_Tooltip_Ability_" .. newItem:GetAbilityName()
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gameEvent["message"] = "#Dungeon_FoundChestItem"
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FireGameEvent( "dota_combat_event_message", gameEvent )
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end
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end
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end
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---------------------------------------------------------------------------
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function CAghanim:ChooseTreasureTrap( hPlayerHero, hTreasureEnt )
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printf( "ChooseTreasureTrap" )
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local szTrapToUse = hTreasureEnt.szTraps[ RandomInt( 1, #hTreasureEnt.szTraps ) ]
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--printf( "szTrapToUse == \"%s\"", szTrapToUse )
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if szTrapToUse == "creature_techies_land_mine" then
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self:CreateTreasureMineTrap( hPlayerHero, hTreasureEnt )
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elseif szTrapToUse == "trap_sun_strike" then
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self:CreateTreasureSunStrikeTrap( hPlayerHero, hTreasureEnt )
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end
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end
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---------------------------------------------------------------------------
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function CAghanim:CreateTreasureMineTrap( hPlayerHero, hTreasureEnt )
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printf( "CreateTreasureMineTrap()" )
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local szAbilityName = "creature_techies_land_mine"
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local hLandMineAbility = hTreasureEnt:FindAbilityByName( szAbilityName )
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if hLandMineAbility == nil then
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printf( "ERROR -- CreateTreasureMineTrap: \"%s\" is missing required ability \"%s\"", hTreasureEnt:GetUnitName(), szAbilityName )
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return
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end
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hLandMineAbility:SetLevel( hTreasureEnt.nTrapLevel )
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local vMinePos = hTreasureEnt:GetAbsOrigin()
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local hMine = CreateUnitByName( "npc_dota_creature_techies_land_mine", vMinePos, true, hTreasureEnt, hTreasureEnt, DOTA_TEAM_BADGUYS )
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if hMine ~= nil then
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hMine:AddNewModifier( hTreasureEnt, hLandMineAbility, "modifier_creature_techies_land_mine", { fadetime = 0 } )
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hMine:SetTeam( DOTA_TEAM_BADGUYS )
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local vAngles = hMine:GetAnglesAsVector()
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hMine:SetAngles( vAngles.x, 0, vAngles.z )
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EmitSoundOnLocationWithCaster( hMine:GetOrigin(), "TreasureChest.MineTrap.Plant", hMine )
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local gameEvent = {}
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gameEvent["player_id"] = hPlayerHero:GetPlayerID()
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gameEvent["team_number"] = DOTA_TEAM_GOODGUYS
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gameEvent["locstring_value"] = "npc_dota_creature_techies_land_mine"
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gameEvent["message"] = "#Dungeon_FoundChestTrap"
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FireGameEvent( "dota_combat_event_message", gameEvent )
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end
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end
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---------------------------------------------------------------------------
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function CAghanim:CreateTreasureSunStrikeTrap( hPlayerHero, hTreasureEnt )
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printf( "CreateTreasureSunStrikeTrap()" )
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local szAbilityName = "trap_sun_strike"
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local hSunStrikeAbility = hTreasureEnt:FindAbilityByName( szAbilityName )
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if hSunStrikeAbility == nil then
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printf( "ERROR -- CreateTreasureSunStrikeTrap: \"%s\" is missing required ability \"%s\"", hTreasureEnt:GetUnitName(), szAbilityName )
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return
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end
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hSunStrikeAbility:SetLevel( hTreasureEnt.nTrapLevel )
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hTreasureEnt:SetTeam( DOTA_TEAM_BADGUYS )
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local hEnemies = FindUnitsInRadius( hTreasureEnt:GetTeamNumber(), hTreasureEnt:GetOrigin(), hTreasureEnt, FIND_UNITS_EVERYWHERE, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES + DOTA_UNIT_TARGET_FLAG_INVULNERABLE, 0, false )
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for _, hEnemy in pairs( hEnemies ) do
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if hEnemy ~= nil and hEnemy:IsRealHero() then
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local kv =
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{
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duration = hSunStrikeAbility:GetSpecialValueFor( "delay" ),
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area_of_effect = hSunStrikeAbility:GetSpecialValueFor( "area_of_effect" ),
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vision_distance = hSunStrikeAbility:GetSpecialValueFor( "vision_distance" ),
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vision_duration = hSunStrikeAbility:GetSpecialValueFor( "vision_duration" ),
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damage = hSunStrikeAbility:GetSpecialValueFor( "damage" ),
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}
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local vTarget = hEnemy:GetOrigin() -- + hEnemy:GetForwardVector() * 100
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CreateModifierThinker( hTreasureEnt, hSunStrikeAbility, "modifier_invoker_sun_strike", kv, vTarget, hTreasureEnt:GetTeamNumber(), false )
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EmitSoundOnLocationForAllies( vTarget, "Creature.Flamestrike.Charge", hEnemy )
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local nFXIndex = ParticleManager:CreateParticle( "particles/units/heroes/hero_invoker/invoker_sun_strike_team.vpcf", PATTACH_WORLDORIGIN, nil )
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ParticleManager:SetParticleControl( nFXIndex, 0, vTarget )
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ParticleManager:SetParticleControl( nFXIndex, 1, Vector( 50, 1, 1 ) )
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ParticleManager:ReleaseParticleIndex( nFXIndex )
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end
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end
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local gameEvent = {}
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gameEvent["player_id"] = hPlayerHero:GetPlayerID()
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gameEvent["team_number"] = DOTA_TEAM_GOODGUYS
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gameEvent["locstring_value"] = "trap_sun_strike"
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gameEvent["message"] = "#Dungeon_FoundChestTrap"
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FireGameEvent( "dota_combat_event_message", gameEvent )
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end
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---------------------------------------------------------------------------
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function CAghanim:CreateTreasureGoldDrop( hPlayerHero, hTreasureEnt )
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printf( "CreateTreasureGoldDrop" )
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local nDepth = self:GetCurrentRoom():GetDepth()
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local nMinGold, nMaxGold = GetMinMaxGoldChoiceReward( nDepth, true )
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local newItem = CreateItem( "item_bag_of_gold", nil, nil )
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newItem:SetPurchaseTime( 0 )
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local nGoldToDrop = math.random( nMinGold, nMaxGold )
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newItem:SetCurrentCharges( nGoldToDrop )
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local drop = CreateItemOnPositionSync( hTreasureEnt:GetAbsOrigin(), newItem )
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local vPos = self:GetChestRewardSpawnPos( hTreasureEnt )
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newItem:LaunchLoot( true, 200, 0.75, vPos )
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EmitSoundOn( "Dungeon.TreasureItemDrop", hTreasureEnt )
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local gameEvent = {}
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gameEvent["player_id"] = hPlayerHero:GetPlayerID()
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gameEvent["team_number"] = DOTA_TEAM_GOODGUYS
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gameEvent["int_value"] = nGoldToDrop
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gameEvent["message"] = "#Dungeon_FoundChestGold"
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FireGameEvent( "dota_combat_event_message", gameEvent )
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end
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---------------------------------------------------------------------------
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function CAghanim:GetChestRewardSpawnPos( hTreasureEnt )
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local vPos = hTreasureEnt:GetAbsOrigin() + RandomVector( hTreasureEnt.nRewardSpawnDist )
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local nAttempts = 0
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while ( ( not GridNav:CanFindPath( hTreasureEnt:GetOrigin(), vPos ) ) and ( nAttempts < 5 ) ) do
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vPos = hTreasureEnt:GetOrigin() + RandomVector( hTreasureEnt.nRewardSpawnDist )
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nAttempts = nAttempts + 1
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if nAttempts >= 5 then
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vPos = hTreasureEnt:GetOrigin()
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end
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end
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return vPos
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end
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---------------------------------------------------------------------------
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function CAghanim:SpawnRoomReward( hTreasureEnt )
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if hTreasureEnt.Encounter == nil then
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return
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end
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hTreasureEnt.nRewardSpawnDist = 200
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local nMinGold, nMaxGold = GetMinMaxGoldChoiceReward( hTreasureEnt.nDepth, hTreasureEnt.nEliteRank > 0 )
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for _, szReward in pairs( hTreasureEnt.RoomReward ) do
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if szReward == "item_life_rune" then
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hTreasureEnt.Encounter:DropLifeRuneFromUnit( hTreasureEnt, hTreasureEnt, false )
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elseif szReward == "item_bag_of_gold" then
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local newItem = CreateItem( szReward, nil, nil )
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newItem:SetPurchaseTime( 0 )
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newItem:SetCurrentCharges( math.random( nMinGold, nMaxGold ) )
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local drop = CreateItemOnPositionSync( hTreasureEnt:GetAbsOrigin(), newItem )
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local vPos = self:GetBreakableRewardSpawnPos( hTreasureEnt )
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newItem:LaunchLoot( true, 300, 0.5, vPos )
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else
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hTreasureEnt.Encounter:DropItemFromRoomRewardContainer( hTreasureEnt, szReward, false )
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end
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EmitSoundOn( "Dungeon.TreasureItemDrop", hTreasureEnt )
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end
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end
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---------------------------------------------------------------------------
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