Files
2HUCardTDGame/aghanim_singleplayer/scripts/vscripts/ai/tidehunter_miniboss.lua
2021-10-24 15:36:18 -04:00

194 lines
5.5 KiB
Lua
Executable File

--[[ Tidehunter Miniboss AI ]]
require( "ai/ai_core" )
function Spawn( entityKeyValues )
thisEntity:SetContextThink( "AIThink", AIThink, 0.25 )
behaviorSystem = AICore:CreateBehaviorSystem( thisEntity, { BehaviorNone, BehaviorGush, BehaviorAnchorSmash } )
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, 1500 )
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
--------------------------------------------------------------------------------------------------------
BehaviorGush = {}
function BehaviorGush:Evaluate()
--print( "BehaviorGush:Evaluate()" )
local desire = 0
-- let's not choose this twice in a row
if behaviorSystem.currentBehavior == self then
return desire
end
self.gushAbility = thisEntity:FindAbilityByName( "creature_tidehunter_gush" )
if self.gushAbility and self.gushAbility:IsFullyCastable() then
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 600, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
if ( #enemies >= 0 ) then
for _,hUnit in pairs( enemies ) do
if hUnit ~= nil and hUnit:IsAlive() then
local hGushModifier = hUnit:FindModifierByName( "modifier_tidehunter_gush" )
if hGushModifier ~= nil then
--print("Enemy is already gushed")
desire = 0
else
desire = #enemies + 1
end
end
end
end
end
return desire
end
function BehaviorGush:Begin()
--print( "BehaviorGush:Begin()" )
if self.gushAbility and self.gushAbility:IsFullyCastable() then
local hEnemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, 700, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, FIND_CLOSEST, false )
if #hEnemies == 0 then
return nil
end
local hTarget = hEnemies[#hEnemies]
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_TARGET,
TargetIndex = hTarget:entindex(),
AbilityIndex = self.gushAbility:entindex(),
Queue = false,
}
return order
end
return nil
end
BehaviorGush.Continue = BehaviorGush.Begin
--------------------------------------------------------------------------------------------------------
BehaviorAnchorSmash = {}
function BehaviorAnchorSmash:Evaluate()
--print( "BehaviorAnchorSmash:Evaluate()" )
local desire = 0
self.anchorSmashAbility = thisEntity:FindAbilityByName( "tidehunter_anchor_smash" )
if self.anchorSmashAbility and self.anchorSmashAbility:IsFullyCastable() then
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 350, 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 BehaviorAnchorSmash:Begin()
--print( "BehaviorAnchorSmash:Begin()" )
if self.anchorSmashAbility and self.anchorSmashAbility:IsFullyCastable() then
--print( "Casting Anchor Smash" )
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.anchorSmashAbility:entindex()
}
return order
end
return nil
end
BehaviorAnchorSmash.Continue = BehaviorAnchorSmash.Begin
--------------------------------------------------------------------------------------------------------
--[[ Ravage now placed in passive modifier
BehaviorRavage = {}
function BehaviorRavage:Evaluate()
--print( "BehaviorRavage:Evaluate()" )
local desire = 0
self.ravageAbility = thisEntity:FindAbilityByName( "tidehunter_ravage" )
if self.ravageAbility and self.ravageAbility:IsFullyCastable() then
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 1000, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
if ( thisEntity:GetHealthPercent() < 75 ) then
if ( #enemies > 1 ) then
desire = #enemies + 1
end
end
end
return desire
end
function BehaviorRavage:Begin()
--print( "BehaviorRavage:Begin()" )
if self.ravageAbility and self.ravageAbility:IsFullyCastable() then
--print( "Casting Ravage" )
local order =
{
UnitIndex = thisEntity:entindex(),
OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
AbilityIndex = self.ravageAbility:entindex()
}
return order
end
return nil
end
BehaviorRavage.Continue = BehaviorRavage.Begin
]]
--------------------------------------------------------------------------------------------------------
AICore.possibleBehaviors = { BehaviorNone, BehaviorGush, BehaviorAnchorSmash }