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

116 lines
3.0 KiB
Lua
Executable File

--[[ Brewling Storm AI ]]
require( "ai/ai_core" )
function Spawn( entityKeyValues )
thisEntity.bInitialized = false
if not thisEntity.bInitialized then
thisEntity.vInitialSpawnPos = thisEntity:GetOrigin()
thisEntity.bInitialized = true
end
thisEntity:SetContextThink( "AIThink", AIThink, 0.25 )
behaviorSystem = AICore:CreateBehaviorSystem( thisEntity, { BehaviorNone, BehaviorRunAway } )
end
function AIThink()
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, 1000 )
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
--------------------------------------------------------------------------------------------------------
BehaviorRunAway = {}
function BehaviorRunAway:Evaluate()
local desire = 0
-- let's not choose this twice in a row, or even too close to another escape
if behaviorSystem.currentBehavior == self or
( self.startEscapeTime ~= nil and ( ( GameRules:GetGameTime() - self.startEscapeTime ) < 3 ) ) then
return desire
end
self.escapePoint = thisEntity.vInitialSpawnPos
local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 300, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
if ( #enemies >= 2 ) and ( thisEntity:GetHealthPercent() < 30 ) then
desire = #enemies + 1
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 + 2 ) ) 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
--------------------------------------------------------------------------------------------------------
AICore.possibleBehaviors = { BehaviorNone, BehaviorRunAway }