204 lines
5.6 KiB
Lua
Executable File
204 lines
5.6 KiB
Lua
Executable File
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--------------------------------------------------------------------------------
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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.hArrowAbility = thisEntity:FindAbilityByName( "bandit_archer_arrow" )
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thisEntity.flRetreatRange = 600
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thisEntity.flAttackRange = thisEntity.hArrowAbility:GetCastRange( thisEntity:GetOrigin(), nil )
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thisEntity.PreviousOrder = "no_order"
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thisEntity.fRetreatCooldown = 5
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thisEntity:SetContextThink( "BanditArcherThink", BanditArcherThink, 0.5 )
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end
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--------------------------------------------------------------------------------
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function BanditArcherThink()
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if not IsServer() then
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return
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end
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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 not thisEntity.bInitialized then
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for i = 0, DOTA_ITEM_MAX - 1 do
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local item = thisEntity:GetItemInSlot( i )
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if item and item:GetAbilityName() == "item_bandit_archer_shadow_blade" then
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thisEntity.hShadowBladeAbility = item
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end
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end
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thisEntity.bInitialized = true
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end
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if GameRules:IsGamePaused() == true then
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return 0.1
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end
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local hEnemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, thisEntity.flAttackRange, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, FIND_CLOSEST, false )
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if #hEnemies == 0 then
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return 0.1
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end
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local fHealthPctInvis = 15
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if thisEntity:GetHealthPercent() <= fHealthPctInvis and thisEntity.hShadowBladeAbility and thisEntity.hShadowBladeAbility:IsFullyCastable() then
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return CastShadowBlade()
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end
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if thisEntity:IsInvisible() then
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-- Force a retreat, even if we've retreated recently
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local hNearestEnemy = hEnemies[ 1 ]
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return Retreat( hNearestEnemy )
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end
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local hAttackTarget = nil
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local hApproachTarget = nil
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for _, hEnemy in pairs( hEnemies ) do
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if hEnemy ~= nil and hEnemy:IsAlive() then
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local flDist = ( hEnemy:GetOrigin() - thisEntity:GetOrigin() ):Length2D()
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if flDist < thisEntity.flRetreatRange then
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if ( thisEntity.fTimeOfLastRetreat and ( GameRules:GetGameTime() < thisEntity.fTimeOfLastRetreat + thisEntity.fRetreatCooldown ) ) then
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-- We already retreated recently, so just attack
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hAttackTarget = hEnemy
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else
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return Retreat( hEnemy )
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end
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end
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if flDist <= thisEntity.flAttackRange then
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hAttackTarget = hEnemy
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end
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if flDist > thisEntity.flAttackRange then
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hApproachTarget = hEnemy
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end
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end
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end
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if hAttackTarget == nil and hApproachTarget ~= nil then
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return Approach( hApproachTarget )
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end
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if hAttackTarget and thisEntity.hArrowAbility ~= nil and thisEntity.hArrowAbility:IsFullyCastable() then
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return CastArrow( hAttackTarget )
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end
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if hAttackTarget then
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thisEntity:FaceTowards( hAttackTarget:GetOrigin() )
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return HoldPosition()
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end
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return 0.1
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end
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--------------------------------------------------------------------------------
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function CastArrow( hEnemy )
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--print( "ai_bandit_archer - CastArrow" )
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local fDist = ( hEnemy:GetOrigin() - thisEntity:GetOrigin() ):Length2D()
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local vTargetPos = hEnemy:GetOrigin()
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if ( fDist > 400 ) and hEnemy and hEnemy:IsMoving() then
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local vLeadingOffset = hEnemy:GetForwardVector() * RandomInt( 200, 400 )
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vTargetPos = hEnemy:GetOrigin() + vLeadingOffset
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end
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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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Position = vTargetPos,
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AbilityIndex = thisEntity.hArrowAbility:entindex(),
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Queue = false,
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})
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return 2
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end
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--------------------------------------------------------------------------------
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function Approach(unit)
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--print( "ai_bandit_archer - Approach" )
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local vToEnemy = unit:GetOrigin() - thisEntity:GetOrigin()
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vToEnemy = vToEnemy:Normalized()
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
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Position = thisEntity:GetOrigin() + vToEnemy * thisEntity:GetIdealSpeed()
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})
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return 1
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end
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--------------------------------------------------------------------------------
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function Retreat(unit)
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--print( "ai_bandit_archer - Retreat" )
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local vAwayFromEnemy = thisEntity:GetOrigin() - unit:GetOrigin()
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vAwayFromEnemy = vAwayFromEnemy:Normalized()
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local vMoveToPos = thisEntity:GetOrigin() + vAwayFromEnemy * thisEntity:GetIdealSpeed()
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-- if away from enemy is an unpathable area, find a new direction to run to
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local nAttempts = 0
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while ( ( not GridNav:CanFindPath( thisEntity:GetOrigin(), vMoveToPos ) ) and ( nAttempts < 5 ) ) do
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vMoveToPos = thisEntity:GetOrigin() + RandomVector( thisEntity:GetIdealSpeed() )
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nAttempts = nAttempts + 1
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end
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thisEntity.fTimeOfLastRetreat = GameRules:GetGameTime()
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
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Position = vMoveToPos,
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})
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return 1.25
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end
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--------------------------------------------------------------------------------
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function HoldPosition()
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--print( "ai_bandit_archer - Hold Position" )
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if thisEntity.PreviousOrder == "hold_position" then
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return 0.5
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end
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_HOLD_POSITION,
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Position = thisEntity:GetOrigin()
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})
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thisEntity.PreviousOrder = "hold_position"
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return 0.5
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end
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--------------------------------------------------------------------------------
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function CastShadowBlade()
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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.hShadowBladeAbility: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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--------------------------------------------------------------------------------
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