299 lines
8.5 KiB
Lua
Executable File
299 lines
8.5 KiB
Lua
Executable File
--[[ Slark Peon AI ]]
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require( "ai/ai_core" )
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function Spawn( entityKeyValues )
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thisEntity.vNagaPosition = nil
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thisEntity:SetContextThink( "AIThink", AIThink, 0.25 )
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behaviorSystem = AICore:CreateBehaviorSystem( thisEntity, { BehaviorNone, BehaviorDarkPact, BehaviorPounce, BehaviorShadowDance, BehaviorRunAway } )
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end
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function AIThink() -- For some reason AddThinkToEnt doesn't accept member functions
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return behaviorSystem:Think( )
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end
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--------------------------------------------------------------------------------------------------------
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BehaviorNone = {}
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function BehaviorNone:Evaluate()
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return 1 -- must return a value > 0, so we have a default
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end
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function BehaviorNone:Begin()
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local orders = nil
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local hTarget = AICore:ClosestEnemyHeroInRange( thisEntity, thisEntity:GetDayTimeVisionRange() )
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if hTarget ~= nil then
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thisEntity.lastTargetPosition = hTarget:GetAbsOrigin()
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hTarget:MakeVisibleDueToAttack( DOTA_TEAM_BADGUYS, 100 )
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orders =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_ATTACK_TARGET,
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TargetIndex = hTarget:entindex()
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}
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elseif thisEntity.lastTargetPosition ~= nil then
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orders =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE,
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Position = thisEntity.lastTargetPosition
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}
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else
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orders =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_STOP
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}
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end
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return orders
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end
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BehaviorNone.Continue = BehaviorNone.Begin
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--------------------------------------------------------------------------------------------------------
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BehaviorDarkPact = {}
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function BehaviorDarkPact:Evaluate()
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local desire = 0
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-- let's not choose this twice in a row
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if behaviorSystem.currentBehavior == self then
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return desire
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end
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self.darkPactAbility = thisEntity:FindAbilityByName( "slark_dark_pact" )
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if not self.darkPactAbility or not self.darkPactAbility:IsFullyCastable() then
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return desire
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end
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local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 400, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
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if ( #enemies >= 0 ) then
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for _,hUnit in pairs( enemies ) do
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if hUnit ~= nil and hUnit:IsAlive() then
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local hDarkPactModifier = hUnit:FindModifierByName( "modifier_slark_dark_pact" )
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if hDarkPactModifier ~= nil then
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--print("Enemy is already Dark Pacted")
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desire = 0
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else
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local nRandomInt = RandomInt(1,5)
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if nRandomInt == 1 then
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desire = #enemies + 1
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end
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end
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end
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end
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end
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return desire
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end
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function BehaviorDarkPact:Begin()
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--print( "BehaviorDarkPact:Begin()" )
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if self.darkPactAbility and self.darkPactAbility:IsFullyCastable() then
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local order =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
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AbilityIndex = self.darkPactAbility:entindex(),
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}
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return order
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end
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return nil
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end
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BehaviorDarkPact.Continue = BehaviorDarkPact.Begin
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--------------------------------------------------------------------------------------------------------
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BehaviorPounce = {}
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function BehaviorPounce:Evaluate()
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--print( "BehaviorPounce:Evaluate()" )
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local desire = 0
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self.pounceAbility = thisEntity:FindAbilityByName( "slark_pounce" )
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if self.pounceAbility and self.pounceAbility:IsFullyCastable() then
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local hGoal = Entities:FindByName( nil, "slark_room_center" )
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local vGoalPos = hGoal:GetOrigin()
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local goalDifference = vGoalPos - thisEntity:GetOrigin()
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local goalDistance = goalDifference:Length()
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if goalDistance > 1500 then
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--print("Too close to edge of room")
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return desire
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end
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local nRange = 700
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local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, nRange, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
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for _,enemy in pairs(enemies) do
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local enemyVec = enemy:GetOrigin() - thisEntity:GetOrigin()
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local myForward = thisEntity:GetForwardVector()
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local dotProduct = enemyVec:Dot( myForward )
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local enemyDesire = 0
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if dotProduct > 0 then
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enemyDesire = 8
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end
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local distance = enemyVec:Length2D()
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if distance > 400 then
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desire = enemyDesire
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self.target = enemy
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end
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end
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end
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return desire
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end
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function BehaviorPounce:Begin()
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--print( "BehaviorPounce:Begin()" )
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if self.target and self.target:IsAlive() then
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if self.pounceAbility and self.pounceAbility:IsFullyCastable() then
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--print( "Casting Star Fall" )
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local order =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
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AbilityIndex = self.pounceAbility:entindex(),
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Queue = false,
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}
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return order
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end
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end
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return nil
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end
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BehaviorPounce.Continue = BehaviorPounce.Begin
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--------------------------------------------------------------------------------------------------------
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BehaviorShadowDance = {}
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function BehaviorShadowDance:Evaluate()
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--print( "BehaviorShadowDance:Evaluate()" )
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local desire = 0
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local retreatPoints = thisEntity.Encounter:GetRetreatPoints()
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if retreatPoints == nil then
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print( "*** WARNING: This AI requires info_targets named retreat_point in the map " .. thisEntity.Encounter:GetRoom():GetName() )
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return 0
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end
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local happyPlaceIndex = RandomInt( 1, #retreatPoints )
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self.escapePoint = retreatPoints[ happyPlaceIndex ]:GetAbsOrigin()
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self.shadowDanceAbility = thisEntity:FindAbilityByName( "slark_shadow_dance" )
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local nRange = 300
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local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, nRange, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
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if self.shadowDanceAbility and self.shadowDanceAbility:IsFullyCastable() then
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if ( thisEntity:GetHealthPercent() < 25 ) and ( #enemies >= 0 ) then
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desire = #enemies + 1
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end
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end
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return desire
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end
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function BehaviorShadowDance:Begin()
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--print( "BehaviorShadowDance:Begin()" )
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self.startEscapeTime = GameRules:GetGameTime()
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if self.shadowDanceAbility and self.shadowDanceAbility:IsFullyCastable() then
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--print( "Casting Shadow Dance" )
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local order =
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_NO_TARGET,
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AbilityIndex = self.shadowDanceAbility:entindex(),
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}
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return order
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end
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return nil
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end
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function BehaviorShadowDance:IsDone( )
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return ( GameRules:GetGameTime() > ( self.startEscapeTime + 6 ) ) or
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( ( thisEntity:GetAbsOrigin() - self.escapePoint ):Length2D() < 200 )
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end
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function BehaviorShadowDance:Think( )
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-- keep moving towards our escape point
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return
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
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Position = self.escapePoint
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}
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end
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BehaviorShadowDance.Continue = BehaviorShadowDance.Begin
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--------------------------------------------------------------------------------------------------------
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BehaviorRunAway = {}
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function BehaviorRunAway:Evaluate()
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local desire = 0
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local retreatPoints = thisEntity.Encounter:GetRetreatPoints()
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if retreatPoints == nil then
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print( "*** WARNING: This AI requires info_targets named retreat_point in the map " .. thisEntity.Encounter:GetRoom():GetName() )
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return 0
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end
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local creatures = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, FIND_UNITS_EVERYWHERE, DOTA_UNIT_TARGET_TEAM_FRIENDLY, DOTA_UNIT_TARGET_ALL, DOTA_UNIT_TARGET_FLAG_NONE, FIND_ANY_ORDER, false )
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for _,hUnit in pairs( creatures ) do
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if hUnit ~= nil and hUnit:IsAlive() then
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local hSongModifier = hUnit:FindModifierByName( "modifier_naga_siren_song_of_the_siren_aura" )
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if hSongModifier ~= nil then
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--print("Naga Siren is singing!")
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thisEntity.vNagaPosition = hUnit:GetAbsOrigin()
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desire = 8
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end
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end
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end
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return desire
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end
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function BehaviorRunAway:Begin()
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--print( "BehaviorRunAway:Begin()" )
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self.startEscapeTime = GameRules:GetGameTime()
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-- Move towards Naga
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return
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
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Position = thisEntity.vNagaPosition
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}
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end
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function BehaviorRunAway:IsDone( )
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return ( GameRules:GetGameTime() > ( self.startEscapeTime + 6 ) ) or
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( ( thisEntity:GetAbsOrigin() - thisEntity.vNagaPosition ):Length2D() < 200 )
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end
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function BehaviorRunAway:Think( )
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-- keep moving towards our escape point
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return
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{
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
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Position = thisEntity.vNagaPosition
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}
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end
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BehaviorRunAway.Continue = BehaviorRunAway.Begin
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--------------------------------------------------------------------------------------------------------
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AICore.possibleBehaviors = { BehaviorNone, BehaviorDarkPact, BehaviorPounce, BehaviorShadowDance, BehaviorRunAway }
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