130 lines
3.8 KiB
Lua
Executable File
130 lines
3.8 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.hStiflingAbility = thisEntity:FindAbilityByName( "bandit_stifling_dagger" )
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thisEntity.hBlinkStrikeAbility = thisEntity:FindAbilityByName( "creature_blink_strike" )
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thisEntity.hStiflingAbility:SetLevel( 4 )
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thisEntity.hBlinkStrikeAbility:SetLevel( 4 )
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thisEntity:SetContextThink( "BanditCaptainThink", BanditCaptainThink, 0.5 )
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end
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--------------------------------------------------------------------------------
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function BanditCaptainThink()
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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 GameRules:IsGamePaused() == true then
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return 0.5
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end
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-- Get last aggro timestamp
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if ( not thisEntity.bHasAggro ) and thisEntity:GetAggroTarget() then
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thisEntity.timeOfLastAggro = GameRules:GetGameTime()
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thisEntity.bHasAggro = true
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end
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if thisEntity.bHasAggro and ( not thisEntity:GetAggroTarget() ) then
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thisEntity.bHasAggro = false
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end
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if thisEntity.hStiflingAbility ~= nil and thisEntity.hStiflingAbility:IsChanneling() then
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return 0.5
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end
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local hEnemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, 900, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES + DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE, FIND_CLOSEST, false )
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if #hEnemies == 0 then
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return 0.5
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end
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-- Categorize our enemies based on distance
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local hMediumDistEnemies = { }
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local hFarthestEnemy = nil
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local fFarthestEnemyDist = 0
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for _, hEnemy in pairs( hEnemies ) do
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local fDist = ( hEnemy:GetOrigin() - thisEntity:GetOrigin() ):Length2D()
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if fDist > fFarthestEnemyDist then
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fFarthestEnemyDist = fDist
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hFarthestEnemy = hEnemy
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end
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if fDist > 300 then
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table.insert( hMediumDistEnemies, hEnemy )
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end
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end
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-- If we've had aggro for a bit, we're willing to launch Stifling Dagger
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local fDelayBeforeStifling = RandomFloat( 2, 4 )
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if thisEntity.timeOfLastAggro and ( GameRules:GetGameTime() > ( thisEntity.timeOfLastAggro + fDelayBeforeStifling ) ) then
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if thisEntity.hStiflingAbility ~= nil and thisEntity.hStiflingAbility:IsFullyCastable() then
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if hFarthestEnemy ~= nil then
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return CastStiflingDagger( hFarthestEnemy )
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else
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return CastStiflingDagger( hEnemies[ RandomInt( 1, #hEnemies ) ] )
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end
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end
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end
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-- If we've had aggro for a bit, we're willing to launch Blink Strike
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local fDelayBeforeBlinkStrike = RandomFloat( 3, 5 )
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if thisEntity.timeOfLastAggro and ( GameRules:GetGameTime() > ( thisEntity.timeOfLastAggro + fDelayBeforeBlinkStrike ) ) then
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if thisEntity.hBlinkStrikeAbility ~= nil and thisEntity.hBlinkStrikeAbility:IsFullyCastable() then
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-- Prefer to blinkstrike onto a unit we're not right next to
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if #hMediumDistEnemies > 0 then
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return CastBlinkStrike( hMediumDistEnemies[ RandomInt( 1, #hMediumDistEnemies ) ] )
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else
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return CastBlinkStrike( hEnemies[ RandomInt( 1, #hEnemies ) ] )
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end
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end
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end
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return 0.5
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end
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--------------------------------------------------------------------------------
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function CastStiflingDagger( hEnemy )
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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 = hEnemy:GetOrigin(),
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AbilityIndex = thisEntity.hStiflingAbility: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 CastBlinkStrike( hEnemy )
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ExecuteOrderFromTable({
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UnitIndex = thisEntity:entindex(),
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OrderType = DOTA_UNIT_ORDER_CAST_TARGET,
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TargetIndex = hEnemy:entindex(),
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AbilityIndex = thisEntity.hBlinkStrikeAbility:entindex(),
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Queue = false,
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})
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return 5
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end
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--------------------------------------------------------------------------------
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