96 lines
2.6 KiB
Lua
Executable File
96 lines
2.6 KiB
Lua
Executable File
--[[ Tidehunter AI ]]
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require( "ai/ai_core" )
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function Spawn( entityKeyValues )
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thisEntity:SetContextThink( "AIThink", AIThink, 0.25 )
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behaviorSystem = AICore:CreateBehaviorSystem( thisEntity, { BehaviorNone, BehaviorAnchorSmash } )
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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, 1500 )
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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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BehaviorAnchorSmash = {}
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function BehaviorAnchorSmash:Evaluate()
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--print( "BehaviorAnchorSmash:Evaluate()" )
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local desire = 0
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self.anchorSmashAbility = thisEntity:FindAbilityByName( "tidehunter_anchor_smash" )
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if self.anchorSmashAbility and self.anchorSmashAbility:IsFullyCastable() then
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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 )
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if ( #enemies >= 1 ) 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 BehaviorAnchorSmash:Begin()
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--print( "BehaviorAnchorSmash:Begin()" )
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if self.anchorSmashAbility and self.anchorSmashAbility:IsFullyCastable() then
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--print( "Casting Anchor Smash" )
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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.anchorSmashAbility: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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BehaviorAnchorSmash.Continue = BehaviorAnchorSmash.Begin
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--------------------------------------------------------------------------------------------------------
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AICore.possibleBehaviors = { BehaviorNone, BehaviorAnchorSmash }
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