194 lines
5.5 KiB
Lua
Executable File
194 lines
5.5 KiB
Lua
Executable File
--[[ Tidehunter Miniboss 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, BehaviorGush, 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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BehaviorGush = {}
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function BehaviorGush:Evaluate()
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--print( "BehaviorGush: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.gushAbility = thisEntity:FindAbilityByName( "creature_tidehunter_gush" )
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if self.gushAbility and self.gushAbility:IsFullyCastable() then
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local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 600, 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 hGushModifier = hUnit:FindModifierByName( "modifier_tidehunter_gush" )
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if hGushModifier ~= nil then
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--print("Enemy is already gushed")
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desire = 0
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else
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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 BehaviorGush:Begin()
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--print( "BehaviorGush:Begin()" )
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if self.gushAbility and self.gushAbility:IsFullyCastable() then
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local hEnemies = FindUnitsInRadius( thisEntity:GetTeamNumber(), thisEntity:GetOrigin(), nil, 700, 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 nil
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end
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local hTarget = hEnemies[#hEnemies]
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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_TARGET,
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TargetIndex = hTarget:entindex(),
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AbilityIndex = self.gushAbility: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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return nil
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end
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BehaviorGush.Continue = BehaviorGush.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 >= 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 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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--[[ Ravage now placed in passive modifier
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BehaviorRavage = {}
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function BehaviorRavage:Evaluate()
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--print( "BehaviorRavage:Evaluate()" )
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local desire = 0
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self.ravageAbility = thisEntity:FindAbilityByName( "tidehunter_ravage" )
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if self.ravageAbility and self.ravageAbility:IsFullyCastable() then
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local enemies = FindUnitsInRadius( DOTA_TEAM_BADGUYS, thisEntity:GetOrigin(), nil, 1000, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NO_INVIS, 0, false )
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if ( thisEntity:GetHealthPercent() < 75 ) then
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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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end
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return desire
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end
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function BehaviorRavage:Begin()
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--print( "BehaviorRavage:Begin()" )
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if self.ravageAbility and self.ravageAbility:IsFullyCastable() then
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--print( "Casting Ravage" )
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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.ravageAbility: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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BehaviorRavage.Continue = BehaviorRavage.Begin
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]]
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--------------------------------------------------------------------------------------------------------
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AICore.possibleBehaviors = { BehaviorNone, BehaviorGush, BehaviorAnchorSmash }
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