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ability_item_usage_disruptor.lua
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ability_item_usage_disruptor.lua
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if GetBot():IsInvulnerable() or not GetBot():IsHero() or not string.find(GetBot():GetUnitName(), "hero") or GetBot():IsIllusion() then
return;
end
local ability_item_usage_generic = dofile( GetScriptDirectory().."/ability_item_usage_generic" )
local utils = require(GetScriptDirectory() .. "/util")
local mutil = require(GetScriptDirectory() .. "/MyUtility")
function AbilityLevelUpThink()
ability_item_usage_generic.AbilityLevelUpThink();
end
function BuybackUsageThink()
ability_item_usage_generic.BuybackUsageThink();
end
function CourierUsageThink()
ability_item_usage_generic.CourierUsageThink();
end
function ItemUsageThink()
ability_item_usage_generic.ItemUsageThink();
end
local castSSDesire = 0;
local castTSDesire = 0;
local castGMDesire = 0;
local castKFDesire = 0;
local abilityTS = nil;
local abilityGM = nil;
local abilitySS = nil;
local abilityKF = nil;
local npcBot = nil;
function AbilityUsageThink()
if npcBot == nil then npcBot = GetBot(); end
-- Check if we're already using an ability
if mutil.CanNotUseAbility(npcBot) then return end
if abilityTS == nil then abilityTS = npcBot:GetAbilityByName( "disruptor_thunder_strike" ) end
if abilityGM == nil then abilityGM = npcBot:GetAbilityByName( "disruptor_glimpse" ) end
if abilitySS == nil then abilitySS = npcBot:GetAbilityByName( "disruptor_static_storm" ) end
if abilityKF == nil then abilityKF = npcBot:GetAbilityByName( "disruptor_kinetic_field" ) end
-- Consider using each ability
castSSDesire, castSSLocation = ConsiderStaticStorm();
castKFDesire, castKFLocation = ConsiderKineticField();
castTSDesire, castTSTarget = ConsiderThunderStorm();
castGMDesire, castGMTarget = ConsiderGlimpse();
if ( castTSDesire > 0 )
then
npcBot:Action_UseAbilityOnEntity( abilityTS, castTSTarget );
return;
end
if ( castKFDesire > 0 )
then
npcBot:Action_UseAbilityOnLocation( abilityKF, castKFLocation );
return;
end
if ( castSSDesire > 0 )
then
npcBot:Action_UseAbilityOnLocation( abilitySS, castSSLocation );
return;
end
if ( castGMDesire > 0 )
then
npcBot:Action_UseAbilityOnEntity( abilityGM, castGMTarget );
return;
end
end
function ConsiderThunderStorm()
-- Make sure it's castable
if ( not abilityTS:IsFullyCastable() ) then
return BOT_ACTION_DESIRE_NONE, 0;
end
-- Get some of its values
local nCastRange = abilityTS:GetCastRange();
local nDamage = 4 * abilityTS:GetAbilityDamage( );
-- If a mode has set a target, and we can kill them, do it
local npcTarget = npcBot:GetTarget();
if mutil.IsValidTarget(npcTarget) and mutil.CanCastOnNonMagicImmune(npcTarget) and
mutil.IsInRange(npcTarget, npcBot, nCastRange + 200) and mutil.CanKillTarget(npcTarget, nDamage, DAMAGE_TYPE_MAGICAL)
then
return BOT_ACTION_DESIRE_HIGH, npcTarget;
end
if ( npcBot:GetActiveMode() == BOT_MODE_ROSHAN )
then
local npcTarget = npcBot:GetAttackTarget();
if ( mutil.IsRoshan(npcTarget) and mutil.CanCastOnMagicImmune(npcTarget) and mutil.IsInRange(npcTarget, npcBot, nCastRange) )
then
return BOT_ACTION_DESIRE_LOW, npcTarget;
end
end
-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
if mutil.IsRetreating(npcBot)
then
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
do
if npcBot:WasRecentlyDamagedByHero( npcEnemy, 2.0 ) and mutil.CanCastOnNonMagicImmune(npcEnemy)
then
return BOT_ACTION_DESIRE_HIGH, npcEnemy;
end
end
end
-- If we're pushing or defending a lane and can hit 4+ creeps, go for it
if mutil.IsDefending(npcBot) or mutil.IsPushing(npcBot)
then
local tableNearbyEnemyCreeps = npcBot:GetNearbyCreeps( nCastRange, true );
for _,npcCreepTarget in pairs(tableNearbyEnemyCreeps) do
if ( mutil.IsInRange(npcTarget, npcBot, nCastRange) and npcBot:GetMana()/npcBot:GetMaxMana() > 0.6 )
then
return BOT_ACTION_DESIRE_MODERATE, npcCreepTarget;
end
end
end
-- If we're going after someone
if mutil.IsGoingOnSomeone(npcBot)
then
if mutil.IsValidTarget(npcTarget) and mutil.CanCastOnNonMagicImmune(npcTarget) and mutil.IsInRange(npcTarget, npcBot, nCastRange+200)
then
return BOT_ACTION_DESIRE_MODERATE, npcTarget;
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
function ConsiderGlimpse()
-- Make sure it's castable
if ( not abilityGM:IsFullyCastable() ) then
return BOT_ACTION_DESIRE_NONE, 0;
end
-- Get some of its values
local nCastRange = abilityGM:GetCastRange();
if nCastRange > 1600 then
nCastRange = 1600;
end
--------------------------------------
-- Mode based usage
--------------------------------------
-- Check for a channeling enemy
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
do
if ( npcEnemy:IsChanneling() and mutil.CanCastOnNonMagicImmune(npcEnemy) )
then
return BOT_ACTION_DESIRE_HIGH, npcEnemy;
end
end
-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
if mutil.IsRetreating(npcBot)
then
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
do
if ( npcBot:WasRecentlyDamagedByHero( npcEnemy, 2.0 ) and mutil.CanCastOnNonMagicImmune(npcEnemy) )
then
return BOT_ACTION_DESIRE_HIGH, npcEnemy;
end
end
end
-- If we're going after someone
if mutil.IsGoingOnSomeone(npcBot)
then
local npcTarget = npcBot:GetTarget();
if mutil.IsValidTarget(npcTarget) and mutil.CanCastOnNonMagicImmune(npcTarget)
and not mutil.IsInRange(npcTarget, npcBot, nCastRange/2) and mutil.IsInRange(npcTarget, npcBot, nCastRange)
then
return BOT_ACTION_DESIRE_HIGH, npcTarget;
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
function ConsiderStaticStorm()
--[[if npcBot:GetActiveMode() ~= 0 and npcBot:GetActiveMode() ~= 1 then
print(npcBot:GetActiveMode());
end]]--
-- Make sure it's castable
if ( not abilitySS:IsFullyCastable() )
then
return BOT_ACTION_DESIRE_NONE, 0;
end
-- Get some of its values
local nRadius = abilitySS:GetSpecialValueInt( "radius" );
local nCastRange = abilitySS:GetCastRange();
local nCastPoint = abilitySS:GetCastPoint( );
local nDamage = 5 * abilitySS:GetSpecialValueInt("damage_max");
--------------------------------------
-- Mode based usage
--------------------------------------
-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
if mutil.IsRetreating(npcBot)
then
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
do
if ( npcBot:WasRecentlyDamagedByHero( npcEnemy, 2.0 ) )
then
return BOT_ACTION_DESIRE_MODERATE, npcEnemy:GetLocation();
end
end
end
if mutil.IsInTeamFight(npcBot, 1200)
then
local locationAoE = npcBot:FindAoELocation( true, true, npcBot:GetLocation(), nCastRange, nRadius/2, 0, 0 );
if locationAoE.count >= 2 then
local nInvUnit = mutil.FindNumInvUnitInLoc(false, npcBot, nCastRange, nRadius/2, locationAoE.targetloc);
if nInvUnit >= locationAoE.count then
return BOT_ACTION_DESIRE_LOW, locationAoE.targetloc;
end
end
end
-- If we're going after someone
if mutil.IsGoingOnSomeone(npcBot)
then
local npcTarget = npcBot:GetTarget();
if mutil.IsValidTarget(npcTarget) and mutil.CanCastOnNonMagicImmune(npcTarget) and mutil.IsInRange(npcTarget, npcBot, nCastRange)
then
local EnemyHeroes = npcTarget:GetNearbyHeroes( nRadius, false, BOT_MODE_NONE );
local nInvUnit = mutil.CountInvUnits(false, EnemyHeroes);
if nInvUnit >= 2 then
return BOT_ACTION_DESIRE_MODERATE, npcTarget:GetExtrapolatedLocation( nCastPoint );
end
end
end
--
return BOT_ACTION_DESIRE_NONE, 0;
end
function ConsiderKineticField()
-- Make sure it's castable
if ( not abilityKF:IsFullyCastable() )
then
return BOT_ACTION_DESIRE_NONE, 0;
end
-- Get some of its values
local nRadius = abilityKF:GetSpecialValueInt( "radius" );
local nCastRange = abilityKF:GetCastRange();
local nCastPoint = abilityKF:GetCastPoint( );
local nDamage = 1000
--------------------------------------
-- Mode based usage
--------------------------------------
-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
if mutil.IsRetreating(npcBot)
then
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
do
if ( npcBot:WasRecentlyDamagedByHero( npcEnemy, 2.0 ) )
then
return BOT_ACTION_DESIRE_MODERATE, npcBot:GetLocation();
end
end
end
if mutil.IsInTeamFight(npcBot, 1200)
then
local locationAoE = npcBot:FindAoELocation( true, true, npcBot:GetLocation(), nCastRange, nRadius/2, 0, 0 );
if locationAoE.count >= 2 then
local nInvUnit = mutil.FindNumInvUnitInLoc(false, npcBot, nCastRange, nRadius/2, locationAoE.targetloc);
if nInvUnit >= locationAoE.count then
return BOT_ACTION_DESIRE_LOW, locationAoE.targetloc;
end
end
end
-- If we're going after someone
if mutil.IsGoingOnSomeone(npcBot)
then
local npcTarget = npcBot:GetTarget();
if mutil.IsValidTarget(npcTarget) and mutil.CanCastOnNonMagicImmune(npcTarget) and mutil.IsInRange(npcTarget, npcBot, nCastRange)
then
return BOT_ACTION_DESIRE_MODERATE, npcTarget:GetExtrapolatedLocation(nCastPoint);
end
end
--
return BOT_ACTION_DESIRE_NONE, 0;
end