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ability_item_usage_nyx_assassin.lua
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ability_item_usage_nyx_assassin.lua
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----------------------------------------------------------------------------
-- Ranked Matchmaking AI v1.5e
-- Author: adamqqq Email:[email protected]
-- Contributor: zmcmcc Email:[email protected]
----------------------------------------------------------------------------
--------------------------------------
-- General Initialization
--------------------------------------
local utility = require(GetScriptDirectory() .. "/utility")
local ability_item_usage_generic = require(GetScriptDirectory() .. "/ability_item_usage_generic")
local AbilityExtensions = require(GetScriptDirectory() .. "/util/AbilityAbstraction")
local A = require(GetScriptDirectory() .. "/util/MiraDota")
local debugmode = false
local npcBot = GetBot()
if npcBot == nil or npcBot:IsIllusion() then
return
end
local Talents = {}
local Abilities = {}
local AbilitiesReal = {}
ability_item_usage_generic.InitAbility(Abilities, AbilitiesReal, Talents)
local AbilityToLevelUp =
{
Abilities[1],
Abilities[3],
Abilities[1],
Abilities[2],
Abilities[1],
Abilities[5],
Abilities[1],
Abilities[2],
Abilities[2],
"talent",
Abilities[2],
Abilities[5],
Abilities[3],
Abilities[3],
"talent",
Abilities[3],
"nil",
Abilities[5],
"nil",
"talent",
"nil",
"nil",
"nil",
"nil",
"talent",
}
local TalentTree = {
function()
return Talents[2]
end,
function()
return Talents[4]
end,
function()
return Talents[6]
end,
function()
return Talents[7]
end
}
-- check skill build vs current level
utility.CheckAbilityBuild(AbilityToLevelUp)
function BuybackUsageThink()
ability_item_usage_generic.BuybackUsageThink();
end
function CourierUsageThink()
ability_item_usage_generic.CourierUsageThink();
end
function AbilityLevelUpThink()
ability_item_usage_generic.AbilityLevelUpThink2(AbilityToLevelUp, TalentTree)
end
--------------------------------------
-- Ability Usage Thinking
--------------------------------------
local cast = {}
cast.Desire = {}
cast.Target = {}
cast.Type = {}
local Consider = {}
local CanCast = { utility.NCanCast, function(t) return AbilityExtensions:NormalCanCast(t) and A.Unit.IsHero(t) end,
utility.NCanCast, utility.UCanCast, utility.CanCastNoTarget, utility.CanCastNoTarget }
local enemyDisabled = utility.enemyDisabled
function GetComboDamage()
return ability_item_usage_generic.GetComboDamage(AbilitiesReal)
end
function GetComboMana()
return ability_item_usage_generic.GetComboMana(AbilitiesReal)
end
Consider[1] = function()
local abilityNumber = 1
--------------------------------------
-- Generic Variable Setting
--------------------------------------
local ability = AbilitiesReal[abilityNumber];
if not ability:IsFullyCastable() then
return BOT_ACTION_DESIRE_NONE, 0;
end
local CastRange = ability:GetCastRange() - 300;
local Damage = ability:GetAbilityDamage();
local Radius = ability:GetAOERadius() - 300
local CastPoint = ability:GetCastPoint();
local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE);
local enemys = npcBot:GetNearbyHeroes(CastRange, true, BOT_MODE_NONE)
local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
local creeps = npcBot:GetNearbyCreeps(CastRange + 300, true)
local WeakestCreep, CreepHealth = utility.GetWeakestUnit(creeps)
--------------------------------------
-- Global high-priorty usage
--------------------------------------
--try to kill enemy hero
if (npcBot:GetActiveMode() ~= BOT_MODE_RETREAT)
then
if (WeakestEnemy ~= nil)
then
if (CanCast[abilityNumber](WeakestEnemy))
then
if (
HeroHealth <= WeakestEnemy:GetActualIncomingDamage(GetComboDamage(), DAMAGE_TYPE_MAGICAL) and
npcBot:GetMana() > ComboMana)
then
return BOT_ACTION_DESIRE_MODERATE, WeakestEnemy:GetExtrapolatedLocation(CastPoint);
end
end
end
end
--------------------------------------
-- Mode based usage
--------------------------------------
-- If we're in a teamfight, use it on the scariest enemy
local tableNearbyAttackingAlliedHeroes = npcBot:GetNearbyHeroes(1000, false, BOT_MODE_ATTACK);
if (#tableNearbyAttackingAlliedHeroes >= 2)
then
local npcMostDangerousEnemy = nil;
local nMostDangerousDamage = 0;
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes(CastRange, true, BOT_MODE_NONE);
for _, npcEnemy in pairs(tableNearbyEnemyHeroes) do
if (CanCast[abilityNumber](npcEnemy) and not enemyDisabled(npcEnemy))
then
local Damage2 = npcEnemy:GetEstimatedDamageToTarget(false, npcBot, 3.0, DAMAGE_TYPE_ALL);
if (Damage2 > nMostDangerousDamage)
then
nMostDangerousDamage = Damage2;
npcMostDangerousEnemy = npcEnemy;
end
end
end
if (npcMostDangerousEnemy ~= nil)
then
return BOT_ACTION_DESIRE_MODERATE, npcMostDangerousEnemy:GetExtrapolatedLocation(CastPoint);
end
end
--protect myself
do
local enemys2 = npcBot:GetNearbyHeroes(300, true, BOT_MODE_NONE);
for _, npcEnemy in pairs(enemys2) do
if (CanCast[abilityNumber](npcEnemy) and npcBot:WasRecentlyDamagedByHero(npcEnemy, 2.0))
then
return BOT_ACTION_DESIRE_HIGH, npcEnemy:GetExtrapolatedLocation(CastPoint);
end
end
end
-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
if (npcBot:GetActiveMode() == BOT_MODE_RETREAT and npcBot:GetActiveModeDesire() >= BOT_MODE_DESIRE_HIGH)
then
for _, npcEnemy in pairs(enemys) do
if CanCast[abilityNumber](npcEnemy) and npcBot:WasRecentlyDamagedByHero(npcEnemy, 2.0)
then
return BOT_ACTION_DESIRE_HIGH, npcEnemy:GetExtrapolatedLocation(CastPoint);
end
end
end
-- If we're going after someone
if (npcBot:GetActiveMode() == BOT_MODE_ROAM or
npcBot:GetActiveMode() == BOT_MODE_TEAM_ROAM or
npcBot:GetActiveMode() == BOT_MODE_DEFEND_ALLY or
npcBot:GetActiveMode() == BOT_MODE_ATTACK)
then
local npcEnemy = AbilityExtensions:GetTargetIfGood(npcBot)
if (npcEnemy ~= nil)
then
if (CanCast[abilityNumber](npcEnemy) and npcBot:GetMana() > ComboMana)
then
return BOT_ACTION_DESIRE_LOW, npcEnemy:GetExtrapolatedLocation(CastPoint);
end
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
Consider[2] = function()
local ability = AbilitiesReal[2];
if not ability:IsFullyCastable() then
return BOT_ACTION_DESIRE_NONE, 0;
end
local CastRange = ability:GetCastRange();
local Damage = ability:GetAbilityDamage();
local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE);
local enemys = npcBot:GetNearbyHeroes(CastRange + 300, true, BOT_MODE_NONE)
local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
local creeps = npcBot:GetNearbyCreeps(CastRange + 300, true)
local WeakestCreep, CreepHealth = utility.GetWeakestUnit(creeps)
--try to kill enemy hero
if (npcBot:GetActiveMode() ~= BOT_MODE_RETREAT)
then
if (WeakestEnemy ~= nil)
then
if (CanCast[2](WeakestEnemy))
then
if (
HeroHealth <= WeakestEnemy:GetActualIncomingDamage(Damage, DAMAGE_TYPE_MAGICAL) or
(
HeroHealth <= WeakestEnemy:GetActualIncomingDamage(GetComboDamage(), DAMAGE_TYPE_MAGICAL) and
npcBot:GetMana() > ComboMana))
then
return BOT_ACTION_DESIRE_MODERATE, WeakestEnemy;
end
end
end
end
--------------------------------------
-- Mode based usage
--------------------------------------
--if ( npcBot:GetActiveMode() == BOT_MODE_LANING )
--then
if ((ManaPercentage > 0.4 or npcBot:GetMana() > ComboMana) and ability:GetLevel() >= 2)
then
if (WeakestEnemy ~= nil)
then
if (CanCast[2](WeakestEnemy))
then
return BOT_ACTION_DESIRE_LOW, WeakestEnemy;
end
end
end
--end
-- If we're going after someone
if (npcBot:GetActiveMode() == BOT_MODE_ROAM or
npcBot:GetActiveMode() == BOT_MODE_TEAM_ROAM or
npcBot:GetActiveMode() == BOT_MODE_DEFEND_ALLY or
npcBot:GetActiveMode() == BOT_MODE_ATTACK)
then
local npcTarget = AbilityExtensions:GetTargetIfGood(npcBot)
if (ManaPercentage > 0.4 or npcBot:GetMana() > ComboMana)
then
if (npcTarget ~= nil)
then
if (CanCast[2](npcTarget))
then
return BOT_ACTION_DESIRE_MODERATE, npcTarget;
end
end
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
Consider[3] = function()
local abilityNumber = 3
--------------------------------------
-- Generic Variable Setting
--------------------------------------
local ability = AbilitiesReal[abilityNumber];
if not ability:IsFullyCastable() then
return BOT_ACTION_DESIRE_NONE, 0;
end
local CastRange = ability:GetCastRange();
local CastPoint = ability:GetCastPoint();
local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE);
local enemys = npcBot:GetNearbyHeroes(CastRange + 300, true, BOT_MODE_NONE)
local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
local creeps = npcBot:GetNearbyCreeps(CastRange + 300, true)
local WeakestCreep, CreepHealth = utility.GetWeakestUnit(creeps)
--------------------------------------
-- Global high-priorty usage
--------------------------------------
--Try to kill enemy hero
if (npcBot:GetActiveMode() ~= BOT_MODE_RETREAT)
then
if (WeakestEnemy ~= nil and CanCast[abilityNumber](WeakestEnemy))
then
if (WeakestEnemy:GetHealth() / WeakestEnemy:GetMaxHealth() < 0.3)
then
return BOT_ACTION_DESIRE_HIGH
end
end
end
--------------------------------------
-- Mode based usage
--------------------------------------
--protect myself
local enemys2 = npcBot:GetNearbyHeroes(600, true, BOT_MODE_NONE);
-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
if (
(npcBot:GetActiveMode() == BOT_MODE_RETREAT and npcBot:GetActiveModeDesire() >= BOT_MODE_DESIRE_HIGH) or #enemys2 >
0)
then
for _, npcEnemy in pairs(enemys) do
if (
(npcBot:WasRecentlyDamagedByHero(npcEnemy, 2.0) and HealthPercentage < 0.4) or
GetUnitToUnitDistance(npcBot, npcEnemy) < 400)
then
return BOT_ACTION_DESIRE_HIGH
end
end
end
-- If we're going after someone
if (npcBot:GetActiveMode() == BOT_MODE_ROAM or
npcBot:GetActiveMode() == BOT_MODE_TEAM_ROAM or
npcBot:GetActiveMode() == BOT_MODE_DEFEND_ALLY or
npcBot:GetActiveMode() == BOT_MODE_ATTACK)
then
local npcEnemy = npcBot:GetTarget();
if (npcEnemy ~= nil)
then
if (npcEnemy:GetHealth() / npcEnemy:GetMaxHealth() < 0.4)
then
return BOT_ACTION_DESIRE_HIGH, npcEnemy
end
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
Consider[5] = function()
local abilityNumber = 5
--------------------------------------
-- Generic Variable Setting
--------------------------------------
local ability = AbilitiesReal[abilityNumber];
if not ability:IsFullyCastable() then
return BOT_ACTION_DESIRE_NONE, 0;
end
local CastRange = 0
local Damage = ability:GetAbilityDamage()
local Radius = ability:GetAOERadius()
local CastPoint = ability:GetCastPoint()
local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE);
local enemys = npcBot:GetNearbyHeroes(CastRange + 300, true, BOT_MODE_NONE)
local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
local creeps = npcBot:GetNearbyCreeps(CastRange + 300, true)
local WeakestCreep, CreepHealth = utility.GetWeakestUnit(creeps)
--------------------------------------
-- Global high-priorty usage
--------------------------------------
--------------------------------------
-- Mode based usage
--------------------------------------
-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
if (npcBot:GetActiveMode() == BOT_MODE_RETREAT and npcBot:GetActiveModeDesire() >= BOT_MODE_DESIRE_MODERATE)
then
if (npcBot:WasRecentlyDamagedByAnyHero(2.0))
then
return BOT_ACTION_DESIRE_HIGH
end
end
-- If we're going after someone
if (npcBot:GetActiveMode() == BOT_MODE_ROAM or
npcBot:GetActiveMode() == BOT_MODE_TEAM_ROAM or
npcBot:GetActiveMode() == BOT_MODE_DEFEND_ALLY or
npcBot:GetActiveMode() == BOT_MODE_ATTACK)
then
local npcEnemy = AbilityExtensions:GetTargetIfGood(npcBot)
if (npcEnemy ~= nil)
then
if (GetUnitToUnitDistance(npcBot, npcEnemy) <= 2000)
then
return BOT_ACTION_DESIRE_MODERATE
end
end
end
return BOT_ACTION_DESIRE_NONE
end
AbilityExtensions:AutoModifyConsiderFunction(npcBot, Consider, AbilitiesReal)
function AbilityUsageThink()
-- Check if we're already using an ability
if (npcBot:IsUsingAbility() or npcBot:IsChanneling() or npcBot:IsSilenced())
then
return
end
ComboMana = GetComboMana()
AttackRange = npcBot:GetAttackRange()
ManaPercentage = npcBot:GetMana() / npcBot:GetMaxMana()
HealthPercentage = npcBot:GetHealth() / npcBot:GetMaxHealth()
cast = ability_item_usage_generic.ConsiderAbility(AbilitiesReal, Consider)
---------------------------------debug--------------------------------------------
if (debugmode == true)
then
ability_item_usage_generic.PrintDebugInfo(AbilitiesReal, cast)
end
ability_item_usage_generic.UseAbility(AbilitiesReal, cast)
end
function CourierUsageThink()
ability_item_usage_generic.CourierUsageThink()
end