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ability_item_usage_antimage.lua
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----------------------------------------------------------------------------
-- Ranked Matchmaking AI v1.1 NewStructure
-- Author: adamqqq 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 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[2],
Abilities[1],
Abilities[3],
Abilities[2],
Abilities[5],
Abilities[2],
Abilities[2],
Abilities[1],
"talent",
Abilities[1],
Abilities[5],
Abilities[3],
Abilities[3],
"talent",
Abilities[3],
"nil",
Abilities[5],
"nil",
"talent",
"nil",
"nil",
"nil",
"nil",
"talent",
}
local TalentTree = {
function() return Talents[1] end,
function() return Talents[4] end,
function() return Talents[5] end,
function() return Talents[7] end,
function() return Talents[2] end,
function() return Talents[3] end,
function() return Talents[6] end,
function() return Talents[8] end,
}
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, utility.NCanCast, utility.NCanCast, utility.UCanCast, utility.NCanCast }
local enemyDisabled = utility.enemyDisabled
function GetComboDamage()
return ability_item_usage_generic.GetComboDamage(AbilitiesReal)
end
function GetComboMana()
return ability_item_usage_generic.GetComboMana(AbilitiesReal)
end
local function GetBlinkAttackLocation(enemy, blinkRadius)
local attackDistance = enemy:GetBoundingRadius() + npcBot:GetBoundingRadius()
if AbilityExtensions:HasPhasedMovement(enemy) or AbilityExtensions:HasUnobstructedMovement(enemy) then
attackDistance = npcBot:GetAttackRange()
end
local enemyNextStep = enemy:GetLocation() +
Vector(math.cos(enemy:GetFacing()), math.sin(enemy:GetFacing())) * attackDistance
local distanceFromNextStep = GetUnitToLocationDistance(npcBot, enemyNextStep)
if AbilityExtensions:HasPhasedMovement(enemy) or AbilityExtensions:HasUnobstructedMovement(enemy) then
end
if blinkRadius <= distanceFromNextStep then
return AbilityExtensions:GetPointFromLineByDistance(npcBot:GetLocation(), enemy:GetLocation(), blinkRadius)
else
return enemyNextStep
end
end
local function TooDangerousToBlinkNear(npc)
local enoughHealth = AbilityExtensions:GetHealthPercent(npcBot) >= AbilityExtensions:GetHealthPercent(npc) + 0.2 and
npcBot:GetHealth() >= npc:GetHealth() * 0.8
local isVeryDangerous = npc:HasModifier("modifier_medusa_stone_gaze") or
npc:HasModifier("modifier_faceless_void_chronosphere_selfbuff") or
npc:HasModifier("modifier_monkey_king_fur_army_soldier_in_position") or AbilityExtensions:IsInvulnerable(npc)
if isVeryDangerous then
return true
end
local isDangerous = npc:HasModifier("modifier_batrider_firefly") or npc:IsMagicImmune()
if isDangerous and not enoughHealth then
return true
end
return false
end
-- antimage_blink
Consider[2] = function()
local abilityNumber = 2
--------------------------------------
-- Generic Variable Setting
--------------------------------------
local ability = AbilitiesReal[abilityNumber];
if not ability:IsFullyCastable() or AbilityExtensions:CannotTeleport(npcBot) then
return BOT_ACTION_DESIRE_NONE, 0;
end
local CastRange = ability:GetSpecialValueInt("AbilityCastRange")
local searchRange = math.min(CastRange, 1600)
local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE);
local enemys = npcBot:GetNearbyHeroes(searchRange, true, BOT_MODE_NONE)
local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
local trees = npcBot:GetNearbyTrees(300)
--try to kill enemy hero
if (npcBot:GetActiveMode() ~= BOT_MODE_RETREAT)
then
if (WeakestEnemy ~= nil)
then
local enemys2 = WeakestEnemy:GetNearbyHeroes(900, true, BOT_MODE_NONE)
if (CanCast[abilityNumber](WeakestEnemy) and #enemys2 <= 2)
then
if (
HeroHealth <= WeakestEnemy:GetActualIncomingDamage(GetComboDamage(), DAMAGE_TYPE_MAGICAL) and
npcBot:GetMana() > ComboMana and GetUnitToUnitDistance(npcBot, WeakestEnemy) > 200)
then
if TooDangerousToBlinkNear(WeakestEnemy) then
return 0
end
return BOT_ACTION_DESIRE_HIGH, GetBlinkAttackLocation(WeakestEnemy, CastRange)
end
end
end
end
--------------------------------------
-- Mode based usage
--------------------------------------
-- If we get stuck
if utility.IsStuck(npcBot)
then
local loc = utility.GetEscapeLoc();
return BOT_ACTION_DESIRE_HIGH, utility.GetUnitsTowardsLocation(npcBot, loc, CastRange);
end
-- If we're seriously retreating, blink away
if (
AbilityExtensions:IsRetreating(npcBot) and npcBot:DistanceFromFountain() >= 2000 and
(ManaPercentage >= 0.6 or npcBot:GetActiveModeDesire() >= BOT_MODE_DESIRE_HIGH or HealthPercentage <= 0.6))
then
return BOT_ACTION_DESIRE_HIGH, utility.GetUnitsTowardsLocation(npcBot, GetAncient(GetTeam()), CastRange)
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 (ManaPercentage > 0.4 or npcBot:GetMana() > ComboMana)
then
if (npcEnemy ~= nil)
then
local enemys2 = npcEnemy:GetNearbyHeroes(900, false, BOT_MODE_NONE)
if (enemys2 ~= nil and #enemys2 <= 2)
then
if (
CanCast[abilityNumber](npcEnemy) and GetUnitToUnitDistance(npcBot, npcEnemy) < CastRange + 75 * #allys and
GetUnitToUnitDistance(npcBot, npcEnemy) > 200)
then
if TooDangerousToBlinkNear(npcEnemy) then
return 0
end
return BOT_ACTION_DESIRE_MODERATE, GetBlinkAttackLocation(npcEnemy, CastRange)
end
end
end
end
end
-- use blink to dodge ability
local projectiles = AbilityExtensions:GetIncomingDodgeWorthProjectiles(npcBot)
local castPoint = ability:GetCastPoint()
local defaultProjectileVelocity = 1500
if #projectiles ~= 0 and not AbilitiesReal[3]:IsFullyCastable() and
not npcBot:HasModifier("modifier_antimage_counterspell") then
for _, projectile in pairs(projectiles) do
if GetUnitToLocationDistance(npcBot, projectile.location) > castPoint * defaultProjectileVelocity then
local escapeLocation = AbilityExtensions:GetPointFromLineByDistance(npcBot:GetLocation(), projectile.location, 400)
return BOT_ACTION_DESIRE_MODERATE, escapeLocation
end
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
-- antimage_counterspell
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 allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE)
local enemys = npcBot:GetNearbyHeroes(900, true, BOT_MODE_NONE)
local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
local trees = npcBot:GetNearbyTrees(300)
-- 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
local incProj = npcBot:GetIncomingTrackingProjectiles()
for _, p in pairs(incProj) do
if GetUnitToLocationDistance(npcBot, p.location) <= 300 and p.is_attack == false and
not AbilityExtensions:IgnoreAbilityBlock(p.ability) 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 or
(npcBot:GetActiveMode() == BOT_MODE_LANING and ManaPercentage >= 0.4))
then
local npcTarget = npcBot:GetTarget()
if (npcTarget ~= nil)
then
if CanCast[abilityNumber](npcTarget) and GetUnitToUnitDistance(npcBot, npcTarget) < 600
then
local incProj = AbilityExtensions:GetIncomingDodgeWorthProjectiles(npcBot)
for _, p in pairs(incProj) do
if GetUnitToLocationDistance(npcBot, p.location) <= 300 then
return BOT_ACTION_DESIRE_HIGH
end
end
end
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
-- antimage_mana_void
Consider[4] = function()
local abilityNumber = 4
local ability = AbilitiesReal[abilityNumber]
if not ability:IsFullyCastable() then
return 0
end
local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE)
local enemies = AbilityExtensions:Filter(npcBot:GetNearbyHeroes(1600, true, BOT_MODE_NONE),
function(t) return GetUnitToUnitDistance(npcBot, t) >= 450 end)
local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemies)
if #enemies == 0 then
return 0
end
if npcBot:GetActiveMode() ~= BOT_MODE_RETREAT and (#enemies >= 2 or enemies[1]:GetHealth() >= npcBot:GetHealth() * 1.5) then
return BOT_ACTION_DESIRE_MODERATE, WeakestEnemy:GetLocation()
end
end
-- antimage_mana_overload (Blink Fragment)
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 = ability:GetCastRange();
local DamagePercent = ability:GetSpecialValueFloat("mana_void_damage_per_mana")
local Radius = ability:GetAOERadius();
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)
--------------------------------------
-- Global high-priorty usage
--------------------------------------
--Try to kill enemy hero
if npcBot:GetActiveMode() ~= BOT_MODE_RETREAT then
local targets = npcBot:GetNearbyHeroes(CastRange + 400, true, BOT_MODE_NONE)
local goodTargets = {}
for _, t in pairs(targets) do
if AbilityExtensions:MustBeIllusion(npcBot, t) then
break
end
local g = {}
local enemies = AbilityExtensions:Filter(t:GetNearbyHeroes(Radius, false, BOT_MODE_NONE) or {},
function(tt) return AbilityExtensions:MayNotBeIllusion(npcBot, tt) end)
local rawDamage = (t:GetMaxMana() - t:GetMana()) * DamagePercent
g.totalDamage = rawDamage * (AbilityExtensions:GetEnemyHeroNumber(npcBot, enemies) + 1)
g.totalKill = AbilityExtensions:Count(enemies, function(e)
return e:GetActualIncomingDamage(rawDamage, DAMAGE_TYPE_MAGICAL) >= e:GetHealth() and
not AbilityExtensions:CannotBeKilledNormally(e)
end)
g.totalKillNames = AbilityExtensions:Map(AbilityExtensions:Filter(enemies, function(e)
return e:GetActualIncomingDamage(rawDamage, DAMAGE_TYPE_MAGICAL) >= e:GetHealth() and
not AbilityExtensions:CannotBeKilledNormally(e)
end), function(e)
return e:GetUnitName()
end)
g.rate = g.totalKill + g.totalDamage * 600 / 10000 * npcBot:GetNetWorth()
g.target = t
table.insert(goodTargets, g)
end
if #goodTargets > 1 then
end
AbilityExtensions:Sort(goodTargets, function(a, b) return b.rate - a.rate end)
local t = goodTargets[1]
if t ~= nil then
if t.totalDamage >= 600 / 10000 * npcBot:GetNetWorth() and
(t.target:GetMaxMana() - t.target:GetMana()) >= 300 + DotaTime() / 4 and
(
AbilityExtensions:GetManaPercent(t.target) <= 0.1 or
npcBot:GetActiveMode() ~= BOT_MODE_RETREAT and GetUnitToUnitDistance(npcBot, t) <= npcBot:GetAttackRange()) then
return BOT_ACTION_DESIRE_HIGH, t.target
end
if t.totalKill >= 2
or
t.totalKill == 1 and not t.target:WasRecentlyDamagedByAnyHero(1) and
#t.target:GetNearbyHeroes(350, true, BOT_MODE_NONE) == 0 then
return BOT_ACTION_DESIRE_HIGH, t.target
end
end
end
for _, npcEnemy in pairs(enemys) do
if (npcEnemy:IsChanneling() and CanCast[abilityNumber](npcEnemy))
then
return BOT_ACTION_DESIRE_MODERATE, npcEnemy
end
end
return BOT_ACTION_DESIRE_NONE, 0;
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