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global_hero_data.lua
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global_hero_data.lua
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-------------------------------------------------------------------------------
--- AUTHOR: Nostrademous
--- GITHUB REPO: https://github.com/Nostrademous/Dota2-FullOverwrite
-------------------------------------------------------------------------------
local DEFAULT_METHOD = true
local bDisableActions = false
X = {}
function X.InitHeroVar(pID)
if X[pID] == nil then
X[pID] = {}
X[pID].actionQueue = {}
X[pID].currentAction = {}
end
end
function X.HasID(pID)
return X[pID] ~= nil
end
function X.SetVar(pID, var, value)
X[pID][var] = value
end
function X.GetVar(pID, var)
return X[pID][var]
end
function X.SetGlobalVar(var, value)
X[var] = value
end
function X.GetGlobalVar(var)
return X[var]
end
function X.GetNearbyEnemies(bot, range)
local endList = bot:GetNearbyHeroes(range, true, BOT_MODE_NONE)
--local startList = X[bot:GetPlayerID()].NearbyEnemies
--local endList = {}
--for _, val in pairs(startList) do
-- if GetUnitToUnitDistance(bot, val) <= range then
-- table.insert(endList, val)
-- end
--end
return endList
end
function X.GetNearbyAllies(bot, range)
local endList = bot:GetNearbyHeroes(range, false, BOT_MODE_NONE)
--local startList = X[bot:GetPlayerID()].NearbyAllies
--local endList = {}
--for _, val in pairs(startList) do
-- if GetUnitToUnitDistance(bot, val) <= range then
-- table.insert(endList, val)
-- end
--end
return endList
end
function X.GetNearbyEnemyTowers(bot, range)
local startList = bot:GetNearbyTowers(range, true)
endList = {}
for _, val in pairs(startList) do
if string.find(val:GetUnitName(), "tower") then
table.insert(endList, val)
end
end
return endList
end
function X.GetNearbyEnemyBarracks(bot, range)
local endList = bot:GetNearbyBarracks(range, true)
--[[
if #endList > 0 then
utils.pause("[CRITICAL]: API bug fixed. plas adjust code. random uniqe marker: AWESDFWRGWFE")
end
local startList = bot:GetNearbyTowers(range, true)
endList = {}
for _, val in pairs(startList) do
if string.find(val:GetUnitName(), "rax") then
table.insert(endList, val)
end
end
--]]
return endList
end
function X.GetNearbyAlliedTowers(bot, range)
local endList = bot:GetNearbyTowers(range, false)
-- local startList = X[bot:GetPlayerID()].NearbyAlliedTowers
-- local endList = {}
-- for _, val in pairs(startList) do
-- if GetUnitToUnitDistance(bot, val) <= range then
-- table.insert(endList, val)
-- end
-- end
return endList
end
function X.GetNearbyEnemyCreep(bot, range)
local endList = bot:GetNearbyCreeps(range, true)
-- local startList = X[bot:GetPlayerID()].NearbyEnemyCreep
-- local endList = {}
-- for _, val in pairs(startList) do
-- if GetUnitToUnitDistance(bot, val) <= range then
-- table.insert(endList, val)
-- end
-- end
return endList
end
function X.GetNearbyAlliedCreep(bot, range)
local endList = bot:GetNearbyCreeps(range, false)
-- local startList = X[bot:GetPlayerID()].NearbyEnemyCreep
-- local endList = {}
-- for _, val in pairs(startList) do
-- if GetUnitToUnitDistance(bot, val) <= range then
-- table.insert(endList, val)
-- end
-- end
return endList
end
-------------------------------------------------------------------------------
function X.SetHeroActionQueue(pID, aq)
X[pID].actionQueue = {unpack(aq)}
end
function X.GetHeroActionQueue(pID)
return X[pID].actionQueue
end
function X.GetHeroActionQueueSize(pID)
return #X[pID].actionQueue
end
function X.GetHeroPrevAction(pID)
return X[pID].prevAction or {}
end
function X.SetHeroPrevAction(pID, action)
X[pID].prevAction = {unpack(action)}
end
function X.GetHeroCurrentAction(pID)
return X[pID].currentAction
end
function X.SetHeroCurrentAction(pID, action)
X[pID].currentAction = {unpack(action)}
end
local function checkSleepAttack(bot, ca)
if #ca > 0 and ca[1] == "SleepAttack" then
local pID = bot:GetPlayerID()
if GameTime() < ca[2] then
return true
else
X.SetHeroPrevAction(pID, ca)
X[pID].currentAction = {}
end
end
return false
end
function X.HeroMoveToLocation(bot, loc)
if bot.DontMove then return end
local pID = bot:GetPlayerID()
local ca = X.GetHeroCurrentAction(pID)
if checkSleepAttack(bot, ca) then return end
if GetUnitToLocationDistance(bot, loc) > 15.0 then
bot:Action_MoveToLocation(loc)
end
end
function X.HeroPushMoveToLocation(bot, loc)
if bot.DontMove then return end
local pID = bot:GetPlayerID()
local ca = X.GetHeroCurrentAction(pID)
if checkSleepAttack(bot, ca) then return end
if GetUnitToLocationDistance(bot, loc) > 15.0 then
bot:ActionPush_MoveToLocation(loc)
end
end
function X.HeroQueueMoveToLocation(bot, loc)
bot:ActionQueue_MoveToLocation(loc)
end
function X.HeroMoveToUnit(bot, hUnit)
if bot.DontMove then return end
local pID = bot:GetPlayerID()
local ca = X.GetHeroCurrentAction(pID)
if checkSleepAttack(bot, ca) then return end
if GetUnitToUnitDistance(bot, hUnit) > 15.0 then
bot:Action_MoveToUnit(hUnit)
end
end
function X.HeroPushMoveToUnit(bot, hUnit)
if bot.DontMove then return end
local pID = bot:GetPlayerID()
local ca = X.GetHeroCurrentAction(pID)
if checkSleepAttack(bot, ca) then return end
if GetUnitToUnitDistance(bot, hUnit) > 15.0 then
bot:ActionPush_MoveToUnit(hUnit)
end
end
function X.HeroQueueMoveToUnit(bot, hUnit)
bot:ActionQueue_MoveToUnit(hUnit)
end
function X.HeroAttackUnit(bot, hTarget, bOnce)
local pID = bot:GetPlayerID()
local bOnce = bOnce or true
local ca = X.GetHeroCurrentAction(pID)
if checkSleepAttack(bot, ca) then return end
X[pID].currentAction = {[1]="SleepAttack", [2]=GameTime()+bot:GetAttackPoint()}
bot:Action_AttackUnit(hTarget, bOnce)
end
function X.HeroPushAttackUnit(bot, hTarget, bOnce)
local pID = bot:GetPlayerID()
local bOnce = bOnce or true
local ca = X.GetHeroCurrentAction(pID)
if checkSleepAttack(bot, ca) then return end
X[pID].currentAction = {[1]="SleepAttack", [2]=GameTime()+bot:GetAttackPoint()}
bot:ActionPush_AttackUnit(hTarget, bOnce)
end
function X.HeroQueueAttackUnit(bot, hUnit, bOnce)
bot:ActionQueue_AttackUnit(hUnit, bOnce)
end
function X.HeroAttackMove(bot, loc)
if bot.DontMove then return end
local pID = bot:GetPlayerID()
local ca = X.GetHeroCurrentAction(pID)
if checkSleepAttack(bot, ca) then return end
if GetUnitToLocationDistance(bot, loc) > 15.0 then
bot:Action_AttackMove(loc)
end
end
function X.HeroPushAttackMove(bot, loc)
if bot.DontMove then return end
local pID = bot:GetPlayerID()
local ca = X.GetHeroCurrentAction(pID)
if checkSleepAttack(bot, ca) then return end
if GetUnitToLocationDistance(bot, loc) > 15.0 then
bot:ActionPush_AttackMove(loc)
end
end
function X.HeroQueueAttackMove(bot, loc)
bot:ActionQueue_AttackMove(loc)
end
function X.HeroUseAbility(bot, ability)
bot:Action_UseAbility(ability)
end
function X.HeroPushUseAbility(bot, ability)
bot:ActionPush_UseAbility(ability)
end
function X.HeroQueueUseAbility(bot, ability)
bot:ActionQueue_UseAbility(ability)
end
function X.HeroUseAbilityOnEntity(bot, ability, hUnit)
bot:Action_UseAbilityOnEntity(ability, hUnit)
bot.AbilityOnEntityUseTime = GameTime()
end
function X.HeroPushUseAbilityOnEntity(bot, ability, hUnit)
bot:ActionPush_UseAbilityOnEntity(ability, hUnit)
bot.AbilityOnEntityUseTime = GameTime()
end
function X.HeroQueueUseAbilityOnEntity(bot, ability, hUnit)
bot:ActionQueue_UseAbilityOnEntity(ability, hUnit)
end
function X.HeroUseAbilityOnLocation(bot, ability, loc)
bot:Action_UseAbilityOnLocation(ability, loc)
end
function X.HeroPushUseAbilityOnLocation(bot, ability, loc)
bot:ActionPush_UseAbilityOnLocation(ability, loc)
end
function X.HeroQueueUseAbilityOnLocation(bot, ability, loc)
bot:ActionQueue_UseAbilityOnLocation(ability, loc)
end
function X.HeroUseAbilityOnTree(bot, ability, iTree)
bot:Action_UseAbilityOnTree(ability, iTree)
end
function X.HeroPushUseAbilityOnTree(bot, ability, iTree)
bot:ActionPush_UseAbilityOnTree(ability, iTree)
end
function X.HeroQueueUseAbilityOnTree(bot, ability, iTree)
bot:ActionQueue_UseAbilityOnTree(ability, iTree)
end
function X.ExecuteHeroActionQueue(bot)
return
end
return X