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Know Our Enemies #197
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starting to add some variables/members to enemy_info.lua |
enemies have a guessed "lane" that they are in based on proximity to the lane they were last seen. -1 means unknown. This should start getting us an overall picture of who is where and doing what. |
Check this out, I found this file on the steam workshop. -- generic databaselocal X = {} -- ["carry"] will become more useful later in the game if they gain a significant gold advantage. X["hero_roles"] = {
} X["phase_boots"] = { function X.IsCarry(hero) function X.IsMelee(attackRange) function X.BetterBuyPhaseBoots(hero) function X.GetRoleLevel(hero, role) function X.IsRemovedFromSupportPoll(hero) function X.CanBeOfflaner(hero) function X.CanBeMidlaner(hero) function X.CanBeSafeLaneCarry(hero) function X.CanBeSupport(hero) function X.GetCurrentSuitableRole() function X.CountValue(hero, role)
end return X |
We already have that information with the hero_data.lua I created written by the python script I made. The only thing they added was setting roles to "0" for those that are not defined explicitely. And yes, this is a start, but I feel like we will need more info still, as in timers for cooldowns of "disables" for those heroes that are "disables", etc. |
We should also check for big, game-deciding spells. Black hole, Ravage, AA Ultimate, Chaos Meteor, Kunkka boat, Refresher orb, .... |
I am thinking of writing a module to help set various global variable attributes for out bots to know about.
Things that they should watch out for, like for example, clustering when the enemy team has an enigma or lich or warlock, sticking around and waiting for Omni's Ult to expire rather than kiting/running-away while it's up, understanding of what stuns the opposition has, knowing what to do with minions like Enigma's eidolons, beastmaster boar/hawk, arc warden's double, understandings how to swap Bane's nightmare, etc. etc., etc.
I'm think of doing this in a dynamic fashion, rather than hardcoding logic for each possible hero and checking a large table.
We'll see.
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