Vector3 fountain = GetFountainPosition(hero.team); MoveTowards(fountain); if (hero.healthPercent > 0.6f) currentState = AIState.Laning;
| Difficulty | Reaction Delay | Last Hit Chance | Ability Use Skill | Team Coordination | |------------|----------------|------------------|--------------------|--------------------| | Easy | 0.5 sec | 40% | Basic (spam) | None | | Medium | 0.25 sec | 70% | Smart (combo) | Basic | | Hard | 0.1 sec | 90% | Perfect (dodge) | Full | | Insane | 0.05 sec | 98% | Proactive prediction | Perfect | 8. Event & Ping Responses void OnPlayerPing(Vector3 position, PingType type) Map Dota 6.85 Ai
Vector3 laneCenter = GetCurrentLaneCenter(); MoveTowards(laneCenter); if (NearestEnemyCreepInRange()) Attack(NearestEnemyCreep()); Vector3 fountain = GetFountainPosition(hero
public class SvenAI : DotaAIController
// Great Cleave when surrounded if (CanCast("Great Cleave") && CountEnemiesInRange(300) >= 2) CastSpell("Great Cleave"); Vector3 fountain = GetFountainPosition(hero.team)
public void AssignLanes(List<HeroAI> radiant, List<HeroAI> dire) // Radiant Assign(radiant[0], Lane.Safe); Assign(radiant[1], Lane.Mid); Assign(radiant[2], Lane.Offlane); // optionally +2 roam/jungle // Dire mirrored Assign(dire[0], Lane.Offlane); Assign(dire[1], Lane.Mid); Assign(dire[2], Lane.Safe);
public List<HeroLog> radiantHeroes; public List<HeroLog> direHeroes; public int radiantKills, direKills; public float duration; public List<TowerEvent> towerDeaths;