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hero_selection1.lua
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hero_selection1.lua
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-- mandate that the bots will pick these heroes - for testing purposes
requiredHeroes = {
--'npc_dota_hero_rattletrap'
'npc_dota_hero_meepo',
--'npc_dota_hero_puck',
--'npc_dota_hero_lina',
};
allBotHeroes = {
'npc_dota_hero_axe',
'npc_dota_hero_bane',
'npc_dota_hero_bloodseeker',
'npc_dota_hero_bounty_hunter',
'npc_dota_hero_bristleback',
'npc_dota_hero_chaos_knight',
'npc_dota_hero_crystal_maiden',
'npc_dota_hero_dazzle',
'npc_dota_hero_death_prophet',
'npc_dota_hero_dragon_knight',
'npc_dota_hero_drow_ranger',
'npc_dota_hero_earthshaker',
'npc_dota_hero_jakiro',
'npc_dota_hero_juggernaut',
'npc_dota_hero_kunkka',
'npc_dota_hero_lich',
'npc_dota_hero_lina',
'npc_dota_hero_lion',
'npc_dota_hero_luna',
'npc_dota_hero_meepo',
'npc_dota_hero_necrolyte',
'npc_dota_hero_nevermore',
'npc_dota_hero_omniknight',
'npc_dota_hero_oracle',
'npc_dota_hero_phantom_assassin',
'npc_dota_hero_puck',
'npc_dota_hero_pudge',
'npc_dota_hero_razor',
'npc_dota_hero_sand_king',
'npc_dota_hero_skeleton_king',
'npc_dota_hero_skywrath_mage',
'npc_dota_hero_sniper',
'npc_dota_hero_sven',
'npc_dota_hero_tidehunter',
'npc_dota_hero_tiny',
'npc_dota_hero_vengefulspirit',
'npc_dota_hero_viper',
'npc_dota_hero_warlock',
'npc_dota_hero_windrunner',
'npc_dota_hero_witch_doctor',
'npc_dota_hero_zuus'
};
-- change quickMode to true for testing
-- quickMode eliminates the 30s delay before picks begin
-- it also eliminates the delay between bot picks
quickMode = true;
-- CHANGE THESE VALUES IF YOU'RE GETTING BUGS WITH BOTS NOT PICKING (or infinite loops)
-- To find appropriate values, start a game, open a console, and observe which slots are
-- being used by which players/teams. maxPlayerID shoulud just be the highest-numbered
-- slot in use.
radiantSlots = 0--{2};
direSlots = 0--{7};
maxPlayerID = 11;
-- TODO
-- 1. determine which slots contain players - don't pick for those slots
-- 2. determine what heroes have already been picked - don't pick those heroes - DONE
-- 4. copy the default behavior of picking everything at once after players have picked, though
-- 5. add some jitter, so the bots pick at slightly more random times
-- 6. reimplement farm priority based system
function Think()
picks = GetPicks();
if not IsPlayerBot(0) then
--print("player")
hero = GetRandomHero()
SelectHero(5, hero);
return
else
hero = GetRandomHero()
SelectHero(2, hero);
hero = GetRandomHero()
SelectHero(7, hero);
end
end
function IsTeamsTurnToPick(team)
local radiantHeroCount = 0;
local direHeroCount = 0;
for pickedSlot, hero in pairs(picks) do
if slotBelongsToTeam(pickedSlot, TEAM_RADIANT) then
radiantHeroCount = radiantHeroCount + 1;
else
direHeroCount = direHeroCount + 1;
end
end
if (team == TEAM_RADIANT) then
return (radiantHeroCount <= direHeroCount);
else
return (direHeroCount <= radiantHeroCount);
end
end
function IsSlotEmpty(slot)
local slotEmpty = true;
for pickedSlot, hero in pairs(picks) do
-- print("pickedSlot is", pickedSlot);
-- print("hero is", hero);
if (pickedSlot == slot) then
slotEmpty = false;
end
end
-- print("slotempty is ", slotEmpty);
return slotEmpty;
end
function PickHero(slot)
local hero = GetRandomHero();
--print("picking hero ", hero, " for slot ", slot);
SelectHero(slot, hero);
end
-- haven't found a better way to get already-picked heroes than just looping over all the players
function GetPicks()
local selectedHeroes = {};
local pickedSlots = {};
for i=0, maxPlayerID do
local hName = GetSelectedHeroName(i);
if (hName ~= nil and hName ~= "") then
selectedHeroes[i] = hName;
end
end
return selectedHeroes;
end
-- PLACEHOLDER
-- need to figure out an actual way to determine this, not just hardcoding it
function slotBelongsToTeam(slot, team)
if (team == TEAM_RADIANT) then
for index,rSlot in pairs(radiantSlots) do
if (slot == rSlot) then
return true;
end;
end
elseif (team == TEAM_DIRE) then
for index,dSlot in pairs(direSlots) do
if (slot == dSlot) then
return true;
end
end
end
return false;
end
-- first, check the list of required heroes and pick from those
-- then try the whole bot pool
function GetRandomHero()
local hero;
local picks = GetPicks();
local selectedHeroes = {};
for slot, hero in pairs(picks) do
selectedHeroes[hero] = true;
end
hero = requiredHeroes[RandomInt(1, #requiredHeroes)];
if (hero == nil) then
hero = allBotHeroes[RandomInt(1, #allBotHeroes)];
end
while ( selectedHeroes[hero] == true ) do
--print("repicking because " .. hero .. " was taken.")
hero = allBotHeroes[RandomInt(1, #allBotHeroes)];
end
return hero;
end
function UpdateLaneAssignments()
if ( GetTeam() == TEAM_RADIANT )
then
--print( "Radiant lane assignments" );
return {
[1] = LANE_MID,
[2] = LANE_TOP,
[3] = LANE_BOT,
[4] = LANE_TOP,
[5] = LANE_BOT,
};
elseif ( GetTeam() == TEAM_DIRE )
then
--print( "Dire lane assignments" );
return {
[1] = LANE_MID,
[2] = LANE_TOP,
[3] = LANE_BOT,
[4] = LANE_TOP,
[5] = LANE_BOT,
};
end
end