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【系统】一键移植通用版-电脑英雄自动施放技能

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IP属地:北京1楼2017-05-28 17:05回复
    火钳


    IP属地:湖北4楼2017-05-29 15:10
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      //==================================================================
      //电脑英雄自动施放技能系统V1.3 BY 金皮蛋
      //使得电脑英雄能够自动对附近的敌方英雄集火并且使用技能
      //支持包括通魔在内的绝大部分英雄技能模板
      //一键移植,用法极其方便
      //==================================================================
      library GoldenEggAISettings
      globals
      public real Range = 1600//AI进攻范围
      public real Ratio = 1//AI技能施放范围系数
      public boolean Lock = true//true为锁定血量最少的目标,false为不锁定
      public boolean OnlyHero = true//true为只对英雄有效,false为对所有单位有效
      public boolean CreepAI = false//true为对野怪玩家有效,false为对野怪玩家无效
      public boolean HumanAI = false//true为对人类玩家有效,false为对人类玩家无效
      endglobals
      endlibrary
      //==================================================================
      //==================================================================
      //==================================================================
      //==================================================================
      //==================================================================
      //==================================================================
      //==================================================================
      //==================================================================
      //==================================================================
      //==================================================================
      library HeroSpellSystemAI initializer Init needs GoldenEggAISettings
      globals
      private integer Top = 0
      private boolean AB = false
      private unit array Hero
      private unit array Htu
      private real array Htx
      private real array Hty
      private integer array LastOI
      private integer array OT
      private integer array TYPE
      private boolean array GUARD
      private timer array HT
      private group AG = null
      private region RR = null
      private trigger TE = null
      private real Range = 1600
      private real Ratio = 1.
      private boolean OnlyHero = true
      private boolean CreepAI = false
      private boolean HumanAI = false
      private boolean Lock = true
      endglobals
      private function DistanceBetweenUnits takes unit u1, unit u2 returns real
      return SquareRoot(( GetUnitX(u1)-GetUnitX(u2))*(GetUnitX(u1)-GetUnitX(u2))+(GetUnitY(u1)-GetUnitY(u2))*(GetUnitY(u1)-GetUnitY(u2)))
      endfunction
      private function IsPlayerComputer takes player p returns boolean
      if GetPlayerController(p)==MAP_CONTROL_COMPUTER /*
      */or (GetPlayerController(p)==MAP_CONTROL_USER and HumanAI) /*
      */or (GetPlayerController(p)==MAP_CONTROL_CREEP and CreepAI) then
      return true
      endif
      return false
      endfunction
      private function IsUnitUseAI takes unit u returns boolean
      if IsUnitType(u,UNIT_TYPE_HERO) or OnlyHero==false then
      return true
      endif
      return false
      endfunction
      private function IsUnitVisibleToEnemy takes unit u returns boolean
      local integer i = 0
      loop
      if IsUnitVisible(u,Player(i)) and IsUnitEnemy(u,Player(i)) then
      return true
      endif
      set i = i + 1
      exitwhen i > 15
      endloop
      return false
      endfunction
      private function GetHeroId takes unit u returns integer
      local integer i = 1
      loop
      exitwhen i > Top
      if u==Hero[i] then
      return i
      endif
      set i = i + 1
      endloop
      return 0
      endfunction
      private function GetTimerId takes timer t returns integer
      local integer i = 1
      loop
      exitwhen i > Top
      if t==HT[i] then
      return i
      endif
      set i = i + 1
      endloop
      return 0
      endfunction
      private function IsFree takes integer OI returns boolean
      if OI==0 or OI==851972 or OI==851983 or OI == 852128 then
      return true
      endif
      return false
      endfunction
      private function IS takes unit AU returns boolean
      local integer OI = GetUnitCurrentOrder(AU)
      if OI == 0/*
      */or OI == 851972/*
      */or OI == 851993/*
      */or OI == 851983/*
      */or OI == 851984/*
      */or OI == 851988/*
      */or OI == 851990/*
      */or OI == 851983/*
      */or OI == 851985/*
      */or OI == 851986/*
      */or OI == 851988/*
      */or OI == 851990/*
      */or OI == 999999 then
      return true
      endif
      return false
      endfunction
      private function IC takes unit u, integer i returns boolean
      if AB==false and GetUnitCurrentOrder(u)!=i and i!=LastOI[GetHeroId(u)] then
      return true
      endif
      return false
      endfunction
      private function SD takes unit u, integer i returns nothing
      local integer id = GetHeroId(u)
      set AB = true
      set LastOI[id] = i
      set OT[id] = 5
      endfunction
      private function IO takes unit AU, integer AI returns nothing
      if IC(AU,AI) then
      if IssueImmediateOrderById( AU, AI ) then
      call SD(AU,AI)
      endif
      endif
      endfunction
      private function IL takes unit AU, integer AI, real x, real y returns nothing
      if IC(AU,AI) then
      if IssuePointOrderById( AU, AI ,x ,y ) then
      call SD(AU,AI)
      endif
      endif
      endfunction
      private function IU takes unit AU, integer AI, unit AT returns nothing
      if IC(AU,AI) then
      if IssueTargetOrderById( AU, AI , AT ) then
      call SD(AU,AI)
      endif
      endif
      endfunction
      private function SO1 takes unit AU, real R returns nothing//无目标
      local real H = GetUnitLifePercent(AU)
      call IO( AU, 852129 )
      if R<=800*Ratio then
      call IO( AU, 852097 )
      call IO( AU, 852489 )
      call IO( AU, 852126 )
      call IO( AU, 852503 )
      call IO( AU, 852100 )
      call IO( AU, 852528 )
      call IO( AU, 852184 )
      call IO( AU, 852164 )
      call IO( AU, 852180 )
      call IO( AU, 852554 )
      call IO( AU, 852200 )
      call IO( AU, 852594 )
      call IO( AU, 852595 )
      call IO( AU, 852596 )
      call IO( AU, 852667 )
      call IO( AU, 852663 )
      call IO( AU, 852598 )
      call IO( AU, 852599 )
      call IO( AU, 852600 )
      if H<=50. then
      call IO( AU, 852586 )
      endif
      endif
      if R<=400*Ratio then
      call IO( AU, 852096 )
      call IO( AU, 852086 )
      call IO( AU, 852090 )
      call IO( AU, 852094 )
      call IO( AU, 852127 )
      call IO( AU, 852128 )
      call IO( AU, 852526 )
      call IO( AU, 852181 )
      call IO( AU, 852183 )
      call IO( AU, 852556 )
      call IO( AU, 852217 )
      call IO( AU, 852588 )
      call IO( AU, 852253 )
      call IO( AU, 852246 )
      endif
      if R<=100*Ratio then
      call IO( AU, 852123 )
      endif
      //激活
      call IO( AU, 852174 )
      call IO( AU, 852552 )
      call IO( AU, 852458 )
      call IO( AU, 852656 )
      call IO( AU, 852589 )
      call IO( AU, 852244 )
      call IO( AU, 852578 )
      call IO( AU, 852671 )
      call IO( AU, 852244 )
      call IO( AU, 852602 )
      call IO( AU, 852212 )
      call IO( AU, 852522 )
      call IO( AU, 852150 )
      call IO( AU, 852133 )
      call IO( AU, 852102 )
      call IO( AU, 852249 )
      if R<=200*Ratio then
      call IO( AU, 852177 )
      endif
      endfunction
      private function SO2 takes unit AU, real x, real y, real R returns nothing//点目标
      if R>1200 then
      call IL( AU, 852093, x, y )
      endif
      call IL( AU, 852089, x, y )
      call IL( AU, 852488, x, y )
      call IL( AU, 852121, x, y )
      call IL( AU, 852504, x, y )
      call IL( AU, 852125, x, y )
      call IL( AU, 852555, x, y )
      call IL( AU, 852218, x, y )
      call IL( AU, 852224, x, y )
      call IL( AU, 852221, x, y )
      call IL( AU, 852593, x, y )
      call IL( AU, 852592, x, y )
      call IL( AU, 852597, x, y )
      call IL( AU, 852580, x, y )
      call IL( AU, 852238, x, y )
      call IL( AU, 852652, x, y )
      call IL( AU, 852658, x, y )
      call IL( AU, 852669, x, y )
      call IL( AU, 852229, x, y )
      call IL( AU, 852237, x, y )
      call IL( AU, 852560, x, y )
      call IL( AU, 852591, x, y )
      call IL( AU, 852238, x, y )
      if R>800 then
      call IL( AU, 852122, x, y )
      endif
      if R>400 then
      call IL( AU, 852525, x, y )
      endif
      if R<200*Ratio then
      call IL( AU, 852664, x, y )
      endif
      call IL( AU, 852600, x, y )
      endfunction
      private function SO3 takes unit AU, unit AT, boolean Ally returns nothing//单位目标
      // 敌
      //if Ally == false then
      call IU( AU, 852095, AT )
      call IU( AU, 852119, AT )
      call IU( AU, 852502, AT )
      call IU( AU, 852179, AT )
      call IU( AU, 852171, AT )
      call IU( AU, 852527, AT )
      call IU( AU, 852555, AT )
      call IU( AU, 852227, AT )
      call IU( AU, 852226, AT )
      call IU( AU, 852587, AT )
      call IU( AU, 852585, AT )
      call IU( AU, 852583, AT )
      call IU( AU, 852662, AT )
      call IU( AU, 852665, AT )
      call IU( AU, 852668, AT )
      call IU( AU, 852670, AT )
      call IU( AU, 852230, AT )
      call IU( AU, 852480, AT )
      call IU( AU, 852106, AT )
      call IU( AU, 852487, AT )
      call IU( AU, 852487, AT )
      call IU( AU, 852243, AT )
      call IU( AU, 852560, AT )
      call IU( AU, 852231, AT )
      call IU( AU, 852252, AT )
      //else
      // 友
      call IU( AU, 852501, AT )
      call IU( AU, 852225, AT )
      //endif
      // 任意
      call IU( AU, 852092, AT )
      call IU( AU, 852222, AT )
      call IU( AU, 852274, AT )
      call IU( AU, 852600, AT )
      endfunction


      IP属地:北京7楼2017-06-03 13:10
      回复
        private function HeroSpell takes integer id returns nothing
        local unit hero = Hero[id]
        local real r = DistanceBetweenUnits(hero,Htu[id])
        if IS(hero) and IsUnitVisibleToEnemy(hero) then
        set AB = false
        if TYPE[id] == 1 then
        call SO3(hero,Htu[id],false)
        elseif TYPE[id] == 2 then
        call SO2(hero,Htx[id],Hty[id],r)
        elseif TYPE[id] == 3 then
        call SO1(hero,r)
        endif
        endif
        set hero = null
        endfunction
        private function GetTargetHero takes integer id returns nothing
        local unit u = null
        local unit WT = null
        local unit hero = Hero[id]
        local real HPmin = 10000000000.
        local real Dismin = 10000000000.
        local real HP = 0.
        local real Dis = 0.
        local real x = GetUnitX(hero)
        local real y = GetUnitY(hero)
        local group G = CreateGroup()
        local player p = GetOwningPlayer(hero)
        local integer OI = GetUnitCurrentOrder(hero)
        call GroupEnumUnitsInRange(G,x,y,Range,null)
        loop
        set u = FirstOfGroup(G)
        if IsUnitUseAI(u) then
        set HP = GetUnitState(u,UNIT_STATE_LIFE)
        if HP > 0. and IsUnitEnemy(u,p) then
        if Lock == false then
        set Dis = DistanceBetweenUnits(hero,u)
        if Dis < Dismin then
        set Dismin = Dis
        set WT = u
        endif
        else
        if HP < HPmin then
        set HPmin = HP
        set WT = u
        endif
        endif
        endif
        endif
        call GroupRemoveUnit(G,u)
        exitwhen u==null
        endloop
        call GroupClear(G)
        call DestroyGroup(G)
        if WT != null then
        set Htu[id] = WT
        set Htx[id] = GetUnitX(WT)
        set Hty[id] = GetUnitY(WT)
        if IsFree(OI) then
        if not IssueTargetOrderById( hero, 851983, WT ) or TYPE[id]!=1 then
        call IssuePointOrderById( hero, 851983, Htx[id], Hty[id] )
        endif
        endif
        call HeroSpell(id)
        endif
        set u = null
        set WT = null
        set hero = null
        set p = null
        set G = null
        endfunction
        private function SetGuardPosition takes integer id returns nothing
        if IsUnitVisibleToEnemy(Hero[id]) then
        if GUARD[id] == false then
        call RecycleGuardPosition(Hero[id])
        endif
        set GUARD[id] = true
        else
        if GUARD[id] == true then
        call RemoveGuardPosition(Hero[id])
        endif
        set GUARD[id] = false
        endif
        endfunction
        private function TimerLoop takes nothing returns nothing
        local integer id = GetTimerId(GetExpiredTimer())
        if IsUnitType(Hero[id],UNIT_TYPE_HERO)==false and GetUnitState(Hero[id],UNIT_STATE_LIFE)<=0 then
        call DestroyTimer(HT[id])
        call GroupRemoveUnit(AG,Hero[id])
        set Hero[id] = Hero[Top]
        set HT[id] = HT[Top]
        set OT[id] = OT[Top]
        set TYPE[id] = TYPE[Top]
        set GUARD[id] = GUARD[Top]
        set Hero[Top] = null
        set Top = Top - 1
        else
        if OT[id] > 0 then
        set OT[id] = OT[id] - 1
        else
        set LastOI[id] = 0
        endif
        set TYPE[id] = TYPE[id] + 1
        if TYPE[id] > 3 then
        set TYPE[id] = 0
        endif
        call SetGuardPosition(id)
        call GetTargetHero(id)
        endif
        endfunction
        private function HC takes unit u returns boolean
        if IsUnitUseAI(u) /*
        */and IsUnitIllusion(u)==false /*
        */and IsUnitInGroup(u,AG)==false /*
        */and GetUnitAbilityLevel(u,'Aloc')==0/*
        */and IsUnitType(u,UNIT_TYPE_PEON)==false /*
        */and IsUnitType(u,UNIT_TYPE_STRUCTURE)==false /*
        */and IsPlayerComputer(GetOwningPlayer(u)) then
        call GroupAddUnit(AG,u)
        return true
        endif
        return false
        endfunction
        private function Reg takes unit u returns nothing
        set Top = Top + 1
        set Hero[Top] = u
        set HT[Top] = CreateTimer()
        set OT[Top] = 0
        set TYPE[Top] = 0
        set GUARD[Top] = true
        call TimerStart(HT[Top],1.11,true,function TimerLoop)
        endfunction
        private function Trg01 takes nothing returns nothing
        local unit u = GetTriggerUnit()
        if HC(u) then
        call Reg(u)
        endif
        set u = null
        endfunction
        private function Init takes nothing returns nothing
        local unit u = null
        local group g = CreateGroup()
        set Range = GoldenEggAISettings_Range
        set Ratio = GoldenEggAISettings_Ratio
        set OnlyHero = GoldenEggAISettings_OnlyHero
        set CreepAI = GoldenEggAISettings_CreepAI
        set HumanAI = GoldenEggAISettings_HumanAI
        set Lock = GoldenEggAISettings_Lock
        set AG = CreateGroup()
        set TE = CreateTrigger()
        set RR = CreateRegion()
        call GroupEnumUnitsInRect(g,bj_mapInitialPlayableArea,null)
        loop
        set u = FirstOfGroup(g)
        if HC(u) then
        call Reg(u)
        endif
        call GroupRemoveUnit(g,u)
        exitwhen u==null
        endloop
        call GroupClear(g)
        call DestroyGroup(g)
        call RegionAddRect(RR,bj_mapInitialPlayableArea)
        call TriggerAddAction(TE,function Trg01)
        call TriggerRegisterEnterRegion(TE,RR,null)
        set u = null
        set g = null
        endfunction
        endlibrary


        IP属地:北京8楼2017-06-03 13:10
        回复
          马克


          IP属地:江苏来自Android客户端10楼2020-05-08 11:57
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