Map — Dota 6.85 Ai
if (ai.gold >= BuildOrder[ai.nextItemIndex].cost && ai.IsInBase()) ai.BuyItem(BuildOrder[ai.nextItemIndex]); ai.nextItemIndex++;
hero.assignedLane = lane; hero.currentState = AIState.Laning; hero.MoveTo(GetLanePosition(lane, hero.team));
void RetreatToSafety()
public class DotaAIController : MonoBehaviour Map Dota 6.85 Ai
public class SvenAI : DotaAIController
void SaveMatch()
Vector3 fountain = GetFountainPosition(hero.team); MoveTowards(fountain); if (hero.healthPercent > 0.6f) currentState = AIState.Laning; if (ai
Hero priorityTarget = GetLowestHealthEnemyHero(); if (priorityTarget != null && InRange(priorityTarget)) CastBestSpell(priorityTarget); else MoveTowards(priorityTarget.transform.position);
// Great Cleave when surrounded if (CanCast("Great Cleave") && CountEnemiesInRange(300) >= 2) CastSpell("Great Cleave");
[System.Serializable] public class MatchRecord if (ai.gold >
public class LaneAssignment
Laning, Farming, Pushing, Retreating, Roaming, TeamFight, Buying
| 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)