Map Dota 6.85 Ai Page

void RetreatToSafety()

[System.Serializable] public class MatchRecord

hero.assignedLane = lane; hero.currentState = AIState.Laning; hero.MoveTo(GetLanePosition(lane, hero.team)); Map Dota 6.85 Ai

| 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)

Laning, Farming, Pushing, Retreating, Roaming, TeamFight, Buying void RetreatToSafety() [System

void UseAbilities(Hero target) // Storm Hammer if (CanCast("Storm Hammer") && target != null && DistanceTo(target) < 600) CastSpell("Storm Hammer", target); // Warcry if allies nearby and taking damage if (CanCast("Warcry") && hero.healthPercent < 0.5f && AlliesNearby() > 0) CastSpell("Warcry");

if (ai.gold >= BuildOrder[ai.nextItemIndex].cost && ai.IsInBase()) ai.BuyItem(BuildOrder[ai.nextItemIndex]); ai.nextItemIndex++; hero.currentState = AIState.Laning

void SaveMatch()

switch (currentState) case AIState.Laning: LaneBehavior(); break; case AIState.Farming: FarmNearestCreep(); break; case AIState.Pushing: PushLane(); break; case AIState.Retreating: RetreatToSafety(); break; case AIState.TeamFight: TeamFightBehavior(); break;

public List<HeroLog> radiantHeroes; public List<HeroLog> direHeroes; public int radiantKills, direKills; public float duration; public List<TowerEvent> towerDeaths;

void TeamFightBehavior()