Map Dota 6.85: Ai
void RetreatToSafety()
// State transition logic if (hero.healthPercent < healthThresholdRetreat) currentState = AIState.Retreating; else if (IsEnemyHeroNear() && AlliesNearby() >= 2) currentState = AIState.TeamFight; else if (IsLaneEmpty()) currentState = AIState.Pushing; else currentState = AIState.Laning; Map Dota 6.85 Ai
public List<HeroLog> radiantHeroes; public List<HeroLog> direHeroes; public int radiantKills, direKills; public float duration; public List<TowerEvent> towerDeaths; void RetreatToSafety() // State transition logic if (hero
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"); healthThresholdRetreat) currentState = AIState.Retreating
void TeamFightBehavior()
| 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)




