void RetreatToSafety()
void Assign(HeroAI hero, Lane lane)
public void AssignLanes(List<HeroAI> radiant, List<HeroAI> dire) // Radiant Assign(radiant[0], Lane.Safe); Assign(radiant[1], Lane.Mid); Assign(radiant[2], Lane.Offlane); // optionally +2 roam/jungle // Dire mirrored Assign(dire[0], Lane.Offlane); Assign(dire[1], Lane.Mid); Assign(dire[2], Lane.Safe); Map Dota 6.85 Ai
string json = JsonUtility.ToJson(currentMatch); PlayerPrefs.SetString("Match_" + System.DateTime.Now.Ticks, json);
hero.assignedLane = lane; hero.currentState = AIState.Laning; hero.MoveTo(GetLanePosition(lane, hero.team)); void RetreatToSafety() void Assign(HeroAI hero
void LaneBehavior()
// 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; Lane lane) public void AssignLanes(List<
Hero priorityTarget = GetLowestHealthEnemyHero(); if (priorityTarget != null && InRange(priorityTarget)) CastBestSpell(priorityTarget); else MoveTowards(priorityTarget.transform.position);