initial commit
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--[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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local ____exports = {}
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function ____exports.SetGoldUsually(self, unit)
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local difficulty_multiplier = 1
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local baseMinGold = unit:GetMinimumGoldBounty()
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local baseMaxGold = unit:GetMaximumGoldBounty()
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local expirience = unit:GetDeathXP()
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local expirience_full = math.floor(expirience * difficulty_multiplier)
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local minGold = math.floor(baseMinGold * difficulty_multiplier)
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local maxGold = math.floor(baseMaxGold * difficulty_multiplier)
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unit:SetDeathXP(expirience_full)
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unit:SetMinimumGoldBounty(minGold)
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unit:SetMaximumGoldBounty(maxGold)
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end
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function ____exports.GiveGoldPlayers(self, amount)
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local players = PlayerResource:GetPlayerCountForTeam(DOTA_TEAM_GOODGUYS)
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do
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local i = 0
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while i < players do
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local player = PlayerResource:GetPlayer(i)
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if player then
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local hero = player:GetAssignedHero()
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if hero ~= nil and hero ~= nil then
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hero:ModifyGold(amount, true, DOTA_ModifyGold_Unspecified)
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end
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end
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i = i + 1
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end
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end
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end
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_G.HasShard = function(____, unit)
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if unit:HasModifier("modifier_item_aghanims_shard") then
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return true
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end
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return false
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end
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_G.HasScepter = function(____, unit)
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if not unit or unit:IsNull() then
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return false
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end
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if unit:HasModifier("modifier_item_aghanims_scepter") then
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return true
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end
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if unit:HasModifier("modifier_item_ultimate_scepter") then
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return true
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end
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if unit:HasModifier("modifier_item_ultimate_scepter_consumed") then
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return true
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end
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return unit:HasScepter()
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end
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_G.HasTalent = function(____, unit, talentName)
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local talent = unit:FindAbilityByName(talentName)
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return talent ~= nil and talent:GetLevel() > 0
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end
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____exports.SpawnUnitsAndAttack = function(____, name, location, count, data, team)
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local ____data_0 = data
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local attackPoint = ____data_0.attackPoint
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local target = ____data_0.target
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local units = {}
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do
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local index = 0
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while index < count do
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local unit = CreateUnitByName(
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name,
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location,
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true,
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nil,
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nil,
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team
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)
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units[#units + 1] = unit
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if attackPoint then
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Timers:CreateTimer(
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0.1,
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function()
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unit:Stop()
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ExecuteOrderFromTable({
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UnitIndex = unit:entindex(),
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Queue = false,
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OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE,
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Position = attackPoint
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})
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end
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)
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elseif target then
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unit:SetContextThink(
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unit:GetUnitName(),
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function()
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ExecuteOrderFromTable({
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UnitIndex = unit:entindex(),
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OrderType = DOTA_UNIT_ORDER_ATTACK_TARGET,
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TargetIndex = target:entindex()
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})
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return 0.25
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end,
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0.2
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)
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end
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index = index + 1
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end
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end
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return units
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end
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____exports.GetAllHeroes = function()
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local heroes = {}
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do
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local index = 0
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while index < PlayerResource:GetPlayerCount() do
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do
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local hero = PlayerResource:GetSelectedHeroEntity(index)
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if not hero then
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goto __continue22
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end
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heroes[#heroes + 1] = hero
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end
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::__continue22::
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index = index + 1
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end
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end
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return heroes
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end
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return ____exports
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