Files
Dota-Zombie-Invasion/scripts/vscripts/abilities/heroes/sniper/ability_sniper_assassinate_custom.lua
T
2026-05-29 15:11:31 +07:00

327 lines
12 KiB
Lua

local ____lualib = require("lualib_bundle")
local __TS__Class = ____lualib.__TS__Class
local __TS__ClassExtends = ____lualib.__TS__ClassExtends
local __TS__Decorate = ____lualib.__TS__Decorate
local ____exports = {}
local ____dota_ts_adapter = require("lib.dota_ts_adapter")
local BaseAbility = ____dota_ts_adapter.BaseAbility
local BaseModifier = ____dota_ts_adapter.BaseModifier
local registerAbility = ____dota_ts_adapter.registerAbility
local registerModifier = ____dota_ts_adapter.registerModifier
local ____ability_stacking_crit = require("abilities.modifiers.ability_stacking_crit")
local modifier_stacking_crit = ____ability_stacking_crit.modifier_stacking_crit
--- R: ульта по мотивам dota1x6 — фаза помечает врагов в AoE у курсора (прицел + обзор),
-- выстрел снарядом по каждой отмеченной цели; если в зоне никого нет — по одной цели каста.
____exports.ability_sniper_assassinate_custom = __TS__Class()
local ability_sniper_assassinate_custom = ____exports.ability_sniper_assassinate_custom
ability_sniper_assassinate_custom.name = "ability_sniper_assassinate_custom"
ability_sniper_assassinate_custom.____file_path = "scripts/vscripts/abilities/heroes/sniper/ability_sniper_assassinate_custom.lua"
__TS__ClassExtends(ability_sniper_assassinate_custom, BaseAbility)
function ability_sniper_assassinate_custom.prototype.____constructor(self, ...)
BaseAbility.prototype.____constructor(self, ...)
self.phaseTargets = {}
end
function ability_sniper_assassinate_custom.prototype.Precache(self, context)
PrecacheResource("particle", "particles/units/heroes/hero_sniper/sniper_crosshair.vpcf", context)
PrecacheResource("particle", "particles/units/heroes/hero_sniper/sniper_assassinate.vpcf", context)
PrecacheResource("soundfile", "soundevents/game_sounds_heroes/game_sounds_sniper.vsndevts", context)
end
function ability_sniper_assassinate_custom.prototype.GetBehavior(self)
return bit.bor(
bit.bor(DOTA_ABILITY_BEHAVIOR_UNIT_TARGET, DOTA_ABILITY_BEHAVIOR_AOE),
DOTA_ABILITY_BEHAVIOR_IGNORE_BACKSWING
)
end
function ability_sniper_assassinate_custom.prototype.GetAOERadius(self)
local r = self:GetSpecialValueFor("aoe_radius")
if r <= 0 then
r = 400
end
return r
end
function ability_sniper_assassinate_custom.prototype.OnAbilityPhaseStart(self)
if not IsServer() then
return true
end
local caster = self:GetCaster()
EmitSoundOn("Ability.AssassinateLoad", caster)
self.phaseTargets = {}
local point = self:GetCursorPosition()
local aoe = self:GetSpecialValueFor("aoe_radius")
if aoe <= 0 then
aoe = 400
end
local debuffDur = self:GetSpecialValueFor("debuff_duration")
if debuffDur <= 0 then
debuffDur = self:GetCastPoint() + 0.5
end
local enemies = FindUnitsInRadius(
caster:GetTeamNumber(),
point,
nil,
aoe,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
DOTA_UNIT_TARGET_FLAG_INVULNERABLE + DOTA_UNIT_TARGET_FLAG_NO_INVIS,
FIND_CLOSEST,
false
)
for ____, enemy in ipairs(enemies) do
do
if not enemy or not enemy:IsAlive() then
goto __continue10
end
local ____self_phaseTargets_0 = self.phaseTargets
____self_phaseTargets_0[#____self_phaseTargets_0 + 1] = enemy
enemy:AddNewModifier(caster, self, ____exports.modifier_sniper_assassinate_aim.name, {duration = debuffDur})
end
::__continue10::
end
return true
end
function ability_sniper_assassinate_custom.prototype.OnAbilityPhaseInterrupted(self)
if not IsServer() then
return
end
self:ClearPhaseMarks()
end
function ability_sniper_assassinate_custom.prototype.OnSpellStart(self)
if not IsServer() then
return
end
local caster = self:GetCaster()
local targets = {}
if #self.phaseTargets > 0 then
for ____, u in ipairs(self.phaseTargets) do
if u and u:IsAlive() and not u:IsNull() then
targets[#targets + 1] = u
end
end
else
local t = self:GetCursorTarget()
if t and t:IsAlive() then
targets[#targets + 1] = t
end
end
self.phaseTargets = {}
if #targets == 0 then
return
end
EmitSoundOn("Ability.Assassinate", caster)
EmitSoundOn("Hero_Sniper.AssassinateProjectile", caster)
local speed = self:GetSpecialValueFor("projectile_speed")
for ____, target in ipairs(targets) do
ProjectileManager:CreateTrackingProjectile({
Ability = self,
EffectName = "particles/units/heroes/hero_sniper/sniper_assassinate.vpcf",
Source = caster,
Target = target,
iMoveSpeed = speed,
bDodgeable = true,
bVisibleToEnemies = true,
bProvidesVision = true,
iVisionRadius = 400,
iVisionTeamNumber = caster:GetTeamNumber(),
iSourceAttachment = DOTA_PROJECTILE_ATTACHMENT_ATTACK_1
})
end
end
function ability_sniper_assassinate_custom.prototype.ClearPhaseMarks(self)
for ____, u in ipairs(self.phaseTargets) do
if u and not u:IsNull() and u:IsAlive() then
u:RemoveModifierByName(____exports.modifier_sniper_assassinate_aim.name)
end
end
self.phaseTargets = {}
end
function ability_sniper_assassinate_custom.prototype.OnProjectileHit(self, target, _location)
if not IsServer() then
return true
end
if not target or not target:IsAlive() then
return true
end
local caster = self:GetCaster()
if not caster or not caster:IsAlive() then
return true
end
target:RemoveModifierByName(____exports.modifier_sniper_assassinate_aim.name)
if target:TriggerSpellAbsorb(self) then
return true
end
EmitSoundOn("Hero_Sniper.AssassinateDamage", caster)
local stunDur = self:GetSpecialValueFor("ministun_duration")
if stunDur > 0 then
target:AddNewModifier(
caster,
self,
"modifier_stunned",
{duration = stunDur * (1 - target:GetStatusResistance())}
)
end
local ____opt_1 = modifier_stacking_crit:GetForUnit(caster)
if ____opt_1 ~= nil then
____opt_1:GuaranteeNextCrit(1)
end
caster:PerformAttack(
target,
true,
true,
true,
false,
false,
false,
true
)
local armorDebuffDur = self:GetSpecialValueFor("armor_mark_duration")
if armorDebuffDur > 0 then
target:AddNewModifier(caster, self, "modifier_sniper_assassinate_mark", {duration = armorDebuffDur})
end
return true
end
ability_sniper_assassinate_custom = __TS__Decorate(
ability_sniper_assassinate_custom,
ability_sniper_assassinate_custom,
{registerAbility(nil)},
{kind = "class", name = "ability_sniper_assassinate_custom"}
)
____exports.ability_sniper_assassinate_custom = ability_sniper_assassinate_custom
--- Метка на фазе прицеливания: крест + краткий обзор (как в 1x6).
____exports.modifier_sniper_assassinate_aim = __TS__Class()
local modifier_sniper_assassinate_aim = ____exports.modifier_sniper_assassinate_aim
modifier_sniper_assassinate_aim.name = "modifier_sniper_assassinate_aim"
modifier_sniper_assassinate_aim.____file_path = "scripts/vscripts/abilities/heroes/sniper/ability_sniper_assassinate_custom.lua"
__TS__ClassExtends(modifier_sniper_assassinate_aim, BaseModifier)
function modifier_sniper_assassinate_aim.prototype.IsHidden(self)
return false
end
function modifier_sniper_assassinate_aim.prototype.IsDebuff(self)
return true
end
function modifier_sniper_assassinate_aim.prototype.IsPurgable(self)
return false
end
function modifier_sniper_assassinate_aim.prototype.GetTexture(self)
return "sniper_assassinate"
end
function modifier_sniper_assassinate_aim.prototype.OnCreated(self)
if not IsServer() then
return
end
local parent = self:GetParent()
local caster = self:GetCaster()
if not caster then
return
end
self.fx = ParticleManager:CreateParticleForTeam(
"particles/units/heroes/hero_sniper/sniper_crosshair.vpcf",
PATTACH_OVERHEAD_FOLLOW,
parent,
caster:GetTeamNumber()
)
ParticleManager:SetParticleControl(
self.fx,
1,
Vector(0, 0, 0)
)
self:AddParticle(
self.fx,
false,
false,
-1,
false,
false
)
self:StartIntervalThink(0.1)
end
function modifier_sniper_assassinate_aim.prototype.OnIntervalThink(self)
if not IsServer() then
return
end
local caster = self:GetCaster()
local parent = self:GetParent()
if not caster then
return
end
AddFOWViewer(
caster:GetTeamNumber(),
parent:GetAbsOrigin(),
10,
0.1,
true
)
end
function modifier_sniper_assassinate_aim.prototype.OnDestroy(self)
if not IsServer() then
return
end
self.fx = nil
end
modifier_sniper_assassinate_aim = __TS__Decorate(
modifier_sniper_assassinate_aim,
modifier_sniper_assassinate_aim,
{registerModifier(nil)},
{kind = "class", name = "modifier_sniper_assassinate_aim"}
)
____exports.modifier_sniper_assassinate_aim = modifier_sniper_assassinate_aim
____exports.modifier_sniper_assassinate_mark = __TS__Class()
local modifier_sniper_assassinate_mark = ____exports.modifier_sniper_assassinate_mark
modifier_sniper_assassinate_mark.name = "modifier_sniper_assassinate_mark"
modifier_sniper_assassinate_mark.____file_path = "scripts/vscripts/abilities/heroes/sniper/ability_sniper_assassinate_custom.lua"
__TS__ClassExtends(modifier_sniper_assassinate_mark, BaseModifier)
function modifier_sniper_assassinate_mark.prototype.____constructor(self, ...)
BaseModifier.prototype.____constructor(self, ...)
self.reduction = 0
end
function modifier_sniper_assassinate_mark.prototype.IsHidden(self)
return false
end
function modifier_sniper_assassinate_mark.prototype.IsDebuff(self)
return true
end
function modifier_sniper_assassinate_mark.prototype.GetTexture(self)
return "sniper_assassinate"
end
function modifier_sniper_assassinate_mark.prototype.DeclareFunctions(self)
return {MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS}
end
function modifier_sniper_assassinate_mark.prototype.OnCreated(self)
if not IsServer() then
return
end
self:StartIntervalThink(0.25)
self:RefreshArmorReduction()
end
function modifier_sniper_assassinate_mark.prototype.OnRefresh(self)
if not IsServer() then
return
end
self:RefreshArmorReduction()
end
function modifier_sniper_assassinate_mark.prototype.OnIntervalThink(self)
if not IsServer() then
return
end
self:RefreshArmorReduction()
end
function modifier_sniper_assassinate_mark.prototype.RefreshArmorReduction(self)
local p = self:GetParent()
local displayed = p:GetPhysicalArmorValue(false)
local trueArmor = displayed + self.reduction
self.reduction = math.max(
0,
math.floor(trueArmor * 0.5)
)
end
function modifier_sniper_assassinate_mark.prototype.GetModifierPhysicalArmorBonus(self)
return -self.reduction
end
modifier_sniper_assassinate_mark = __TS__Decorate(
modifier_sniper_assassinate_mark,
modifier_sniper_assassinate_mark,
{registerModifier(nil)},
{kind = "class", name = "modifier_sniper_assassinate_mark"}
)
____exports.modifier_sniper_assassinate_mark = modifier_sniper_assassinate_mark
return ____exports