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What are You Working On? #171
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I'm working on gobal stuff, namely better push detection/response, better pushing. Also info about lanes that need help, be it to either survive or get a kill. |
Cool, FYI, I started using the convention of bot.variableName to save bot-specific persistent information rather than setHeroVar() and getHeroVar(). It is "faster", and easier to access (you have it anywhere you call GetBot()). Eventually I will change out all our set/getHeroVar() to it, but not rushing that aspect. |
Checked in Legion Commander (didn't checkin the updated hero_selection.lua to not mess others up). It's a Jungling LC |
Checked in ported Venomancer semi-support |
In my next push I've added two new utility functions for team-fight logic: InTeamFight(bot, range) - returns a list of allies that are in a "fight" mode within "range" from "bot", will include the unit asking the question is they are fighting already GetScariestEnemy(bot, range, bConsiderMagicImmune) - returns the most dangerous enemy within "range" that is not already crowd controlled ( check utility.IsUnitCrowdControlled() for what it considers ) or "nil". Optional boolean flag can be passed (defaults to "false" if not supplied) to tell the function to include currently magic immune targets ( for things like Abyssal Blade use, Necro's Ult, etc) |
I should have Spirit Breaker offlane build committed tonight. |
SB is in and taking names... fun to watch him... still needs a little work for breaking charge when used as a retreat mechanic early (rather than let him finish it). Fighting is much better now... we don't just stand there and fight. Implemented "Use*()" functions for all usable items. Only Eul's is largely flashed out though. |
To avoid me working on the same thing "you" are working on, can you tell me what you are doing?
My plan is to start knocking out all the listed "bug" and "enhancements" that are not "spoken for" in the Issue Tracker, and adding new heroes when my brain gets fried.
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