Map Dota 6.85 Ai Apr 2026

Vector3 fountain = GetFountainPosition(hero.team); MoveTowards(fountain); if (hero.healthPercent > 0.6f) currentState = AIState.Laning;

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"); Map Dota 6.85 Ai

public class DotaAIController : MonoBehaviour Vector3 fountain = GetFountainPosition(hero

if (ai.gold >= BuildOrder[ai.nextItemIndex].cost && ai.IsInBase()) ai.BuyItem(BuildOrder[ai.nextItemIndex]); ai.nextItemIndex++; Vector3 fountain = GetFountainPosition(hero.team)

switch (currentState) case AIState.Laning: LaneBehavior(); break; case AIState.Farming: FarmNearestCreep(); break; case AIState.Pushing: PushLane(); break; case AIState.Retreating: RetreatToSafety(); break; case AIState.TeamFight: TeamFightBehavior(); break;

public class AIShopManager

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);