├── .editorconfig ├── .github └── workflows │ └── ci.yml ├── .gitignore ├── .vscode ├── settings.json └── tasks.json ├── LICENSE ├── README.md ├── content └── panorama │ ├── images │ └── custom_game │ │ └── tstl.png │ ├── layout │ └── custom_game │ │ ├── custom_ui_manifest.xml │ │ └── hud.xml │ └── styles │ └── custom_game │ └── hud.css ├── game └── scripts │ └── npc │ ├── heroes │ └── meepo.kv │ └── npc_abilities_custom.txt ├── package-lock.json ├── package.json ├── scripts ├── install.js ├── launch.js └── utils.js └── src ├── common ├── events.d.ts └── general.d.ts ├── panorama ├── hud.ts ├── manifest.ts └── tsconfig.json └── vscripts ├── GameMode.ts ├── abilities └── heroes │ └── meepo │ └── earthbind_ts_example.ts ├── addon_game_mode.ts ├── lib ├── dota_ts_adapter.ts ├── timers.d.ts ├── timers.lua └── tstl-utils.ts ├── modifiers └── modifier_panic.ts └── tsconfig.json /.editorconfig: -------------------------------------------------------------------------------- 1 | root = true 2 | 3 | [*] 4 | indent_style = space 5 | indent_size = 4 6 | end_of_line = lf 7 | charset = utf-8 8 | trim_trailing_whitespace = true 9 | insert_final_newline = true 10 | -------------------------------------------------------------------------------- /.github/workflows/ci.yml: -------------------------------------------------------------------------------- 1 | name: CI 2 | 3 | on: [push, pull_request] 4 | 5 | jobs: 6 | main: 7 | name: Main 8 | runs-on: ubuntu-latest 9 | 10 | steps: 11 | - uses: actions/checkout@v2 12 | - name: Use Node.js 18 13 | uses: actions/setup-node@v1 14 | with: 15 | node-version: 18 16 | - run: npm ci --ignore-scripts 17 | - run: npm run build 18 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | node_modules 2 | 3 | /content/panorama/scripts/custom_game/**/*.js 4 | /game/scripts/vscripts/**/*.lua 5 | 6 | # Dota 2 stuff 7 | *.bin 8 | *.vcss_c 9 | *.vxml_c 10 | *.vtex_c 11 | *.vjs_c 12 | *.vpcf_c 13 | *.vmat_c 14 | *.vpk 15 | *.vmdl_c 16 | *.vmesh_c 17 | *.vsndevts_c 18 | *.vsnd_c 19 | panorama_debugger.cfg 20 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "css.lint.unknownProperties": "ignore" 3 | } -------------------------------------------------------------------------------- /.vscode/tasks.json: -------------------------------------------------------------------------------- 1 | { 2 | // See https://go.microsoft.com/fwlink/?LinkId=733558 3 | // for the documentation about the tasks.json format 4 | "version": "2.0.0", 5 | "tasks": [ 6 | { 7 | "label": "Watch", 8 | "type": "npm", 9 | "script": "dev", 10 | "problemMatcher": "$tsc-watch", 11 | "isBackground": true, 12 | "group": { 13 | "kind": "build", 14 | "isDefault": true 15 | } 16 | } 17 | ] 18 | } 19 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) ModDota 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ModDota template 2 | 3 | A template for Dota 2 Custom Games built with modern technologies. 4 | 5 | [This tutorial](https://moddota.com/scripting/Typescript/typescript-introduction/) explains how to set up and use the template. 6 | 7 | The template includes: 8 | 9 | - [TypeScript for Panorama](https://moddota.com/panorama/introduction-to-panorama-ui-with-typescript) 10 | - [TypeScript for VScripts](https://typescripttolua.github.io/) 11 | - Simple commands to build and launch your custom game 12 | - [Continuous Integration](#continuous-integration) support 13 | 14 | ## Getting Started 15 | 16 | 1. Clone this repository or, if you're planning to have a repository for your custom game on GitHub, [create a new repository from this template](https://help.github.com/en/github/creating-cloning-and-archiving-repositories/creating-a-repository-from-a-template) and clone it instead. 17 | 2. Open the directory of your custom game and change `name` field in `package.json` file to the name of your addon name. 18 | 3. Open terminal in that directory and run `npm install` to install dependencies. You also should run `npm update` once in a while to get tool updates. 19 | 20 | After that you can press `Ctrl+Shift+B` in VSCode or run `npm run dev` command in terminal to compile your code and watch for changes. 21 | 22 | ## Contents: 23 | 24 | * **[src/common]:** TypeScript .d.ts type declaration files with types that can be shared between Panorama and VScripts 25 | * **[src/vscripts]:** TypeScript code for Dota addon (Lua) vscripts. Compiles lua to game/scripts/vscripts. 26 | * **[src/panorama]:** TypeScript code for panorama UI. Compiles js to content/panorama/scripts/custom_game 27 | 28 | -- 29 | 30 | * **[game/*]:** Dota game directory containing files such as npc kv files and compiled lua scripts. 31 | * **[content/*]:** Dota content directory containing panorama sources other than scripts (xml, css, compiled js) 32 | 33 | -- 34 | 35 | * **[scripts/*]:** Repository installation scripts 36 | 37 | ## Continuous Integration 38 | 39 | This template includes a [GitHub Actions](https://github.com/features/actions) [workflow](.github/workflows/ci.yml) that builds your custom game on every commit and fails when there are type errors. 40 | -------------------------------------------------------------------------------- /content/panorama/images/custom_game/tstl.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ModDota/TypeScriptAddonTemplate/cc021e25d9314015fc2338850ef85593e2ffcbde/content/panorama/images/custom_game/tstl.png -------------------------------------------------------------------------------- /content/panorama/layout/custom_game/custom_ui_manifest.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | -------------------------------------------------------------------------------- /content/panorama/layout/custom_game/hud.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 30 | 31 | 32 | -------------------------------------------------------------------------------- /content/panorama/styles/custom_game/hud.css: -------------------------------------------------------------------------------- 1 | .MainHud { 2 | width: 100%; 3 | height: 100%; 4 | } 5 | 6 | #ExamplePanel { 7 | width: 500px; 8 | height: 500px; 9 | /* Using a background image already in dota */ 10 | background-image: url("s2r://panorama/images/loadingscreens/international_2023_ls_3/loadingscreen.vtex"); 11 | background-repeat: no-repeat; 12 | background-position: center; 13 | background-size: cover; 14 | 15 | border-style: solid; 16 | border-width: 3px; 17 | border-color: rgb(0, 0, 0); 18 | 19 | horizontal-align: center; 20 | vertical-align: center; 21 | } 22 | 23 | #ExamplePanel #BannerImage { 24 | width: 200px; 25 | height: 200px; 26 | horizontal-align: center; 27 | y: 40px; 28 | } 29 | 30 | #ExamplePanel .ExampleTitle { 31 | horizontal-align: center; 32 | font-size: 30px; 33 | y: 260px; 34 | } 35 | 36 | #ExamplePanel .ExampleParagraph { 37 | y: 320px; 38 | margin-left: 30px; 39 | margin-right: 30px; 40 | } 41 | 42 | #ExamplePanel #CloseButton { 43 | width: 100px; 44 | height: 50px; 45 | background-color: rgb(228, 228, 228); 46 | horizontal-align: center; 47 | vertical-align: bottom; 48 | y: -30px; 49 | } 50 | 51 | #ExamplePanel #CloseButton Label { 52 | horizontal-align: center; 53 | vertical-align: center; 54 | color: black; 55 | } 56 | 57 | #ExamplePanel #CloseButton:hover { 58 | background-color: rgb(0, 135, 245); 59 | } 60 | 61 | #ExamplePanel #CloseButton:hover Label { 62 | color: white; 63 | } 64 | 65 | 66 | -------------------------------------------------------------------------------- /game/scripts/npc/heroes/meepo.kv: -------------------------------------------------------------------------------- 1 | /// /// 2 | /// ModDota AbilityLuaSpellLibrary spells for Meepo /// 3 | /// /// 4 | /// Last Update: 7.37e /// 5 | /// /// 6 | 7 | "DOTAAbilities" 8 | { 9 | //================================================================================================================= 10 | // Meepo: Earthbind 11 | //================================================================================================================= 12 | "meepo_earthbind_ts_example" 13 | { 14 | // General 15 | //------------------------------------------------------------------------------------------------------------- 16 | "BaseClass" "ability_lua" 17 | "ScriptFile" "abilities/heroes/meepo/earthbind_ts_example.lua" 18 | "AbilityTextureName" "meepo_earthbind" 19 | "AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_AOE | DOTA_ABILITY_BEHAVIOR_POINT | DOTA_ABILITY_BEHAVIOR_IGNORE_BACKSWING" 20 | "SpellImmunityType" "SPELL_IMMUNITY_ENEMIES_NO" 21 | "SpellDispellableType" "SPELL_DISPELLABLE_YES" 22 | "FightRecapLevel" "1" 23 | "AbilitySound" "Hero_Meepo.Earthbind.Cast" 24 | 25 | 26 | // Casting 27 | //------------------------------------------------------------------------------------------------------------- 28 | "AbilityCastRange" "1250" 29 | "AbilityCastPoint" "0.3" 30 | 31 | // Time 32 | //------------------------------------------------------------------------------------------------------------- 33 | "AbilityCooldown" "2" 34 | 35 | // Cost 36 | //------------------------------------------------------------------------------------------------------------- 37 | "AbilityManaCost" "10" 38 | 39 | // Special 40 | //------------------------------------------------------------------------------------------------------------- 41 | "AbilityValues" 42 | { 43 | "duration" "2.0" 44 | "radius" 45 | { 46 | "value" "220" 47 | "affected_by_aoe_increase" "1" 48 | } 49 | "speed" "1200" 50 | "megameepo_net_offset" 51 | { 52 | "value" "160" 53 | "affected_by_aoe_increase" "1" 54 | } 55 | "cooldown" "2" 56 | "LinkedSpecialBonus" "special_bonus_unique_meepo3" 57 | } 58 | "AbilityCastAnimation" "ACT_DOTA_CAST_ABILITY_1" 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /game/scripts/npc/npc_abilities_custom.txt: -------------------------------------------------------------------------------- 1 | #base "heroes/meepo.kv" 2 | 3 | "DOTAAbilities" 4 | { 5 | } 6 | 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-------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "", 3 | "private": true, 4 | "scripts": { 5 | "postinstall": "node scripts/install.js", 6 | "launch": "node scripts/launch.js", 7 | "build": "run-p build:*", 8 | "build:panorama": "tsc --project src/panorama/tsconfig.json", 9 | "build:vscripts": "tstl --project src/vscripts/tsconfig.json", 10 | "dev": "run-p dev:*", 11 | "dev:panorama": "tsc --project src/panorama/tsconfig.json --watch", 12 | "dev:vscripts": "tstl --project src/vscripts/tsconfig.json --watch" 13 | }, 14 | "devDependencies": { 15 | "@moddota/dota-lua-types": "^4.34.1", 16 | "@moddota/find-steam-app": "^1.1.0", 17 | "@moddota/panorama-types": "^1.30.0", 18 | "fs-extra": "^9.0.0", 19 | "npm-run-all": "^4.1.5", 20 | "typescript": "5.5.2", 21 | "typescript-to-lua": "^1.26.0" 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /scripts/install.js: -------------------------------------------------------------------------------- 1 | const assert = require("assert"); 2 | const fs = require("fs-extra"); 3 | const path = require("path"); 4 | const { getAddonName, getDotaPath } = require("./utils"); 5 | 6 | (async () => { 7 | const dotaPath = await getDotaPath(); 8 | if (dotaPath === undefined) { 9 | console.log("No Dota 2 installation found. Addon linking is skipped."); 10 | return; 11 | } 12 | 13 | for (const directoryName of ["game", "content"]) { 14 | const sourcePath = path.resolve(__dirname, "..", directoryName); 15 | assert(fs.existsSync(sourcePath), `Could not find '${sourcePath}'`); 16 | 17 | const targetRoot = path.join(dotaPath, directoryName, "dota_addons"); 18 | assert(fs.existsSync(targetRoot), `Could not find '${targetRoot}'`); 19 | 20 | const targetPath = path.join(dotaPath, directoryName, "dota_addons", getAddonName()); 21 | if (fs.existsSync(targetPath)) { 22 | const isCorrect = fs.lstatSync(sourcePath).isSymbolicLink() && fs.realpathSync(sourcePath) === targetPath; 23 | if (isCorrect) { 24 | console.log(`Skipping '${sourcePath}' since it is already linked`); 25 | continue; 26 | } else { 27 | throw new Error(`'${targetPath}' is already linked to another directory`); 28 | } 29 | } 30 | 31 | fs.moveSync(sourcePath, targetPath); 32 | fs.symlinkSync(targetPath, sourcePath, "junction"); 33 | console.log(`Linked ${sourcePath} <==> ${targetPath}`); 34 | } 35 | })().catch(error => { 36 | console.error(error); 37 | process.exit(1); 38 | }); 39 | -------------------------------------------------------------------------------- /scripts/launch.js: -------------------------------------------------------------------------------- 1 | const { spawn } = require("child_process"); 2 | const path = require("path"); 3 | const { getAddonName, getDotaPath } = require("./utils"); 4 | 5 | (async () => { 6 | const dotaPath = await getDotaPath(); 7 | const win64 = path.join(dotaPath, "game", "bin", "win64"); 8 | 9 | // You can add any arguments there 10 | // For example `+dota_launch_custom_game ${getAddonName()} dota` would automatically load "dota" map 11 | const args = ["-novid", "-tools", "-addon", getAddonName()]; 12 | spawn(path.join(win64, "dota2.exe"), args, { detached: true, cwd: win64 }); 13 | })().catch(error => { 14 | console.error(error); 15 | process.exit(1); 16 | }); 17 | -------------------------------------------------------------------------------- /scripts/utils.js: -------------------------------------------------------------------------------- 1 | const { findSteamAppByName, SteamNotFoundError } = require("@moddota/find-steam-app"); 2 | const packageJson = require("../package.json"); 3 | 4 | module.exports.getAddonName = () => { 5 | if (!/^[a-z][\d_a-z]+$/.test(packageJson.name)) { 6 | throw new Error( 7 | "Addon name may consist only of lowercase characters, digits, and underscores " + 8 | "and should start with a letter. Edit `name` field in `package.json` file.", 9 | ); 10 | } 11 | 12 | return packageJson.name; 13 | }; 14 | 15 | module.exports.getDotaPath = async () => { 16 | try { 17 | return await findSteamAppByName("dota 2 beta"); 18 | } catch (error) { 19 | if (!(error instanceof SteamNotFoundError)) { 20 | throw error; 21 | } 22 | } 23 | }; 24 | -------------------------------------------------------------------------------- /src/common/events.d.ts: -------------------------------------------------------------------------------- 1 | /** 2 | * This file contains types for the events you want to send between the UI (Panorama) 3 | * and the server (VScripts). 4 | * 5 | * IMPORTANT: 6 | * 7 | * The dota engine will change the type of event data slightly when it is sent, so on the 8 | * Panorama side your event handlers will have to handle NetworkedData, changes are: 9 | * - Booleans are turned to 0 | 1 10 | * - Arrays are automatically translated to objects when sending them as event. You have 11 | * to change them back into arrays yourself! See 'toArray()' in src/panorama/hud.ts 12 | */ 13 | 14 | // To declare an event for use, add it to this table with the type of its data 15 | interface CustomGameEventDeclarations { 16 | example_event: ExampleEventData, 17 | ui_panel_closed: UIPanelClosedEventData 18 | } 19 | 20 | // Define the type of data sent by the example_event event 21 | interface ExampleEventData { 22 | myNumber: number; 23 | myBoolean: boolean; 24 | myString: string; 25 | myArrayOfNumbers: number[] 26 | } 27 | 28 | // This event has no data 29 | interface UIPanelClosedEventData {} -------------------------------------------------------------------------------- /src/common/general.d.ts: -------------------------------------------------------------------------------- 1 | /** 2 | * This file contains some general types related to your game that can be shared between 3 | * front-end (Panorama) and back-end (VScripts). Only put stuff in here you need to share. 4 | */ 5 | 6 | interface Color { 7 | r: number, 8 | g: number, 9 | b: number 10 | } 11 | 12 | interface UnitData { 13 | name: string, 14 | level: number 15 | } -------------------------------------------------------------------------------- /src/panorama/hud.ts: -------------------------------------------------------------------------------- 1 | $.Msg("Hud panorama loaded"); 2 | 3 | function OnCloseButtonClicked() { 4 | $.Msg("Example close button clicked"); 5 | 6 | // Find panel by id 7 | const examplePanel = $("#ExamplePanel"); 8 | 9 | // Remove panel 10 | examplePanel.DeleteAsync(0); 11 | 12 | // Send event to server 13 | GameEvents.SendCustomGameEventToServer("ui_panel_closed", {}); 14 | } 15 | 16 | GameEvents.Subscribe("example_event", (data: NetworkedData) => { 17 | const myNumber = data.myNumber; 18 | const myString = data.myString; 19 | 20 | const myBoolean = data.myBoolean; // After sending to client this is now type 0 | 1! 21 | 22 | const myArrayObject = data.myArrayOfNumbers; // After sending this is now an object! 23 | 24 | const myArray = toArray(myArrayObject); // We can turn it back into an array ourselves. 25 | 26 | $.Msg("Received example event", myNumber, myString, myBoolean, myArrayObject, myArray); 27 | 28 | }); 29 | 30 | /** 31 | * Turn a table object into an array. 32 | * @param obj The object to transform to an array. 33 | * @returns An array with items of the value type of the original object. 34 | */ 35 | function toArray(obj: Record): T[] { 36 | const result = []; 37 | 38 | let key = 1; 39 | while (obj[key]) { 40 | result.push(obj[key]); 41 | key++; 42 | } 43 | 44 | return result; 45 | } 46 | 47 | async function sleep(time: number): Promise { 48 | return new Promise((resolve) => $.Schedule(time, resolve)); 49 | } 50 | -------------------------------------------------------------------------------- /src/panorama/manifest.ts: -------------------------------------------------------------------------------- 1 | $.Msg("ui manifest loaded"); -------------------------------------------------------------------------------- /src/panorama/tsconfig.json: -------------------------------------------------------------------------------- 1 | { 2 | "compilerOptions": { 3 | "rootDir": ".", 4 | "outDir": "../../content/panorama/scripts/custom_game", 5 | "target": "es2017", 6 | "lib": ["es2017"], 7 | "types": ["@moddota/panorama-types"], 8 | "moduleResolution": "node", 9 | "strict": true 10 | }, 11 | "include": ["**/*.ts", "../common/**/*.ts"] 12 | } 13 | -------------------------------------------------------------------------------- /src/vscripts/GameMode.ts: -------------------------------------------------------------------------------- 1 | import { reloadable } from "./lib/tstl-utils"; 2 | import { modifier_panic } from "./modifiers/modifier_panic"; 3 | 4 | const heroSelectionTime = 20; 5 | 6 | declare global { 7 | interface CDOTAGameRules { 8 | Addon: GameMode; 9 | } 10 | } 11 | 12 | @reloadable 13 | export class GameMode { 14 | public static Precache(this: void, context: CScriptPrecacheContext) { 15 | PrecacheResource("particle", "particles/units/heroes/hero_meepo/meepo_earthbind_projectile_fx.vpcf", context); 16 | PrecacheResource("soundfile", "soundevents/game_sounds_heroes/game_sounds_meepo.vsndevts", context); 17 | } 18 | 19 | public static Activate(this: void) { 20 | // When the addon activates, create a new instance of this GameMode class. 21 | GameRules.Addon = new GameMode(); 22 | } 23 | 24 | constructor() { 25 | this.configure(); 26 | 27 | // Register event listeners for dota engine events 28 | ListenToGameEvent("game_rules_state_change", () => this.OnStateChange(), undefined); 29 | ListenToGameEvent("npc_spawned", event => this.OnNpcSpawned(event), undefined); 30 | 31 | // Register event listeners for events from the UI 32 | CustomGameEventManager.RegisterListener("ui_panel_closed", (_, data) => { 33 | print(`Player ${data.PlayerID} has closed their UI panel.`); 34 | 35 | // Respond by sending back an example event 36 | const player = PlayerResource.GetPlayer(data.PlayerID)!; 37 | CustomGameEventManager.Send_ServerToPlayer(player, "example_event", { 38 | myNumber: 42, 39 | myBoolean: true, 40 | myString: "Hello!", 41 | myArrayOfNumbers: [1.414, 2.718, 3.142] 42 | }); 43 | 44 | // Also apply the panic modifier to the sending player's hero 45 | const hero = player.GetAssignedHero(); 46 | if (hero != undefined) { // Hero didn't spawn yet or dead 47 | hero.AddNewModifier(hero, undefined, modifier_panic.name, { duration: 5 }); 48 | } 49 | }); 50 | } 51 | 52 | private configure(): void { 53 | GameRules.SetCustomGameTeamMaxPlayers(DotaTeam.GOODGUYS, 3); 54 | GameRules.SetCustomGameTeamMaxPlayers(DotaTeam.BADGUYS, 3); 55 | 56 | GameRules.SetShowcaseTime(0); 57 | GameRules.SetHeroSelectionTime(heroSelectionTime); 58 | } 59 | 60 | public OnStateChange(): void { 61 | const state = GameRules.State_Get(); 62 | 63 | // Add 4 bots to lobby in tools 64 | if (IsInToolsMode() && state == GameState.CUSTOM_GAME_SETUP) { 65 | for (let i = 0; i < 4; i++) { 66 | Tutorial.AddBot("npc_dota_hero_lina", "", "", false); 67 | } 68 | } 69 | 70 | if (state === GameState.CUSTOM_GAME_SETUP) { 71 | // Automatically skip setup in tools 72 | if (IsInToolsMode()) { 73 | Timers.CreateTimer(3, () => { 74 | GameRules.FinishCustomGameSetup(); 75 | }); 76 | } 77 | } 78 | 79 | // Start game once pregame hits 80 | if (state === GameState.PRE_GAME) { 81 | Timers.CreateTimer(0.2, () => this.StartGame()); 82 | } 83 | } 84 | 85 | private StartGame(): void { 86 | print("Game starting!"); 87 | 88 | // Do some stuff here 89 | } 90 | 91 | // Called on script_reload 92 | public Reload() { 93 | print("Script reloaded!"); 94 | 95 | // Do some stuff here 96 | } 97 | 98 | private OnNpcSpawned(event: NpcSpawnedEvent) { 99 | // After a hero unit spawns, apply modifier_panic for 8 seconds 100 | const unit = EntIndexToHScript(event.entindex) as CDOTA_BaseNPC; // Cast to npc since this is the 'npc_spawned' event 101 | // Give all real heroes (not illusions) the meepo_earthbind_ts_example spell 102 | if (unit.IsRealHero()) { 103 | if (!unit.HasAbility("meepo_earthbind_ts_example")) { 104 | // Add lua ability to the unit 105 | unit.AddAbility("meepo_earthbind_ts_example"); 106 | } 107 | } 108 | } 109 | } 110 | -------------------------------------------------------------------------------- /src/vscripts/abilities/heroes/meepo/earthbind_ts_example.ts: -------------------------------------------------------------------------------- 1 | import { BaseAbility, registerAbility } from "../../../lib/dota_ts_adapter"; 2 | 3 | @registerAbility() 4 | export class meepo_earthbind_ts_example extends BaseAbility { 5 | particle?: ParticleID; 6 | 7 | GetCooldown() { 8 | let cooldown = this.GetSpecialValueFor("cooldown"); 9 | if (IsServer()) { 10 | const talent = this.GetCaster().FindAbilityByName("special_bonus_unique_meepo_3"); 11 | if (talent) { 12 | cooldown -= talent.GetSpecialValueFor("value"); 13 | } 14 | } 15 | 16 | return cooldown; 17 | } 18 | 19 | OnAbilityPhaseStart() { 20 | if (IsServer()) { 21 | this.GetCaster().EmitSound("Hero_Meepo.Earthbind.Cast"); 22 | } 23 | 24 | return true; 25 | } 26 | 27 | OnAbilityPhaseInterrupted() { 28 | this.GetCaster().StopSound("Hero_Meepo.Earthbind.Cast"); 29 | } 30 | 31 | OnSpellStart() { 32 | const caster = this.GetCaster(); 33 | const point = this.GetCursorPosition(); 34 | const projectileSpeed = this.GetSpecialValueFor("speed"); 35 | 36 | const direction = ((point - caster.GetAbsOrigin()) as Vector).Normalized(); 37 | direction.z = 0; 38 | const distance = ((point - caster.GetAbsOrigin()) as Vector).Length(); 39 | 40 | const radius = this.GetSpecialValueFor("radius"); 41 | this.particle = ParticleManager.CreateParticle( 42 | "particles/units/heroes/hero_meepo/meepo_earthbind_projectile_fx.vpcf", 43 | ParticleAttachment.CUSTOMORIGIN, 44 | caster, 45 | ); 46 | 47 | ParticleManager.SetParticleControl(this.particle, 0, caster.GetAbsOrigin()); 48 | ParticleManager.SetParticleControl(this.particle, 1, point); 49 | ParticleManager.SetParticleControl(this.particle, 2, Vector(projectileSpeed, 0, 0)); 50 | 51 | ProjectileManager.CreateLinearProjectile({ 52 | Ability: this, 53 | EffectName: "", 54 | vSpawnOrigin: caster.GetAbsOrigin(), 55 | fDistance: distance, 56 | fStartRadius: radius, 57 | fEndRadius: radius, 58 | Source: caster, 59 | bHasFrontalCone: false, 60 | iUnitTargetTeam: UnitTargetTeam.NONE, 61 | iUnitTargetFlags: UnitTargetFlags.NONE, 62 | iUnitTargetType: UnitTargetType.NONE, 63 | vVelocity: (direction * projectileSpeed) as Vector, 64 | bProvidesVision: true, 65 | iVisionRadius: radius, 66 | iVisionTeamNumber: caster.GetTeamNumber(), 67 | }); 68 | } 69 | 70 | OnProjectileHit(_target: CDOTA_BaseNPC, location: Vector) { 71 | const caster = this.GetCaster(); 72 | const duration = this.GetSpecialValueFor("duration"); 73 | const radius = this.GetSpecialValueFor("radius"); 74 | 75 | const units = FindUnitsInRadius( 76 | caster.GetTeamNumber(), 77 | location, 78 | undefined, 79 | radius, 80 | UnitTargetTeam.ENEMY, 81 | UnitTargetType.BASIC | UnitTargetType.HERO, 82 | UnitTargetFlags.NONE, 83 | 0, 84 | false, 85 | ); 86 | 87 | for (const unit of units) { 88 | unit.AddNewModifier(caster, this, "modifier_meepo_earthbind", { duration }); 89 | unit.EmitSound("Hero_Meepo.Earthbind.Target"); 90 | } 91 | 92 | ParticleManager.DestroyParticle(this.particle!, false); 93 | ParticleManager.ReleaseParticleIndex(this.particle!); 94 | 95 | return true; 96 | } 97 | } 98 | -------------------------------------------------------------------------------- /src/vscripts/addon_game_mode.ts: -------------------------------------------------------------------------------- 1 | import "./lib/timers"; 2 | import { GameMode } from "./GameMode"; 3 | 4 | // Connect GameMode.Activate and GameMode.Precache to the dota engine 5 | Object.assign(getfenv(), { 6 | Activate: GameMode.Activate, 7 | Precache: GameMode.Precache, 8 | }); 9 | 10 | if (GameRules.Addon !== undefined) { 11 | // This code is only run after script_reload, not at startup 12 | GameRules.Addon.Reload(); 13 | } 14 | -------------------------------------------------------------------------------- /src/vscripts/lib/dota_ts_adapter.ts: -------------------------------------------------------------------------------- 1 | export interface BaseAbility extends CDOTA_Ability_Lua {} 2 | export class BaseAbility {} 3 | 4 | export interface BaseItem extends CDOTA_Item_Lua {} 5 | export class BaseItem {} 6 | 7 | export interface BaseModifier extends CDOTA_Modifier_Lua {} 8 | export class BaseModifier { 9 | public static apply( 10 | this: T, 11 | target: CDOTA_BaseNPC, 12 | caster?: CDOTA_BaseNPC, 13 | ability?: CDOTABaseAbility, 14 | modifierTable?: object, 15 | ): InstanceType { 16 | return target.AddNewModifier(caster, ability, this.name, modifierTable) as any; 17 | } 18 | } 19 | 20 | export interface BaseModifierMotionHorizontal extends CDOTA_Modifier_Lua_Horizontal_Motion {} 21 | export class BaseModifierMotionHorizontal extends BaseModifier {} 22 | 23 | export interface BaseModifierMotionVertical extends CDOTA_Modifier_Lua_Vertical_Motion {} 24 | export class BaseModifierMotionVertical extends BaseModifier {} 25 | 26 | export interface BaseModifierMotionBoth extends CDOTA_Modifier_Lua_Motion_Both {} 27 | export class BaseModifierMotionBoth extends BaseModifier {} 28 | 29 | // Add standard base classes to prototype chain to make `super.*` work as `self.BaseClass.*` 30 | setmetatable(BaseAbility.prototype, { __index: CDOTA_Ability_Lua ?? C_DOTA_Ability_Lua }); 31 | setmetatable(BaseItem.prototype, { __index: CDOTA_Item_Lua ?? C_DOTA_Item_Lua }); 32 | setmetatable(BaseModifier.prototype, { __index: CDOTA_Modifier_Lua ?? CDOTA_Modifier_Lua }); 33 | 34 | export const registerAbility = (name?: string) => (ability: new () => CDOTA_Ability_Lua | CDOTA_Item_Lua, context: ClassDecoratorContext) => { 35 | if (name !== undefined) { 36 | // @ts-ignore 37 | ability.name = name; 38 | } if (context.name) { 39 | name = context.name; 40 | }else { 41 | throw "Unable to determine name of this ability class!"; 42 | } 43 | 44 | const [env] = getFileScope(); 45 | 46 | env[name] = {}; 47 | 48 | toDotaClassInstance(env[name], ability); 49 | 50 | const originalSpawn = (env[name] as CDOTA_Ability_Lua).Spawn; 51 | env[name].Spawn = function () { 52 | this.____constructor(); 53 | if (originalSpawn) { 54 | originalSpawn.call(this); 55 | } 56 | }; 57 | }; 58 | 59 | export const registerModifier = (name?: string) => (modifier: new () => CDOTA_Modifier_Lua, context: ClassDecoratorContext) => { 60 | if (name !== undefined) { 61 | // @ts-ignore 62 | modifier.name = name; 63 | } if (context.name) { 64 | name = context.name; 65 | }else { 66 | throw "Unable to determine name of this modifier class!"; 67 | } 68 | 69 | const [env, source] = getFileScope(); 70 | const [fileName] = string.gsub(source, ".*scripts[\\/]vscripts[\\/]", ""); 71 | 72 | env[name] = {}; 73 | 74 | toDotaClassInstance(env[name], modifier); 75 | 76 | const originalOnCreated = (env[name] as CDOTA_Modifier_Lua).OnCreated; 77 | env[name].OnCreated = function (parameters: any) { 78 | this.____constructor(); 79 | if (originalOnCreated !== undefined) { 80 | originalOnCreated.call(this, parameters); 81 | } 82 | }; 83 | 84 | let type = LuaModifierMotionType.NONE; 85 | let base = (modifier as any).____super; 86 | while (base) { 87 | if (base === BaseModifierMotionBoth) { 88 | type = LuaModifierMotionType.BOTH; 89 | break; 90 | } else if (base === BaseModifierMotionHorizontal) { 91 | type = LuaModifierMotionType.HORIZONTAL; 92 | break; 93 | } else if (base === BaseModifierMotionVertical) { 94 | type = LuaModifierMotionType.VERTICAL; 95 | break; 96 | } 97 | 98 | base = base.____super; 99 | } 100 | 101 | LinkLuaModifier(name, fileName, type); 102 | }; 103 | 104 | /** 105 | * Use to expose top-level functions in entity scripts. 106 | * Usage: registerEntityFunction("OnStartTouch", (trigger: TriggerStartTouchEvent) => { }); 107 | */ 108 | export function registerEntityFunction(name: string, f: (...args: any[]) => any) { 109 | const [env] = getFileScope(); 110 | env[name] = function (this: void, ...args: any[]) { 111 | f(...args); 112 | }; 113 | } 114 | 115 | function clearTable(table: object) { 116 | for (const key in table) { 117 | delete (table as any)[key]; 118 | } 119 | } 120 | 121 | function getFileScope(): [any, string] { 122 | let level = 1; 123 | while (true) { 124 | const info = debug.getinfo(level, "S"); 125 | if (info && info.what === "main") { 126 | return [getfenv(level), info.source!]; 127 | } 128 | 129 | level += 1; 130 | } 131 | } 132 | 133 | function toDotaClassInstance(instance: any, table: new () => any) { 134 | let { prototype } = table; 135 | while (prototype) { 136 | for (const key in prototype) { 137 | // Using hasOwnProperty to ignore methods from metatable added by ExtendInstance 138 | // https://github.com/SteamDatabase/GameTracking-Dota2/blob/7edcaa294bdcf493df0846f8bbcd4d47a5c3bd57/game/core/scripts/vscripts/init.lua#L195 139 | if (!instance.hasOwnProperty(key)) { 140 | instance[key] = prototype[key]; 141 | } 142 | } 143 | 144 | prototype = getmetatable(prototype); 145 | } 146 | } 147 | -------------------------------------------------------------------------------- /src/vscripts/lib/timers.d.ts: -------------------------------------------------------------------------------- 1 | interface CreateTimerOptions { 2 | callback?: (this: void) => void | number; 3 | endTime?: number; 4 | useGameTime?: boolean; 5 | useOldStyle?: boolean; 6 | } 7 | 8 | type CreateTimerOptionsContext = CreateTimerOptions & { 9 | callback?: (this: TThis) => void | number; 10 | }; 11 | 12 | declare interface Timers { 13 | CreateTimer(callback: (this: void) => void | number): string; 14 | CreateTimer(callback: (this: T) => void | number, context: T): string; 15 | 16 | CreateTimer(name: string, options: CreateTimerOptions): string; 17 | CreateTimer(name: string, options: CreateTimerOptionsContext, context: T): string; 18 | 19 | CreateTimer(options: CreateTimerOptions): string; 20 | CreateTimer(options: CreateTimerOptionsContext, context: T): string; 21 | 22 | CreateTimer(delay: number, callback: (this: void) => void | number): string; 23 | CreateTimer(delay: number, callback: (this: T) => void | number, context: T): string; 24 | 25 | RemoveTimer(name: string): void; 26 | RemoveTimers(killAll: boolean): void; 27 | } 28 | 29 | declare var Timers: Timers; 30 | -------------------------------------------------------------------------------- /src/vscripts/lib/timers.lua: -------------------------------------------------------------------------------- 1 | TIMERS_VERSION = "1.07" 2 | 3 | --[[ 4 | 1.07 modified by Perry (fixed stack overflow if lots of timers finish at the same time and removed HandleErrors throwing error outside tools mode) 5 | 1.06 modified by Celireor (now uses binary heap priority queue instead of iteration to determine timer of shortest duration) 6 | 7 | DO NOT MODIFY A REALTIME TIMER TO USE GAMETIME OR VICE VERSA MIDWAY WITHOUT FIRST REMOVING AND RE-ADDING THE TIMER 8 | 9 | -- A timer running every second that starts immediately on the next frame, respects pauses 10 | Timers:CreateTimer(function() 11 | print ("Hello. I'm running immediately and then every second thereafter.") 12 | return 1.0 13 | end 14 | ) 15 | 16 | -- The same timer as above with a shorthand call 17 | Timers(function() 18 | print ("Hello. I'm running immediately and then every second thereafter.") 19 | return 1.0 20 | end) 21 | 22 | 23 | -- A timer which calls a function with a table context 24 | Timers:CreateTimer(GameMode.someFunction, GameMode) 25 | 26 | -- A timer running every second that starts 5 seconds in the future, respects pauses 27 | Timers:CreateTimer(5, function() 28 | print ("Hello. I'm running 5 seconds after you called me and then every second thereafter.") 29 | return 1.0 30 | end 31 | ) 32 | 33 | -- 10 second delayed, run once using gametime (respect pauses) 34 | Timers:CreateTimer({ 35 | endTime = 10, -- when this timer should first execute, you can omit this if you want it to run first on the next frame 36 | callback = function() 37 | print ("Hello. I'm running 10 seconds after when I was started.") 38 | end 39 | }) 40 | 41 | -- 10 second delayed, run once regardless of pauses 42 | Timers:CreateTimer({ 43 | useGameTime = false, 44 | endTime = 10, -- when this timer should first execute, you can omit this if you want it to run first on the next frame 45 | callback = function() 46 | print ("Hello. I'm running 10 seconds after I was started even if someone paused the game.") 47 | end 48 | }) 49 | 50 | 51 | -- A timer running every second that starts after 2 minutes regardless of pauses 52 | Timers:CreateTimer("uniqueTimerString3", { 53 | useGameTime = false, 54 | endTime = 120, 55 | callback = function() 56 | print ("Hello. I'm running after 2 minutes and then every second thereafter.") 57 | return 1 58 | end 59 | }) 60 | 61 | ]] 62 | 63 | -- Binary Heap implementation copy-pasted from https://gist.github.com/starwing/1757443a1bd295653c39 64 | -- BinaryHeap[1] always points to the element with the lowest "key" variable 65 | -- API 66 | -- BinaryHeap(key) - Creates a new BinaryHeap with key. The key is the name of the integer variable used to sort objects. 67 | -- BinaryHeap:Insert - Inserts an object into BinaryHeap 68 | -- BinaryHeap:Remove - Removes an object from BinaryHeap 69 | 70 | BinaryHeap = BinaryHeap or {} 71 | BinaryHeap.__index = BinaryHeap 72 | 73 | function BinaryHeap:Insert(item) 74 | local index = #self + 1 75 | local key = self.key 76 | item.index = index 77 | self[index] = item 78 | while index > 1 do 79 | local parent = math.floor(index/2) 80 | if self[parent][key] <= item[key] then 81 | break 82 | end 83 | self[index], self[parent] = self[parent], self[index] 84 | self[index].index = index 85 | self[parent].index = parent 86 | index = parent 87 | end 88 | return item 89 | end 90 | 91 | function BinaryHeap:Remove(item) 92 | local index = item.index 93 | if self[index] ~= item then return end 94 | local key = self.key 95 | local heap_size = #self 96 | if index == heap_size then 97 | self[heap_size] = nil 98 | return 99 | end 100 | self[index] = self[heap_size] 101 | self[index].index = index 102 | self[heap_size] = nil 103 | while true do 104 | local left = index*2 105 | local right = left + 1 106 | if not self[left] then break end 107 | local newindex = right 108 | if self[index][key] >= self[left][key] then 109 | if not self[right] or self[left][key] < self[right][key] then 110 | newindex = left 111 | end 112 | elseif not self[right] or self[index][key] <= self[right][key] then 113 | break 114 | end 115 | self[index], self[newindex] = self[newindex], self[index] 116 | self[index].index = index 117 | self[newindex].index = newindex 118 | index = newindex 119 | end 120 | end 121 | 122 | setmetatable(BinaryHeap, {__call = function(self, key) return setmetatable({key=key}, self) end}) 123 | 124 | function table.merge(input1, input2) 125 | for i,v in pairs(input2) do 126 | input1[i] = v 127 | end 128 | return input1 129 | end 130 | 131 | 132 | TIMERS_THINK = 0.01 133 | 134 | if Timers == nil then 135 | print ( '[Timers] creating Timers ['..TIMERS_VERSION..']' ) 136 | Timers = {} 137 | setmetatable(Timers, { 138 | __call = function(t, ...) 139 | return t:CreateTimer(...) 140 | end 141 | }) 142 | --Timers.__index = Timers 143 | end 144 | 145 | function Timers:start() 146 | self.started = true 147 | Timers = self 148 | self:InitializeTimers() 149 | self.nextTickCallbacks = {} 150 | 151 | local ent = SpawnEntityFromTableSynchronous("info_target", {targetname="timers_lua_thinker"}) 152 | ent:SetThink("Think", self, "timers", TIMERS_THINK) 153 | end 154 | 155 | function Timers:Think() 156 | local nextTickCallbacks = table.merge({}, Timers.nextTickCallbacks) 157 | Timers.nextTickCallbacks = {} 158 | for _, cb in ipairs(nextTickCallbacks) do 159 | local status, result = xpcall(cb, debug.traceback) 160 | if not status then 161 | Timers:HandleEventError(result) 162 | end 163 | end 164 | if GameRules:State_Get() >= DOTA_GAMERULES_STATE_POST_GAME then 165 | return 166 | end 167 | 168 | -- Track game time, since the dt passed in to think is actually wall-clock time not simulation time. 169 | local now = GameRules:GetGameTime() 170 | 171 | -- Process timers 172 | self:ExecuteTimers(self.realTimeHeap, Time()) 173 | self:ExecuteTimers(self.gameTimeHeap, GameRules:GetGameTime()) 174 | 175 | return TIMERS_THINK 176 | end 177 | 178 | function Timers:ExecuteTimers(timerList, now) 179 | --Timers are alr. sorted by end time upon insertion 180 | local currentTimer = timerList[1] 181 | 182 | --Check if timer has finished 183 | while currentTimer and (now >= currentTimer.endTime) do 184 | -- Remove from timers list 185 | timerList:Remove(currentTimer) 186 | Timers.runningTimer = currentTimer 187 | Timers.removeSelf = false 188 | 189 | -- Run the callback 190 | local status, timerResult 191 | if currentTimer.context then 192 | status, timerResult = xpcall(function() return currentTimer.callback(currentTimer.context, currentTimer) end, debug.traceback) 193 | else 194 | status, timerResult = xpcall(function() return currentTimer.callback(currentTimer) end, debug.traceback) 195 | end 196 | 197 | Timers.runningTimer = nil 198 | 199 | -- Make sure it worked 200 | if status then 201 | -- Check if it needs to loop 202 | if timerResult and not Timers.removeSelf then 203 | -- Change its end time 204 | 205 | currentTimer.endTime = currentTimer.endTime + timerResult 206 | 207 | timerList:Insert(currentTimer) 208 | end 209 | 210 | -- Update timer data 211 | --self:UpdateTimerData() 212 | else 213 | -- Nope, handle the error 214 | Timers:HandleEventError(timerResult) 215 | end 216 | --Check next timer in heap 217 | currentTimer = timerList[1] 218 | end 219 | end 220 | 221 | function Timers:HandleEventError(err) 222 | print(err) 223 | --if not IsInToolsMode() then 224 | -- If you want to send errors from inside timers on live servers to your own webserver, do it here 225 | --end 226 | end 227 | 228 | function Timers:CreateTimer(arg1, arg2, context) 229 | local timer 230 | if type(arg1) == "function" then 231 | if arg2 ~= nil then 232 | context = arg2 233 | end 234 | timer = {callback = arg1} 235 | elseif type(arg1) == "table" then 236 | timer = arg1 237 | elseif type(arg1) == "string" then 238 | timer = arg2 239 | timer.name = arg1 240 | elseif type(arg1) == "number" then 241 | timer = {endTime = arg1, callback = arg2} 242 | end 243 | if not timer.callback then 244 | print("Invalid timer created") 245 | return 246 | end 247 | 248 | local now = GameRules:GetGameTime() 249 | local timerHeap = self.gameTimeHeap 250 | if timer.useGameTime ~= nil and timer.useGameTime == false then 251 | now = Time() 252 | timerHeap = self.realTimeHeap 253 | end 254 | 255 | if timer.endTime == nil then 256 | timer.endTime = now 257 | else 258 | timer.endTime = now + timer.endTime 259 | end 260 | 261 | timer.context = context 262 | 263 | timerHeap:Insert(timer) 264 | 265 | return timer 266 | end 267 | 268 | function Timers:NextTick(callback) 269 | table.insert(Timers.nextTickCallbacks, callback) 270 | end 271 | 272 | function Timers:RemoveTimer(name) 273 | local timerHeap = self.gameTimeHeap 274 | local runningTimer = Timers.runningTimer 275 | local hasMatch = runningTimer == name or runningTimer.name == name 276 | 277 | if not hasMatch then return end 278 | 279 | if runningTimer.useGameTime ~= nil and runningTimer.useGameTime == false then 280 | timerHeap = self.realTimeHeap 281 | end 282 | 283 | timerHeap:Remove(runningTimer) 284 | Timers.removeSelf = true 285 | end 286 | 287 | function Timers:InitializeTimers() 288 | self.realTimeHeap = BinaryHeap("endTime") 289 | self.gameTimeHeap = BinaryHeap("endTime") 290 | end 291 | 292 | if not Timers.started then Timers:start() end 293 | 294 | GameRules.Timers = Timers 295 | -------------------------------------------------------------------------------- /src/vscripts/lib/tstl-utils.ts: -------------------------------------------------------------------------------- 1 | const global = globalThis as typeof globalThis & { reloadCache: Record }; 2 | if (global.reloadCache === undefined) { 3 | global.reloadCache = {}; 4 | } 5 | 6 | export function reloadable(constructor: T, context: ClassDecoratorContext): T { 7 | const className = context.name; 8 | 9 | if (className === undefined) { 10 | throw "Cannot reload classes without names!"; 11 | } 12 | 13 | if (global.reloadCache[className] === undefined) { 14 | global.reloadCache[className] = constructor; 15 | } 16 | 17 | Object.assign(global.reloadCache[className].prototype, constructor.prototype); 18 | return global.reloadCache[className]; 19 | } 20 | -------------------------------------------------------------------------------- /src/vscripts/modifiers/modifier_panic.ts: -------------------------------------------------------------------------------- 1 | import { BaseModifier, registerModifier } from "../lib/dota_ts_adapter"; 2 | 3 | // Base speed modifier -- Could be moved to a separate file 4 | class ModifierSpeed extends BaseModifier { 5 | // Declare functions 6 | DeclareFunctions(): ModifierFunction[] { 7 | return [ModifierFunction.MOVESPEED_ABSOLUTE]; 8 | } 9 | 10 | GetModifierMoveSpeed_Absolute(): number { 11 | return 300; 12 | } 13 | } 14 | 15 | @registerModifier() 16 | export class modifier_panic extends ModifierSpeed { 17 | // Set state 18 | CheckState(): Partial> { 19 | return { 20 | [ModifierState.COMMAND_RESTRICTED]: true, 21 | }; 22 | } 23 | 24 | // Override speed given by Modifier_Speed 25 | GetModifierMoveSpeed_Absolute(): number { 26 | return 540; 27 | } 28 | 29 | // Run when modifier instance is created 30 | OnCreated(): void { 31 | if (IsServer()) { 32 | // Think every 0.3 seconds 33 | this.StartIntervalThink(0.3); 34 | } 35 | } 36 | 37 | // Called when intervalThink is triggered 38 | OnIntervalThink(): void { 39 | const parent = this.GetParent(); 40 | 41 | parent.MoveToPosition((parent.GetAbsOrigin() + RandomVector(400)) as Vector); 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /src/vscripts/tsconfig.json: -------------------------------------------------------------------------------- 1 | { 2 | "compilerOptions": { 3 | "rootDir": ".", 4 | "outDir": "../../game/scripts/vscripts", 5 | "target": "esnext", 6 | "lib": ["esnext"], 7 | "types": ["@moddota/dota-lua-types/normalized"], 8 | "plugins": [{ "transform": "@moddota/dota-lua-types/transformer" }], 9 | "moduleResolution": "node", 10 | "strict": true 11 | }, 12 | "tstl": { 13 | "luaTarget": "JIT", 14 | "sourceMapTraceback": true 15 | }, 16 | "include": ["**/*.ts", "../common/**/*.ts"] 17 | } 18 | --------------------------------------------------------------------------------