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fix(bot): fix target stuttering, tower diving, teamfight gank fatigue… - #154

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azcharia:fix-bot-behaviors-and-powerplay
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fix(bot): fix target stuttering, tower diving, teamfight gank fatigue…#154
azcharia wants to merge 1 commit into
forest0xia:mainfrom
azcharia:fix-bot-behaviors-and-powerplay

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Description

This Pull Request addresses 5 major behavioral issues identified during community gameplay matches, focusing on bot decision-making logic, engagement safety under enemy towers, roaming fatigue, idle stagnation, and lack of push response after winning fights (no powerplay).

Issues Fixed & Root Causes Addressed

  1. Bot Patrol / Stuttering after Kills (Issue 1)
  • Fix: Cleared target states in OnEnd inside mode_attack_generic.lua.
  • Scaled Fog of War chase radius progressively based on time_since_seen.
  • Added a post-kill teamfight location engagement downgrade to prevent auto-returning to stale fight locations.
  1. Tower Diving / Over-aggressive Engagements (Issue 2)
  • Fix: Fixed J.WeAreStronger to symmetrically factor in enemy tower power.
  • Scaled tower damage calculations in mode_attack using AttackSpeed * 3.0 to match the hero DPS evaluation window.
  1. Excessive / Constant Roaming and Ganking (Issue 3)
  • Fix: Implemented an active gank/help-ally cooldown and success/failure tracker in mode_team_roam_generic.lua to prevent endless group roaming.
  1. Stagnation / Converging to Assigned Lanes in Mid-Late Game (Issue 4)
  • Fix: Upgraded the idle relocator in J.CheckBotIdleState to dynamically redirect idle bots to lanes that need defending or pushing based on global lane desires.
  1. No Push Action After Kills / No Powerplay Advantage (Issue 5)
  • Fix: Added a powerplayBonus inside aba_push.ts to override maximum desire caps and boost push scores when enemy heroes are dead.
  • Reduced human-opponent push restriction time threshold from 16 to 10 minutes.

…, and powerplay push logic

- Fix WeAreStronger symmetry by including enemy tower power in force calculations.
- Scale tower damage calculations in mode_attack by AttackSpeed * 3.0.
- Scale Fog of War chase radius progressively based on time_since_seen.
- Reset target units in Generic.OnEnd to prevent stale state persistence.
- Implement helpAlly gank fatigue cooldown and success/failure tracking.
- Upgraded idle relocator to dynamically choose push/defend lanes based on lane desires.
- Add powerplay push logic to aba_push.ts to boost push desire when enemy heroes are dead.
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