Beispiel #1
0
        public static Obj_AI_Hero GetTarget(Obj_AI_Base champion,
            float range,
            DamageType type,
            bool ignoreShieldSpells = true,
            IEnumerable<Obj_AI_Hero> ignoredChamps = null,
            Vector3? rangeCheckFrom = null)
        {
            try
            {
                if (ignoredChamps == null)
                {
                    ignoredChamps = new List<Obj_AI_Hero>();
                }

                var damageType = (Damage.DamageType) Enum.Parse(typeof(Damage.DamageType), type.ToString());

                if (_configMenu != null && IsValidTarget(
                    SelectedTarget, _configMenu.Item("ForceFocusSelected").GetValue<bool>() ? float.MaxValue : range,
                    type, ignoreShieldSpells, rangeCheckFrom))
                {
                    return SelectedTarget;
                }

                if (_configMenu != null && _configMenu.Item("TargetingMode") != null &&
                    Mode == TargetingMode.AutoPriority)
                {
                    var menuItem = _configMenu.Item("TargetingMode").GetValue<StringList>();
                    Enum.TryParse(menuItem.SList[menuItem.SelectedIndex], out Mode);
                }

                var targets =
                    HeroManager.Enemies
                        .FindAll(
                            hero =>
                                ignoredChamps.All(ignored => ignored.NetworkId != hero.NetworkId) &&
                                IsValidTarget(hero, range, type, ignoreShieldSpells, rangeCheckFrom));

                switch (Mode)
                {
                    case TargetingMode.LowHP:
                        return targets.MinOrDefault(hero => hero.Health);

                    case TargetingMode.MostAD:
                        return targets.MaxOrDefault(hero => hero.BaseAttackDamage + hero.FlatPhysicalDamageMod);

                    case TargetingMode.MostAP:
                        return targets.MaxOrDefault(hero => hero.BaseAbilityDamage + hero.FlatMagicDamageMod);

                    case TargetingMode.Closest:
                        return
                            targets.MinOrDefault(
                                hero =>
                                    (rangeCheckFrom.HasValue ? rangeCheckFrom.Value : champion.ServerPosition).Distance(
                                        hero.ServerPosition, true));

                    case TargetingMode.NearMouse:
                        return targets.Find(hero => hero.Distance(Game.CursorPos, true) < 22500); // 150 * 150

                    case TargetingMode.AutoPriority:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero));

                    case TargetingMode.LessAttack:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Physical, 100) / (1 + hero.Health) *
                                    GetPriority(hero));

                    case TargetingMode.LessCast:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Magical, 100) / (1 + hero.Health) *
                                    GetPriority(hero));
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }

            return null;
        }
        private static void Obj_AI_Base_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            #region Hero Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Hero)
            {
                Casted = Utils.GameTimeTickCount;

                foreach (var hero in Activator.Allies())
                {
                    if (!hero.Player.IsValidTarget(float.MaxValue, false) || hero.Player.IsZombie || hero.Immunity)
                    {
                        hero.Attacker = null;
                        hero.IncomeDamage = 0;
                        hero.HitTypes.Clear();
                        continue;
                    }

                    if (hero.IncomeDamage < 12)
                        hero.IncomeDamage = 0;

                    #region auto attack dectection

                    if (args.SData.IsAutoAttack())
                    {
                        if (args.Target.NetworkId == hero.Player.NetworkId)
                        {
                            float dmg = 0;
                            var enemy = sender as Obj_AI_Hero;

                            if (!sender.HasBuff("lichbane") && !sender.HasBuff("sheen"))
                                dmg = (int) Math.Abs(sender.GetAutoAttackDamage(hero.Player, true));

                            if (sender.HasBuff("sheen"))
                                dmg = (int) Math.Abs(sender.GetAutoAttackDamage(hero.Player, true) +
                                    enemy.GetCustomDamage("sheen", hero.Player));

                            if (sender.HasBuff("lichbane"))
                                dmg = (int) Math.Abs(sender.GetAutoAttackDamage(hero.Player, true) +
                                    enemy.GetCustomDamage("lichbane", hero.Player));

                            Utility.DelayAction.Add(250, () =>
                            {
                                hero.Attacker = sender;
                                hero.HitTypes.Add(HitType.AutoAttack);
                                hero.IncomeDamage += dmg;

                                Utility.DelayAction.Add(800, delegate
                                {
                                    hero.Attacker = null;
                                    hero.IncomeDamage -= dmg;
                                    hero.HitTypes.Remove(HitType.AutoAttack);
                                });
                            });
                        }
                    }

                    #endregion

                    foreach (var data in spelldata.spells.Where(x => x.SDataName == args.SData.Name.ToLower()))
                    {
                        #region self/selfaoe spell detection

                        if (args.SData.TargettingType == SpellDataTargetType.Self ||
                            args.SData.TargettingType == SpellDataTargetType.SelfAoe)
                        {
                            var fromObj =
                                ObjectManager.Get<GameObject>()
                                    .FirstOrDefault(
                                        x => data.FromObject != null && data.FromObject.Any(y => x.Name.Contains(y)));

                            var correctpos = fromObj != null ? fromObj.Position : sender.ServerPosition;

                            if (hero.Player.Distance(correctpos) > data.CastRange)
                                continue;

                            if (data.SDataName == "kalistaexpungewrapper" &&
                               !hero.Player.HasBuff("kalistaexpungemarker", true))
                                continue;

                            var evadetime = 1000 * (data.CastRange - hero.Player.Distance(correctpos) +
                                                                     hero.Player.BoundingRadius) / hero.Player.MoveSpeed;

                            if (Activator.Origin.Item("evade").GetValue<bool>())
                            {
                                // ignore if can evade
                                if (hero.Player.NetworkId == Activator.Player.NetworkId)
                                {
                                    if (hero.Player.IsMoving && evadetime < data.Delay)
                                    {
                                        // check next player
                                        continue;
                                    }
                                }
                            }

                            if (!Activator.Origin.Item(data.SDataName + "predict").GetValue<bool>())
                                return;

                            var dmg = (int) Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                            // delay the spell a bit before missile endtime
                            Utility.DelayAction.Add((int) (data.Delay - (data.Delay * 0.7)), () =>
                            {
                                hero.Attacker = sender;
                                hero.HitTypes.Add(HitType.Spell);
                                hero.IncomeDamage += dmg;

                                if (Activator.Origin.Item(data.SDataName + "danger").GetValue<bool>())
                                    hero.HitTypes.Add(HitType.Danger);
                                if (Activator.Origin.Item(data.SDataName + "crowdcontrol").GetValue<bool>())
                                    hero.HitTypes.Add(HitType.CrowdControl);
                                if (Activator.Origin.Item(data.SDataName + "ultimate").GetValue<bool>())
                                    hero.HitTypes.Add(HitType.Ultimate);
                                if (Activator.Origin.Item(data.SDataName + "forceexhaust").GetValue<bool>())
                                    hero.HitTypes.Add(HitType.ForceExhaust);

                                // lazy safe reset
                                Utility.DelayAction.Add((int) (data.Delay + 500), () =>
                                {
                                    hero.Attacker = null;
                                    hero.IncomeDamage -= dmg;
                                    hero.HitTypes.Remove(HitType.Spell);

                                    if (Activator.Origin.Item(data.SDataName + "danger").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.Danger);
                                    if (Activator.Origin.Item(data.SDataName + "crowdcontrol").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.CrowdControl);
                                    if (Activator.Origin.Item(data.SDataName + "ultimate").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.Ultimate);
                                    if (Activator.Origin.Item(data.SDataName + "forceexhaust").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.ForceExhaust);
                                });
                            });

                        }

                        #endregion

                        #region skillshot detection completerino

                        if (args.SData.TargettingType == SpellDataTargetType.Cone ||
                            args.SData.TargettingType.ToString().Contains("Location") ||
                            args.SData.TargettingType ==  (SpellDataTargetType) 10 && data.SDataName == "azirq")
                        {
                            var fromObj =
                                ObjectManager.Get<GameObject>()
                                    .FirstOrDefault(
                                        x =>
                                            !x.IsAlly && data.FromObject != null &&
                                            data.FromObject.Any(y => x.Name.Contains(y)));

                            var islineskillshot = args.SData.LineWidth != 0;
                            var startpos = fromObj != null ? fromObj.Position : sender.ServerPosition;
                            var correctwidth = !islineskillshot ? data.CastRange : args.SData.LineWidth;

                            if (data.SDataName == "azirq")
                            {
                                correctwidth = 275f;
                                islineskillshot = true;
                            }

                            if (hero.Player.Distance(startpos) > data.CastRange)
                                continue;

                            var distance = (int)(1000 * (startpos.Distance(hero.Player.ServerPosition) / data.MissileSpeed));
                            var endtime = data.Delay - 100 + Game.Ping/2 + distance - (Utils.GameTimeTickCount - Casted);

                            var direction = (args.End.To2D() - startpos.To2D()).Normalized();
                            var endpos = startpos.To2D() + direction * data.CastRange;

                            var proj = hero.Player.ServerPosition.To2D().ProjectOn(startpos.To2D(), endpos);
                            var projdist = hero.Player.ServerPosition.To2D().Distance(proj.SegmentPoint);

                            int evadetime;
                            if (islineskillshot)
                            {
                                evadetime =
                                    (int)
                                        (1000 * (correctwidth - projdist + hero.Player.BoundingRadius) /
                                         hero.Player.MoveSpeed);
                            }

                            else
                            {
                                evadetime =
                                    (int)
                                        (1000 *
                                         (correctwidth - hero.Player.Distance(startpos) + hero.Player.BoundingRadius) /
                                         hero.Player.MoveSpeed);
                            }

                            if (!islineskillshot && hero.Player.Distance(endpos) <= correctwidth ||
                                 islineskillshot && correctwidth + hero.Player.BoundingRadius > projdist)
                            {
                                if (data.Global || Activator.Origin.Item("evade").GetValue<bool>())
                                {
                                    if (hero.Player.NetworkId == Activator.Player.NetworkId)
                                    {
                                        if (hero.Player.IsMoving && evadetime < endtime)
                                        {
                                            continue;
                                        }
                                    }
                                }

                                // vayne invis check
                                if (data.SDataName == "vaynetumble" && sender.HasBuff("VayneInquisition", true))
                                    hero.HitTypes.Add(HitType.Stealth);

                                if (!Activator.Origin.Item(data.SDataName + "predict").GetValue<bool>())
                                    return;

                                var dmg = (int) Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                                Utility.DelayAction.Add((int) (endtime - (endtime * 0.7)), () =>
                                {
                                    hero.Attacker = sender;
                                    hero.HitTypes.Add(HitType.Spell);
                                    hero.IncomeDamage += dmg;

                                    if (Activator.Origin.Item(data.SDataName + "danger").GetValue<bool>())
                                        hero.HitTypes.Add(HitType.Danger);
                                    if (Activator.Origin.Item(data.SDataName + "crowdcontrol").GetValue<bool>())
                                        hero.HitTypes.Add(HitType.CrowdControl);
                                    if (Activator.Origin.Item(data.SDataName + "ultimate").GetValue<bool>())
                                        hero.HitTypes.Add(HitType.Ultimate);
                                    if (Activator.Origin.Item(data.SDataName + "forceexhaust").GetValue<bool>())
                                        hero.HitTypes.Add(HitType.ForceExhaust);

                                    Utility.DelayAction.Add((int) (endtime + 500), () =>
                                    {
                                        hero.Attacker = null;
                                        hero.IncomeDamage -= dmg;
                                        hero.HitTypes.Remove(HitType.Spell);

                                        if (Activator.Origin.Item(data.SDataName + "danger").GetValue<bool>())
                                            hero.HitTypes.Remove(HitType.Danger);
                                        if (Activator.Origin.Item(data.SDataName + "crowdcontrol").GetValue<bool>())
                                            hero.HitTypes.Remove(HitType.CrowdControl);
                                        if (Activator.Origin.Item(data.SDataName + "ultimate").GetValue<bool>())
                                            hero.HitTypes.Remove(HitType.Ultimate);
                                        if (Activator.Origin.Item(data.SDataName + "forceexhaust").GetValue<bool>())
                                            hero.HitTypes.Remove(HitType.ForceExhaust);
                                    });
                                });
                            }
                        }

                        #endregion

                        #region unit type detection

                        if (args.SData.TargettingType == SpellDataTargetType.Unit ||
                            args.SData.TargettingType == SpellDataTargetType.SelfAndUnit)
                        {
                            // check if is targeteting the hero on our table
                            if (hero.Player.NetworkId != args.Target.NetworkId)
                                continue;

                            // target spell dectection
                            if (hero.Player.Distance(sender.ServerPosition) > data.CastRange)
                                continue;

                            var distance =  (int) (1000 * (sender.Distance(hero.Player.ServerPosition) / data.MissileSpeed));
                            var endtime = data.Delay - 100 + Game.Ping / 2 + distance - (Utils.GameTimeTickCount - Casted);

                            if (!Activator.Origin.Item(data.SDataName + "predict").GetValue<bool>())
                                return;

                            var dmg = (int) Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                            Utility.DelayAction.Add((int) (endtime - (endtime * 0.7)), () =>
                            {
                                hero.Attacker = sender;
                                hero.HitTypes.Add(HitType.Spell);
                                hero.IncomeDamage += dmg;

                                //if (data.ChampionName == "annie" && spelldebuffhandler.Pyromania)
                                //{
                                //    hero.HitTypes.Add(HitType.CrowdControl);
                                //    spelldebuffhandler.Pyromania = false;
                                //}

                                if (Activator.Origin.Item(data.SDataName + "danger").GetValue<bool>())
                                    hero.HitTypes.Add(HitType.Danger);
                                if (Activator.Origin.Item(data.SDataName + "crowdcontrol").GetValue<bool>())
                                    hero.HitTypes.Add(HitType.CrowdControl);
                                if (Activator.Origin.Item(data.SDataName + "ultimate").GetValue<bool>())
                                    hero.HitTypes.Add(HitType.Ultimate);
                                if (Activator.Origin.Item(data.SDataName + "forceexhaust").GetValue<bool>())
                                    hero.HitTypes.Add(HitType.ForceExhaust);

                                // lazy reset
                                Utility.DelayAction.Add((int) (endtime + 500), () =>
                                {
                                    hero.Attacker = null;
                                    hero.IncomeDamage -= dmg;
                                    hero.HitTypes.Remove(HitType.Spell);

                                    if (Activator.Origin.Item(data.SDataName + "danger").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.Danger);
                                    if (Activator.Origin.Item(data.SDataName + "crowdcontrol").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.CrowdControl);
                                    if (Activator.Origin.Item(data.SDataName + "ultimate").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.Ultimate);
                                    if (Activator.Origin.Item(data.SDataName + "forceexhaust").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.ForceExhaust);
                                });
                            });
                        }
                        #endregion

                    }
                }

            }

            #endregion

            #region Turret Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Turret)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (args.Target.NetworkId == hero.Player.NetworkId && !hero.Immunity)
                    {
                        var dmg = (int) Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                            sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                        if (sender.Distance(hero.Player.ServerPosition) <= 900)
                        {
                            if (Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                            {
                                Utility.DelayAction.Add(450, () =>
                                {
                                    hero.HitTypes.Add(HitType.TurretAttack);
                                    hero.IncomeDamage += dmg;

                                    Utility.DelayAction.Add(650, () =>
                                    {
                                        hero.Attacker = null;
                                        hero.IncomeDamage -= dmg;
                                        hero.HitTypes.Remove(HitType.TurretAttack);
                                    });
                                });
                            }
                        }
                    }
                }
            }

            #endregion

            #region Minion Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Minion)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (hero.Player.NetworkId != args.Target.NetworkId || hero.Immunity)
                        continue;

                    if (hero.Player.Distance(sender.ServerPosition) <= 750)
                    {
                        if (Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                        {
                            hero.HitTypes.Add(HitType.MinionAttack);
                            hero.MinionDamage =
                                (int) Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                                    sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                            Utility.DelayAction.Add(500, () =>
                            {
                                hero.HitTypes.Remove(HitType.MinionAttack);
                                hero.MinionDamage = 0;
                            });
                        }
                    }
                }
            }

            #endregion

            #region Gangplank Barell
            if (sender.IsEnemy)
            {
                var enemy = sender as Obj_AI_Hero;
                if (enemy.IsValid<Obj_AI_Hero>() && enemy.ChampionName == "Gangplank")
                {
                    foreach (var hero in Activator.Allies())
                    {
                        foreach (var b in ObjectManager.Get<GameObject>()
                                .Where(x => x.Name.Contains("E_AoE") && x.Position.Distance(x.Position) <= 400 && !x.IsAlly)
                                .OrderBy(y => y.Position.Distance(hero.Player.ServerPosition)))
                        {
                            if (hero.Player.Distance(b.Position) > 400 || args.Target.Name != "Barrel")
                            {
                                continue;
                            }

                            var dmg = (int)Math.Abs(enemy.GetAutoAttackDamage(hero.Player, true) * 1.6 + 200);

                            if (args.SData.Name.ToLower() == "gangplankcritattack")
                            {
                                dmg = dmg * 2;
                            }

                            if (!hero.Player.IsValidTarget(float.MaxValue, false) || hero.Player.IsZombie || hero.Immunity)
                            {
                                hero.Attacker = null;
                                hero.IncomeDamage = 0;
                                hero.HitTypes.Clear();
                                continue;
                            }

                            if (hero.IncomeDamage < 12)
                                hero.IncomeDamage = 0;

                            Utility.DelayAction.Add(250, () =>
                            {
                                hero.Attacker = enemy;
                                hero.HitTypes.Add(HitType.Spell);
                                hero.IncomeDamage += dmg;

                                Utility.DelayAction.Add(800, delegate
                                {
                                    hero.Attacker = null;
                                    hero.HitTypes.Remove(HitType.Spell);
                                    hero.IncomeDamage -= dmg;
                                });
                            });
                        }
                    }
                }
            }

            #endregion
        }
        private static void OnObjAiBaseProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            try
            {
                if (!Enabled)
                {
                    return;
                }
                var enemy = sender as AIHeroClient;
                var turret = sender as Obj_AI_Turret;
                foreach (
                    var hero in GameObjects.Heroes.Where(h => h.IsValid && IncomingDamages.ContainsKey(h.NetworkId)))
                {
                    if (ShouldReset(hero))
                    {
                        IncomingDamages[hero.NetworkId] = 0;
                        continue;
                    }

                    if (enemy != null && enemy.IsValid && enemy.IsEnemy && enemy.LSDistance(hero) <= 2000f)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            if (args.SData.IsAutoAttack())
                            {
                                AddDamage(
                                    hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                    (float)sender.LSGetAutoAttackDamage(hero, true));
                            }
                            else if (args.SData.TargettingType == SpellDataTargetType.Unit ||
                                     args.SData.TargettingType == SpellDataTargetType.SelfAndUnit)
                            {
                                AddDamage(
                                    hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                    (float)sender.LSGetSpellDamage(hero, args.SData.Name));
                            }
                        }

                        if (args.Target == null && Skillshots)
                        {
                            var slot = enemy.GetSpellSlot(args.SData.Name);
                            if (slot != SpellSlot.Unknown &&
                                (slot == SpellSlot.Q || slot == SpellSlot.E || slot == SpellSlot.W ||
                                 slot == SpellSlot.R))
                            {
                                var width = Math.Min(
                                    750f,
                                    (args.SData.TargettingType == SpellDataTargetType.Cone || args.SData.LineWidth > 0) &&
                                    args.SData.TargettingType != SpellDataTargetType.Cone
                                        ? args.SData.LineWidth
                                        : (args.SData.CastRadius <= 0
                                            ? args.SData.CastRadiusSecondary
                                            : args.SData.CastRadius));
                                if (args.End.LSDistance(hero.ServerPosition) <= Math.Pow(width, 2))
                                {
                                    AddDamage(
                                        hero, (int)(GetTime(sender, hero, args.SData) * 0.6f),
                                        (float)sender.LSGetSpellDamage(hero, args.SData.Name));
                                }
                            }
                        }
                    }

                    if (turret != null && turret.IsValid && turret.IsEnemy && turret.LSDistance(hero) <= 1500f)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            AddDamage(
                                hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                (float)
                                    sender.CalcDamage(
                                        hero, DamageType.Physical,
                                        sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));
                        }
                    }
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }
        }
        private static void Obj_AI_Base_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            #region Hero Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Hero)
            {
                Casted = Utils.GameTimeTickCount;

                foreach (var hero in Activator.Allies())
                {
                    if (!hero.Player.IsValidTarget(float.MaxValue, false) || hero.Player.IsZombie || hero.Immunity)
                    {
                        hero.Attacker = null;
                        hero.IncomeDamage = 0;
                        hero.HitTypes.Clear();
                        continue;
                    }

                    #region auto attack dectection

                    if (args.SData.IsAutoAttack())
                    {
                        if (args.Target.NetworkId != hero.Player.NetworkId)
                            continue;

                        // delay a little bit before missile endtime
                        Utility.DelayAction.Add(250, () =>
                        {
                            hero.Attacker = sender;
                            hero.HitTypes.Add(HitType.AutoAttack);
                            hero.IncomeDamage += (float) Math.Abs(sender.GetAutoAttackDamage(hero.Player));

                            // lazy reset
                            Utility.DelayAction.Add(550, delegate
                            {
                                hero.Attacker = null;
                                hero.HitTypes.Remove(HitType.AutoAttack);
                                hero.IncomeDamage = 0;
                            });
                        });
                    }

                    #endregion

                    foreach (var data in spelldata.spells.Where(x => x.SDataName == args.SData.Name.ToLower()))
                    {
                        #region self/selfaoe spell detection

                        if (args.SData.TargettingType == SpellDataTargetType.Self ||
                            args.SData.TargettingType == SpellDataTargetType.SelfAoe)
                        {
                            var fromObj =
                                ObjectManager.Get<GameObject>()
                                    .FirstOrDefault(
                                        x => data.FromObject != null && data.FromObject.Any(y => x.Name.Contains(y)));

                            var correctpos = fromObj != null ? fromObj.Position : sender.ServerPosition;

                            if (hero.Player.Distance(correctpos) > data.CastRange)
                                continue;

                            if (data.SDataName == "kalistaexpungewrapper" &&
                               !hero.Player.HasBuff("kalistaexpungemarker", true))
                                continue;

                            var evadetime = 1000 * (data.CastRange - hero.Player.Distance(correctpos) +
                                                                     hero.Player.BoundingRadius) / hero.Player.MoveSpeed;

                            if (Activator.Origin.Item("evade").GetValue<bool>())
                            {
                                // ignore if can evade
                                if (hero.Player.NetworkId == Activator.Player.NetworkId)
                                {
                                    if (hero.Player.CanMove && evadetime < data.Delay)
                                    {
                                        // check next player
                                        continue;
                                    }
                                }
                            }

                            // delay the spell a bit before missile endtime
                            Utility.DelayAction.Add((int) (data.Delay - (data.Delay * 0.3)), () =>
                            {
                                hero.Attacker = sender;
                                hero.HitTypes.Add(HitType.Spell);
                                hero.IncomeDamage +=
                                    (float) Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                                foreach (var type in data.HitType)
                                    hero.HitTypes.Add(type);

                                // lazy safe reset
                                Utility.DelayAction.Add((int) (data.Delay + 300), () =>
                                {
                                    hero.Attacker = null;
                                    hero.IncomeDamage = 0;
                                    hero.HitTypes.Clear();
                                });
                            });

                        }

                        #endregion

                        #region skillshot detection completerino

                        if (args.SData.TargettingType == SpellDataTargetType.Cone ||
                            args.SData.TargettingType.ToString().Contains("Location"))
                        {
                            var fromObj =
                                ObjectManager.Get<GameObject>()
                                    .FirstOrDefault(
                                        x => data.FromObject != null && data.FromObject.Any(y => x.Name.Contains(y)));

                            // correct datas
                            var islineskillshot = args.SData.LineWidth != 0;
                            var correctpos = fromObj != null ? fromObj.Position : sender.ServerPosition;
                            var correctwidth = !islineskillshot ? args.SData.CastRadius : args.SData.LineWidth;

                            if (hero.Player.Distance(correctpos) > data.CastRange)
                                continue;

                            var distance = (int)(1000 * (correctpos.Distance(hero.Player.ServerPosition) / data.MissileSpeed));
                            var endtime = data.Delay - 100 + Game.Ping/2 + distance - (Utils.GameTimeTickCount - Casted);

                            // get the real end position normalized
                            var direction = (args.End.To2D() - correctpos.To2D()).Normalized();
                            var endpos = correctpos.To2D() + direction * data.CastRange;

                            // setup projection
                            var proj = hero.Player.ServerPosition.To2D().ProjectOn(correctpos.To2D(), endpos);
                            var projdist = hero.Player.ServerPosition.To2D().Distance(proj.SegmentPoint);

                            // get the evade time
                            int evadetime;

                            if (islineskillshot)
                            {
                                evadetime =
                                    (int)
                                        (1000 * (correctwidth - projdist + hero.Player.BoundingRadius) /
                                         hero.Player.MoveSpeed);
                            }

                            else
                            {
                                evadetime =
                                    (int)
                                        (1000 *
                                         (correctwidth - hero.Player.Distance(correctpos) + hero.Player.BoundingRadius) /
                                         hero.Player.MoveSpeed);
                            }

                            if (!islineskillshot && hero.Player.Distance(args.End) <= correctwidth ||
                                 islineskillshot && correctwidth + hero.Player.BoundingRadius > projdist)
                            {
                                if (data.Global || Activator.Origin.Item("evade").GetValue<bool>())
                                {
                                    // ignore if can evade
                                    if (hero.Player.NetworkId == Activator.Player.NetworkId)
                                    {
                                        if (hero.Player.CanMove && evadetime < endtime)
                                        {
                                            // check next player
                                            continue;
                                        }
                                    }
                                }

                                // vayne invis check
                                if (data.SDataName == "vaynetumble" && sender.HasBuff("VayneInquisition", true))
                                    hero.HitTypes.Add(HitType.Stealth);

                                // delay the action a little bit before endtime
                                Utility.DelayAction.Add((int) (endtime - (endtime * 0.3)), () =>
                                {
                                    hero.Attacker = sender;
                                    hero.HitTypes.Add(HitType.Spell);
                                    hero.IncomeDamage +=
                                        (float) Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                                    foreach (var type in data.HitType)
                                        hero.HitTypes.Add(type);

                                    // lazy safe reset
                                    Utility.DelayAction.Add((int) (endtime + 300), () =>
                                    {
                                        hero.Attacker = null;
                                        hero.IncomeDamage = 0;
                                        hero.HitTypes.Clear();
                                    });
                                });
                            }
                        }

                        #endregion

                        #region unit type detection

                        if (args.SData.TargettingType == SpellDataTargetType.Unit ||
                            args.SData.TargettingType == SpellDataTargetType.SelfAndUnit)
                        {
                            // check if is targeteting the hero on our table
                            if (hero.Player.NetworkId != args.Target.NetworkId)
                                continue;

                            // target spell dectection
                            if (hero.Player.Distance(sender.ServerPosition) > data.CastRange)
                                continue;

                            var distance =  (int) (1000 * (sender.Distance(hero.Player.ServerPosition) / data.MissileSpeed));
                            var endtime = data.Delay - 100 + Game.Ping / 2 + distance - (Utils.GameTimeTickCount - Casted);

                            Utility.DelayAction.Add((int) (endtime - (endtime * 0.3)), () =>
                            {
                                hero.Attacker = sender;
                                hero.HitTypes.Add(HitType.Spell);
                                hero.IncomeDamage +=
                                    (float) Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                                foreach (var type in data.HitType)
                                    hero.HitTypes.Add(type);

                                // lazy reset
                                Utility.DelayAction.Add((int) (endtime + 300), () =>
                                {
                                    hero.Attacker = null;
                                    hero.IncomeDamage = 0;
                                    hero.HitTypes.Clear();
                                });
                            });
                        }

                        #endregion

                    }
                }

            }

            #endregion

            #region Turret Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Turret)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (args.Target.NetworkId != hero.Player.NetworkId)
                        continue;

                    if (hero.Immunity)
                        continue;

                    if (sender.Distance(hero.Player.ServerPosition) <= 900 &&
                        Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                    {
                        Utility.DelayAction.Add(500, () =>
                        {
                            hero.HitTypes.Add(HitType.TurretAttack);
                            hero.IncomeDamage =
                                (float) Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                                    sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                            // lazy reset
                            Utility.DelayAction.Add(800, () =>
                            {
                                hero.Attacker = null;
                                hero.IncomeDamage = 0;
                                hero.HitTypes.Remove(HitType.TurretAttack);
                            });
                        });
                    }
                }
            }

            #endregion

            #region Minion Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Minion)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (hero.Player.NetworkId != args.Target.NetworkId)
                        continue;

                    if (hero.Immunity)
                        continue;

                    if (hero.Player.Distance(sender.ServerPosition) <= 750 &&
                        Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                    {
                        hero.HitTypes.Add(HitType.MinionAttack);
                        hero.MinionDamage =
                            (float) Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                                sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                        // lazy reset
                        Utility.DelayAction.Add(500, () =>
                        {
                            hero.HitTypes.Remove(HitType.MinionAttack);
                            hero.MinionDamage = 0;
                        });
                    }
                }
            }

            #endregion
        }
Beispiel #5
0
        private static void OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            if (sender.Type == GameObjectType.obj_AI_Hero && sender.IsEnemy)
            {
                var heroSender = ObjectManager.Get<Obj_AI_Hero>().First(x => x.NetworkId == sender.NetworkId);
                if (heroSender.GetSpellSlot(args.SData.Name) == SpellSlot.Unknown && args.Target.Type == Player.Type)
                {
                    AggroTarget = ObjectManager.GetUnitByNetworkId<Obj_AI_Hero>(args.Target.NetworkId);
                    incomingDamage = (float)heroSender.GetAutoAttackDamage(AggroTarget);
                }

                if (heroSender.ChampionName == "Jinx" && args.SData.Name.Contains("JinxQAttack")
                    && args.Target.Type == Player.Type)
                {
                    AggroTarget = ObjectManager.GetUnitByNetworkId<Obj_AI_Hero>(args.Target.NetworkId);
                    incomingDamage = (float)heroSender.GetAutoAttackDamage(AggroTarget);
                }
            }

            if (sender.Type == GameObjectType.obj_AI_Turret && sender.IsEnemy)
            {
                if (args.Target.Type == Player.Type)
                {
                    if (sender.Distance(Allies().ServerPosition, true) <= 900 * 900)
                    {
                        AggroTarget = ObjectManager.GetUnitByNetworkId<Obj_AI_Hero>(args.Target.NetworkId);

                        incomingDamage =
                            (float)
                            sender.CalcDamage(
                                AggroTarget,
                                Damage.DamageType.Physical,
                                sender.BaseAttackDamage + sender.FlatPhysicalDamageMod);
                    }
                }
            }
        }
Beispiel #6
0
        public static Obj_AI_Hero GetTarget(Obj_AI_Base champion,
            float range,
            IEnumerable<Obj_AI_Hero> ignoredChamps = null,
            Vector3? rangeCheckFrom = null)
        {
            try
            {
                if (ignoredChamps == null)
                {
                    ignoredChamps = new List<Obj_AI_Hero>();
                }

                if (_configMenu != null && IsValidTarget(
                    SelectedTarget, _configMenu.Item("ForceFocusSelected").GetValue<bool>() ? float.MaxValue : range,
                    rangeCheckFrom))
                {
                    return SelectedTarget;
                }

                if (_configMenu != null && _configMenu.Item("TargetingMode") != null &&
                    Mode == TargetingMode.AutoPriority)
                {
                    var menuItem = _configMenu.Item("TargetingMode").GetValue<StringList>();
                    Enum.TryParse(menuItem.SList[menuItem.SelectedIndex], out Mode);
                }

                var targets =
                    HeroManager.Enemies
                        .FindAll(
                            hero => !IsInvulnerable(hero) &&
                                    ignoredChamps.All(ignored => ignored.NetworkId != hero.NetworkId) &&
                                    IsValidTarget(hero, range, rangeCheckFrom));

                switch (Mode)
                {
                    case TargetingMode.LowHP:
                        return targets.MinOrDefault(hero => hero.Health);
                    case TargetingMode.Closest:
                        return
                            targets.MinOrDefault(
                                hero =>
                                    (rangeCheckFrom.HasValue ? rangeCheckFrom.Value : champion.ServerPosition).Distance(
                                        hero.ServerPosition, true));
                    case TargetingMode.AutoPriority:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Physical, 100)/(1 + hero.Health)*
                                    GetPriority(hero));
                    case TargetingMode.LeastAttacks:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Physical, 100)/(1 + hero.Health)*
                                    GetPriority(hero));
                    case TargetingMode.HighestPriority:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    GetPriority(hero));
                    default:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Physical, 100)/(1 + hero.Health)*
                                    GetPriority(hero));
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }

            return null;
        }
 public static double GetTowerDamage(Obj_AI_Base sender)
 {
     var towerDamage = sender.CalcDamage(
         ObjectManager.Player,
         Damage.DamageType.Physical,
         sender.BaseAttackDamage);
     if (TowerIsOuter(sender))
     {
         towerDamage = towerDamage * (1 + 0.375f * WarmingUpStacks + 0.25f * HeatedUpStacks);
     }
     else if (TowerIsInhib(sender))
     {
         towerDamage = towerDamage * (1 + 0.0105f * HeatStacks);
     }
     return towerDamage;
 }
Beispiel #8
0
        public static AIHeroClient GetTarget(Obj_AI_Base champion,
            float range,
            DamageType type,
            bool ignoreShieldSpells = true,
            IEnumerable<AIHeroClient> ignoredChamps = null,
            Vector3? rangeCheckFrom = null, TargetSelectionConditionDelegate conditions = null)
        {

            try
            {
                if (ignoredChamps == null)
                {
                    ignoredChamps = new List<AIHeroClient>();
                }

                var damageType = (EloBuddy.DamageType)Enum.Parse(typeof(EloBuddy.DamageType), type.ToString());

                if (_configMenu != null && IsValidTarget(
                    SelectedTarget, focusMenu["ForceFocusSelected"].Cast<CheckBox>().CurrentValue ? float.MaxValue : range,
                    type, ignoreShieldSpells, rangeCheckFrom))
                {
                    return SelectedTarget;
                }

                if (_configMenu != null && IsValidTarget(
                    SelectedTarget, focusMenu["ForceFocusSelectedKeys"].Cast<CheckBox>().CurrentValue ? float.MaxValue : range,
                    type, ignoreShieldSpells, rangeCheckFrom))
                {
                    if (focusMenu["ForceFocusSelectedK"].Cast<KeyBind>().CurrentValue ||
                        focusMenu["ForceFocusSelectedK2"].Cast<KeyBind>().CurrentValue)
                    {
                        return SelectedTarget;
                    }
                }

                if (_configMenu != null && _configMenu["TargetingMode"] != null && Mode == TargetingMode.AutoPriority)
                {
                    var menuItem = _configMenu["TargetingMode"].Cast<ComboBox>().CurrentValue;
                    Enum.TryParse(getMode().ToString(), out Mode);
                }

                var targets =
                   EntityManager.Heroes.Enemies
                        .FindAll(
                            hero =>
                                ignoredChamps.All(ignored => ignored.NetworkId != hero.NetworkId) &&
                                IsValidTarget(hero, range, type, ignoreShieldSpells, rangeCheckFrom) && (conditions == null || conditions(hero)));

                switch (Mode)
                {
                    case TargetingMode.LowHP:
                        return targets.MinOrDefault(hero => hero.Health);

                    case TargetingMode.MostAD:
                        return targets.MaxOrDefault(hero => hero.BaseAttackDamage + hero.FlatPhysicalDamageMod);

                    case TargetingMode.MostAP:
                        return targets.MaxOrDefault(hero => hero.BaseAbilityDamage + hero.FlatMagicDamageMod);

                    case TargetingMode.Closest:
                        return
                            targets.MinOrDefault(
                                hero =>
                                    (rangeCheckFrom.HasValue ? rangeCheckFrom.Value : champion.ServerPosition).LSDistance(
                                        hero.ServerPosition, true));

                    case TargetingMode.NearMouse:
                        return targets.MinOrDefault(hero => hero.LSDistance(Game.CursorPos, true));

                    case TargetingMode.AutoPriority:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero));

                    case TargetingMode.LessAttack:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, EloBuddy.DamageType.Physical, 100) / (1 + hero.Health) *
                                    GetPriority(hero));

                    case TargetingMode.LessCast:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, EloBuddy.DamageType.Magical, 100) / (1 + hero.Health) *
                                    GetPriority(hero));

                    case TargetingMode.MostStack:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero) +
                                    (1 + hero.Buffs.Where(b => StackNames.Contains(b.Name.ToLower())).Sum(t => t.Count)));
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }

            return null;
        }
        private static void OnObjAiBaseProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            try
            {
                if (!Enabled)
                {
                    return;
                }
                var enemy = sender as Obj_AI_Hero;
                var turret = sender as Obj_AI_Turret;
                foreach (
                    var hero in GameObjects.Heroes.Where(h => h.IsValid && IncomingDamages.ContainsKey(h.NetworkId)))
                {
                    if (ShouldReset(hero))
                    {
                        IncomingDamages[hero.NetworkId] = 0;
                        continue;
                    }

                    if (enemy != null && enemy.IsValid && enemy.IsEnemy && enemy.Distance(hero) <= 2000)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            if (args.SData.IsAutoAttack())
                            {
                                AddDamage(
                                    hero, (int) (GetTime(sender, hero, args.SData) * 0.3f),
                                    (float) sender.GetAutoAttackDamage(hero, true));
                            }
                            else if ((args.SData.TargettingType == SpellDataTargetType.Unit ||
                                      args.SData.TargettingType == SpellDataTargetType.SelfAndUnit))
                            {
                                AddDamage(
                                    hero, (int) (GetTime(sender, hero, args.SData) * 0.3f),
                                    (float) sender.GetSpellDamage(hero, args.SData.Name));
                            }
                        }
                        if (Skillshots)
                        {
                            if (args.SData.TargettingType == SpellDataTargetType.Cone ||
                                args.SData.TargettingType.ToString().Contains("Location"))
                            {
                                var width = (args.SData.TargettingType == SpellDataTargetType.Cone ||
                                             args.SData.LineWidth > 0) &&
                                            args.SData.TargettingType != SpellDataTargetType.Cone
                                    ? args.SData.LineWidth
                                    : (args.SData.CastRadius <= 0
                                        ? args.SData.CastRadiusSecondary
                                        : args.SData.CastRadius);
                                if (args.End.Distance(hero.ServerPosition) <= width * 1.2f)
                                {
                                    AddDamage(
                                        hero, (int) (GetTime(sender, hero, args.SData) * 0.7f),
                                        (float) sender.GetSpellDamage(hero, args.SData.Name));
                                }
                            }
                        }
                    }

                    if (turret != null && turret.IsValid && turret.IsEnemy && turret.Distance(hero) <= 1500)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            AddDamage(
                                hero, (int) (GetTime(sender, hero, args.SData) * 0.3f),
                                (float)
                                    sender.CalcDamage(
                                        hero, Damage.DamageType.Physical,
                                        sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                Global.Logger.AddItem(new LogItem(ex));
            }
        }
 public static bool MinionIsLethal(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
 {
     //Console.WriteLine("Damage from Minion: " + sender.GetAutoAttackDamage(ObjectManager.Player));
     return ObjectManager.Player.Health
            <= sender.CalcDamage(ObjectManager.Player, Damage.DamageType.Physical, sender.BaseAttackDamage);
 }
        private static void Obj_AI_Base_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            #region Hero Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Hero)
            {
                Casted = Utils.GameTimeTickCount;

                foreach (var hero in Activator.Allies())
                {
                    if (!hero.Player.IsValidTarget(float.MaxValue, false) || hero.Player.IsZombie || hero.Immunity)
                    {
                        hero.Attacker     = null;
                        hero.IncomeDamage = 0;
                        hero.HitTypes.Clear();
                        continue;
                    }

                    #region auto attack dectection

                    if (args.SData.IsAutoAttack())
                    {
                        if (args.Target.NetworkId != hero.Player.NetworkId)
                        {
                            continue;
                        }

                        // delay a little bit before missile endtime
                        Utility.DelayAction.Add(250, () =>
                        {
                            hero.Attacker = sender;
                            hero.HitTypes.Add(HitType.AutoAttack);
                            hero.IncomeDamage += (float)Math.Abs(sender.GetAutoAttackDamage(hero.Player));

                            // lazy reset
                            Utility.DelayAction.Add(1000, delegate
                            {
                                hero.Attacker     = null;
                                hero.IncomeDamage = 0;
                                hero.HitTypes.Remove(HitType.AutoAttack);
                            });
                        });
                    }

                    #endregion

                    foreach (var data in spelldata.spells.Where(x => x.SDataName == args.SData.Name.ToLower()))
                    {
                        #region self/selfaoe spell detection

                        if (args.SData.TargettingType == SpellDataTargetType.Self ||
                            args.SData.TargettingType == SpellDataTargetType.SelfAoe)
                        {
                            var fromObj =
                                ObjectManager.Get <GameObject>()
                                .FirstOrDefault(
                                    x => data.FromObject != null && data.FromObject.Any(y => x.Name.Contains(y)));

                            var correctpos = fromObj != null ? fromObj.Position : sender.ServerPosition;

                            if (hero.Player.Distance(correctpos) > data.CastRange)
                            {
                                continue;
                            }

                            if (data.SDataName == "kalistaexpungewrapper" &&
                                !hero.Player.HasBuff("kalistaexpungemarker", true))
                            {
                                continue;
                            }

                            var evadetime = 1000 * (data.CastRange - hero.Player.Distance(correctpos) +
                                                    hero.Player.BoundingRadius) / hero.Player.MoveSpeed;

                            if (Activator.Origin.Item("evade").GetValue <bool>())
                            {
                                // ignore if can evade
                                if (hero.Player.NetworkId == Activator.Player.NetworkId)
                                {
                                    if (hero.Player.CanMove && evadetime < data.Delay)
                                    {
                                        // check next player
                                        continue;
                                    }
                                }
                            }

                            // delay the spell a bit before missile endtime
                            Utility.DelayAction.Add((int)(data.Delay - (data.Delay * 0.3)), () =>
                            {
                                hero.Attacker = sender;
                                hero.HitTypes.Add(HitType.Spell);
                                hero.IncomeDamage +=
                                    (float)Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                                foreach (var type in data.HitType)
                                {
                                    hero.HitTypes.Add(type);
                                }

                                // lazy safe reset
                                Utility.DelayAction.Add((int)(data.Delay + 500), () =>
                                {
                                    hero.Attacker     = null;
                                    hero.IncomeDamage = 0;
                                    hero.HitTypes.Remove(HitType.Spell);

                                    foreach (var t in data.HitType)
                                    {
                                        hero.HitTypes.Remove(t);
                                    }
                                });
                            });
                        }

                        #endregion

                        #region skillshot detection completerino

                        if (args.SData.TargettingType == SpellDataTargetType.Cone ||
                            args.SData.TargettingType.ToString().Contains("Location"))
                        {
                            var fromObj =
                                ObjectManager.Get <GameObject>()
                                .FirstOrDefault(
                                    x => data.FromObject != null && data.FromObject.Any(y => x.Name.Contains(y)));

                            // correct datas
                            var islineskillshot = args.SData.LineWidth != 0;
                            var correctpos      = fromObj != null ? fromObj.Position : sender.ServerPosition;
                            var correctwidth    = !islineskillshot ? args.SData.CastRadius : args.SData.LineWidth;

                            if (hero.Player.Distance(correctpos) > data.CastRange)
                            {
                                continue;
                            }

                            var distance = (int)(1000 * (correctpos.Distance(hero.Player.ServerPosition) / data.MissileSpeed));
                            var endtime  = data.Delay - 100 + Game.Ping / 2 + distance - (Utils.GameTimeTickCount - Casted);

                            // get the real end position normalized
                            var direction = (args.End.To2D() - correctpos.To2D()).Normalized();
                            var endpos    = correctpos.To2D() + direction * data.CastRange;

                            // setup projection
                            var proj     = hero.Player.ServerPosition.To2D().ProjectOn(correctpos.To2D(), endpos);
                            var projdist = hero.Player.ServerPosition.To2D().Distance(proj.SegmentPoint);

                            // get the evade time
                            int evadetime;

                            if (islineskillshot)
                            {
                                evadetime =
                                    (int)
                                    (1000 * (correctwidth - projdist + hero.Player.BoundingRadius) /
                                     hero.Player.MoveSpeed);
                            }

                            else
                            {
                                evadetime =
                                    (int)
                                    (1000 *
                                     (correctwidth - hero.Player.Distance(correctpos) + hero.Player.BoundingRadius) /
                                     hero.Player.MoveSpeed);
                            }

                            if (!islineskillshot && hero.Player.Distance(args.End) <= correctwidth ||
                                islineskillshot && correctwidth + hero.Player.BoundingRadius > projdist)
                            {
                                if (data.Global || Activator.Origin.Item("evade").GetValue <bool>())
                                {
                                    // ignore if can evade
                                    if (hero.Player.NetworkId == Activator.Player.NetworkId)
                                    {
                                        if (hero.Player.CanMove && evadetime < endtime)
                                        {
                                            // check next player
                                            continue;
                                        }
                                    }
                                }

                                // vayne invis check
                                if (data.SDataName == "vaynetumble" && sender.HasBuff("VayneInquisition", true))
                                {
                                    hero.HitTypes.Add(HitType.Stealth);
                                }

                                // delay the action a little bit before endtime
                                Utility.DelayAction.Add((int)(endtime - (endtime * 0.3)), () =>
                                {
                                    hero.Attacker = sender;
                                    hero.HitTypes.Add(HitType.Spell);
                                    hero.IncomeDamage +=
                                        (float)Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                                    foreach (var type in data.HitType)
                                    {
                                        hero.HitTypes.Add(type);
                                    }

                                    // lazy safe reset
                                    Utility.DelayAction.Add((int)(endtime + 500), () =>
                                    {
                                        hero.Attacker     = null;
                                        hero.IncomeDamage = 0;
                                        hero.HitTypes.Remove(HitType.Spell);

                                        foreach (var t in data.HitType)
                                        {
                                            hero.HitTypes.Remove(t);
                                        }
                                    });
                                });
                            }
                        }

                        #endregion

                        #region unit type detection

                        if (args.SData.TargettingType == SpellDataTargetType.Unit ||
                            args.SData.TargettingType == SpellDataTargetType.SelfAndUnit)
                        {
                            // check if is targeteting the hero on our table
                            if (hero.Player.NetworkId != args.Target.NetworkId)
                            {
                                continue;
                            }

                            // target spell dectection
                            if (hero.Player.Distance(sender.ServerPosition) > data.CastRange)
                            {
                                continue;
                            }

                            var distance = (int)(1000 * (sender.Distance(hero.Player.ServerPosition) / data.MissileSpeed));
                            var endtime  = data.Delay - 100 + Game.Ping / 2 + distance - (Utils.GameTimeTickCount - Casted);

                            Utility.DelayAction.Add((int)(endtime - (endtime * 0.3)), () =>
                            {
                                hero.Attacker = sender;
                                hero.HitTypes.Add(HitType.Spell);
                                hero.IncomeDamage +=
                                    (float)Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                                foreach (var type in data.HitType)
                                {
                                    hero.HitTypes.Add(type);
                                }

                                // lazy reset
                                Utility.DelayAction.Add((int)(endtime + 500), () =>
                                {
                                    hero.Attacker     = null;
                                    hero.IncomeDamage = 0;
                                    hero.HitTypes.Remove(HitType.Spell);

                                    foreach (var t in data.HitType)
                                    {
                                        hero.HitTypes.Remove(t);
                                    }
                                });
                            });
                        }

                        #endregion
                    }
                }
            }

            #endregion

            #region Turret Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Turret)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (args.Target.NetworkId != hero.Player.NetworkId)
                    {
                        continue;
                    }

                    if (hero.Immunity)
                    {
                        continue;
                    }

                    if (sender.Distance(hero.Player.ServerPosition) <= 900 &&
                        Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                    {
                        Utility.DelayAction.Add(500, () =>
                        {
                            hero.HitTypes.Add(HitType.TurretAttack);
                            hero.IncomeDamage =
                                (float)Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                                                                  sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                            // lazy reset
                            Utility.DelayAction.Add(800, () =>
                            {
                                hero.Attacker     = null;
                                hero.IncomeDamage = 0;
                                hero.HitTypes.Remove(HitType.TurretAttack);
                            });
                        });
                    }
                }
            }

            #endregion

            #region Minion Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Minion)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (hero.Player.NetworkId != args.Target.NetworkId)
                    {
                        continue;
                    }

                    if (hero.Immunity)
                    {
                        continue;
                    }

                    if (hero.Player.Distance(sender.ServerPosition) <= 750 &&
                        Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                    {
                        hero.HitTypes.Add(HitType.MinionAttack);
                        hero.MinionDamage =
                            (float)Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                                                              sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                        // lazy reset
                        Utility.DelayAction.Add(500, () =>
                        {
                            hero.HitTypes.Remove(HitType.MinionAttack);
                            hero.MinionDamage = 0;
                        });
                    }
                }
            }

            #endregion
        }
Beispiel #12
0
        public static AIHeroClient GetTarget(
            Obj_AI_Base champion,
            float range,
            DamageType type,
            bool ignoreShieldSpells = true,
            IEnumerable <AIHeroClient> ignoredChamps = null,
            Vector3?rangeCheckFrom = null,
            TargetSelectionConditionDelegate conditions = null)
        {
            try
            {
                if (ignoredChamps == null)
                {
                    ignoredChamps = new List <AIHeroClient>();
                }

                var damageType = (Damage.DamageType)Enum.Parse(typeof(Damage.DamageType), type.ToString());

                if (_configMenu != null &&
                    IsValidTarget(
                        SelectedTarget,
                        _configMenu.Item("ForceFocusSelected").GetValue <bool>() ? float.MaxValue : range,
                        type,
                        ignoreShieldSpells,
                        rangeCheckFrom))
                {
                    return(SelectedTarget);
                }

                if (_configMenu != null &&
                    IsValidTarget(
                        SelectedTarget,
                        _configMenu.Item("ForceFocusSelectedKeys").GetValue <bool>() ? float.MaxValue : range,
                        type,
                        ignoreShieldSpells,
                        rangeCheckFrom))
                {
                    if (_configMenu.Item("ForceFocusSelectedK").GetValue <KeyBind>().Active ||
                        _configMenu.Item("ForceFocusSelectedK2").GetValue <KeyBind>().Active)
                    {
                        return(SelectedTarget);
                    }
                }

                if (_configMenu != null && _configMenu.Item("TargetingMode") != null &&
                    Mode == TargetingMode.AutoPriority)
                {
                    var menuItem = _configMenu.Item("TargetingMode").GetValue <StringList>();
                    Enum.TryParse(menuItem.SList[menuItem.SelectedIndex], out Mode);
                }

                var targets =
                    EloBuddy.SDK.EntityManager.Heroes.Enemies.Where(
                        hero =>
                        ignoredChamps.All(ignored => ignored.NetworkId != hero.NetworkId) &&
                        IsValidTarget(hero, range, type, ignoreShieldSpells, rangeCheckFrom) &&
                        (conditions == null || conditions(hero)));

                switch (Mode)
                {
                case TargetingMode.LowHP:
                    return(targets.MinOrDefault(hero => hero.Health));

                case TargetingMode.MostAD:
                    return(targets.MaxOrDefault(hero => hero.BaseAttackDamage + hero.FlatPhysicalDamageMod));

                case TargetingMode.MostAP:
                    return(targets.MaxOrDefault(hero => hero.BaseAbilityDamage + hero.FlatMagicDamageMod));

                case TargetingMode.Closest:
                    return
                        (targets.MinOrDefault(
                             hero =>
                             (rangeCheckFrom.HasValue ? rangeCheckFrom.Value : champion.ServerPosition).Distance(
                                 hero.ServerPosition,
                                 true)));

                case TargetingMode.NearMouse:
                    return(targets.MinOrDefault(hero => hero.Distance(Game.CursorPos, true)));

                case TargetingMode.AutoPriority:
                    return
                        (targets.MaxOrDefault(
                             hero =>
                             champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero)));

                case TargetingMode.LessAttack:
                    return
                        (targets.MaxOrDefault(
                             hero =>
                             champion.CalcDamage(hero, Damage.DamageType.Physical, 100) / (1 + hero.Health)
                             * GetPriority(hero)));

                case TargetingMode.LessCast:
                    return
                        (targets.MaxOrDefault(
                             hero =>
                             champion.CalcDamage(hero, Damage.DamageType.Magical, 100) / (1 + hero.Health)
                             * GetPriority(hero)));

                case TargetingMode.MostStack:
                    return
                        (targets.MaxOrDefault(
                             hero =>
                             champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero)
                             + (1 + hero.Buffs.Where(b => StackNames.Contains(b.Name.ToLower())).Sum(t => t.Count))));
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }

            return(null);
        }
Beispiel #13
0
        public static Obj_AI_Hero GetTarget(Obj_AI_Base champion,
                                            float range,
                                            DamageType type,
                                            bool ignoreShieldSpells = true,
                                            IEnumerable <Obj_AI_Hero> ignoredChamps = null,
                                            Vector3?rangeCheckFrom = null)
        {
            try
            {
                if (ignoredChamps == null)
                {
                    ignoredChamps = new List <Obj_AI_Hero>();
                }

                var damageType = (Damage.DamageType)Enum.Parse(typeof(Damage.DamageType), type.ToString());

                if (_configMenu != null && IsValidTarget(
                        SelectedTarget, _configMenu.Item("ForceFocusSelected").GetValue <bool>() ? float.MaxValue : range,
                        type, ignoreShieldSpells, rangeCheckFrom))
                {
                    return(SelectedTarget);
                }

                if (_configMenu != null && _configMenu.Item("TargetingMode") != null &&
                    Mode == TargetingMode.AutoPriority)
                {
                    var menuItem = _configMenu.Item("TargetingMode").GetValue <StringList>();
                    Enum.TryParse(menuItem.SList[menuItem.SelectedIndex], out Mode);
                }

                var targets =
                    HeroManager.Enemies
                    .FindAll(
                        hero =>
                        ignoredChamps.All(ignored => ignored.NetworkId != hero.NetworkId) &&
                        IsValidTarget(hero, range, type, ignoreShieldSpells, rangeCheckFrom));

                switch (Mode)
                {
                case TargetingMode.LowHP:
                    return(targets.MinOrDefault(hero => hero.Health));

                case TargetingMode.MostAD:
                    return(targets.MaxOrDefault(hero => hero.BaseAttackDamage + hero.FlatPhysicalDamageMod));

                case TargetingMode.MostAP:
                    return(targets.MaxOrDefault(hero => hero.BaseAbilityDamage + hero.FlatMagicDamageMod));

                case TargetingMode.Closest:
                    return
                        (targets.MinOrDefault(
                             hero =>
                             (rangeCheckFrom.HasValue ? rangeCheckFrom.Value : champion.ServerPosition).Distance(
                                 hero.ServerPosition, true)));

                case TargetingMode.NearMouse:
                    return(targets.Find(hero => hero.Distance(Game.CursorPos, true) < 22500));    // 150 * 150

                case TargetingMode.AutoPriority:
                    return
                        (targets.MaxOrDefault(
                             hero =>
                             champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero)));

                case TargetingMode.LessAttack:
                    return
                        (targets.MaxOrDefault(
                             hero =>
                             champion.CalcDamage(hero, Damage.DamageType.Physical, 100) / (1 + hero.Health) *
                             GetPriority(hero)));

                case TargetingMode.LessCast:
                    return
                        (targets.MaxOrDefault(
                             hero =>
                             champion.CalcDamage(hero, Damage.DamageType.Magical, 100) / (1 + hero.Health) *
                             GetPriority(hero)));
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }

            return(null);
        }
Beispiel #14
0
        public static void EmulateDamage(Obj_AI_Base sender, Champion hero, Gamedata data, HitType dmgType,
                                         string notes = null, float dmgEntry = 0f, int expiry = 500)
        {
            var hpred = new HPInstance();

            hpred.HitType    = dmgType;
            hpred.TargetHero = hero.Player;
            hpred.Data       = data;
            hpred.Name       = string.Empty;

            if (!string.IsNullOrEmpty(data?.SDataName))
            {
                hpred.Name = data.SDataName;
            }

            if (sender is Obj_AI_Hero)
            {
                hpred.Attacker = sender;
            }

            if (dmgEntry == 0f && sender != null)
            {
                switch (dmgType)
                {
                case HitType.AutoAttack:
                    hpred.PredictedDmg = (float)sender.GetAutoAttackDamage(hero.Player, true);
                    break;

                case HitType.MinionAttack:
                case HitType.TurretAttack:
                    hpred.PredictedDmg =
                        (float)
                        Math.Max(
                            sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                                              sender.BaseAttackDamage + sender.FlatPhysicalDamageMod), 0);
                    break;

                default:
                    if (!string.IsNullOrEmpty(data?.SDataName))
                    {
                        hpred.PredictedDmg = (float)Math.Max(0, sender.GetSpellDamage(hero.Player, data.SDataName));
                    }
                    break;
                }
            }
            else
            {
                var idmg = dmgEntry;
                hpred.PredictedDmg = (float)Math.Round(idmg);
            }

            if (hpred.PredictedDmg > 0)
            {
                var idmg = hpred.PredictedDmg * Activator.Origin.Item("weightdmg").GetValue <Slider>().Value / 100;
                hpred.PredictedDmg = (float)Math.Round(idmg);
            }
            else
            {
                var idmg = (hero.Player.Health / hero.Player.MaxHealth) * 5;
                hpred.PredictedDmg = (float)Math.Round(idmg);
            }

            if (dmgType != HitType.Buff && dmgType != HitType.Troy)
            {
                // check duplicates (missiles and process spell)
                if (IncomeDamage.Select(entry => entry.Value).Any(o => o.Name == data.SDataName))
                {
                    return;
                }
            }

            var dmg             = AddDamage(hpred, hero, notes);
            var extendedEndtime = Activator.Origin.Item("lagtolerance").GetValue <Slider>().Value * 10;

            Utility.DelayAction.Add(expiry + extendedEndtime, () => RemoveDamage(dmg, notes));
        }
Beispiel #15
0
        private static void OnObjAiBaseProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            try
            {
                if (!Enabled)
                {
                    return;
                }
                var enemy  = sender as Obj_AI_Hero;
                var turret = sender as Obj_AI_Turret;
                foreach (
                    var hero in GameObjects.Heroes.Where(h => h.IsValid && IncomingDamages.ContainsKey(h.NetworkId)))
                {
                    if (ShouldReset(hero))
                    {
                        IncomingDamages[hero.NetworkId] = 0;
                        continue;
                    }

                    if (enemy != null && enemy.IsValid && enemy.IsEnemy && enemy.Distance(hero) <= 2000f)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            if (args.SData.IsAutoAttack())
                            {
                                AddDamage(
                                    hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                    (float)sender.GetAutoAttackDamage(hero, true));
                            }
                            else if (args.SData.TargettingType == SpellDataTargetType.Unit ||
                                     args.SData.TargettingType == SpellDataTargetType.SelfAndUnit)
                            {
                                AddDamage(
                                    hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                    (float)sender.GetSpellDamage(hero, args.SData.Name));
                            }
                        }

                        if (args.Target == null && Skillshots)
                        {
                            var slot = enemy.GetSpellSlot(args.SData.Name);
                            if (slot != SpellSlot.Unknown &&
                                (slot == SpellSlot.Q || slot == SpellSlot.E || slot == SpellSlot.W ||
                                 slot == SpellSlot.R))
                            {
                                var width = Math.Min(
                                    750f,
                                    (args.SData.TargettingType == SpellDataTargetType.Cone || args.SData.LineWidth > 0) &&
                                    args.SData.TargettingType != SpellDataTargetType.Cone
                                        ? args.SData.LineWidth
                                        : (args.SData.CastRadius <= 0
                                            ? args.SData.CastRadiusSecondary
                                            : args.SData.CastRadius));
                                if (args.End.Distance(hero.ServerPosition) <= Math.Pow(width, 2))
                                {
                                    AddDamage(
                                        hero, (int)(GetTime(sender, hero, args.SData) * 0.6f),
                                        (float)sender.GetSpellDamage(hero, args.SData.Name));
                                }
                            }
                        }
                    }

                    if (turret != null && turret.IsValid && turret.IsEnemy && turret.Distance(hero) <= 1500f)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            AddDamage(
                                hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                (float)
                                sender.CalcDamage(
                                    hero, Damage.DamageType.Physical,
                                    sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                Global.Logger.AddItem(new LogItem(ex));
            }
        }