Beispiel #1
0
 private void OnSkillshotDeleted(EvadeSkillshot skillshot)
 {
     if (RestorePosition && !SkillshotDetector.DetectedSkillshots.Any())
     {
         if (AutoPathing.IsPathing && Player.Instance.IsWalking())
         {
             var destination = AutoPathing.Destination;
             AutoPathing.StopPath();
             Player.IssueOrder(GameObjectOrder.MoveTo, destination.To3DWorld(), false);
         }
         else if (LastEvadeResult != null && Player.Instance.IsMovingTowards(LastEvadeResult.EvadePoint))
         {
             Player.IssueOrder(GameObjectOrder.MoveTo, LastIssueOrderPos.To3DWorld(), false);
         }
     }
 }
Beispiel #2
0
        public bool DoEvade(Vector3[] desiredPath = null, PlayerIssueOrderEventArgs args = null)
        {
            if (!EvadeEnabled || Player.Instance.IsDead || Player.Instance.IsDashing())
            {
                LastEvadeResult = null;
                AutoPathing.StopPath();
                return(false);
            }

            var hero = Player.Instance;

            if (args != null && args.Order == GameObjectOrder.AttackUnit)
            {
                if (!hero.IsInAutoAttackRange((AttackableUnit)args.Target))
                {
                    desiredPath = hero.GetPath(args.Target.Position, true);
                }
            }

            if (IsHeroInDanger(hero))
            {
                if (LastEvadeResult != null && (!IsPointSafe(LastEvadeResult.EvadePoint) || LastEvadeResult.Expired()))
                {
                    // LastEvadeResult = null;
                }

                var evade = CalculateEvade(LastIssueOrderPos);
                if (evade.IsValid && evade.EnoughTime)
                {
                    if (LastEvadeResult == null ||
                        (LastEvadeResult.EvadePoint.Distance(evade.EvadePoint, true) > 500.Pow() &&
                         AllowRecalculateEvade))
                    {
                        LastEvadeResult = evade;
                    }
                }
                else
                {
                    if (!evade.EnoughTime && LastEvadeResult == null && !IsHeroPathSafe(evade, desiredPath))
                    {
                        return(EvadeSpellManager.ProcessFlash(this));
                    }
                }

                if (LastEvadeResult != null) //&& LastEvadeResult.EvadePoint.Distance(hero) > hero.HitBoxRadius()
                {
                    var isPathSafe = IsHeroPathSafe(evade, desiredPath);

                    if (!hero.IsMovingTowards(LastEvadeResult.WalkPoint) || !isPathSafe)
                    {
                        AutoPathing.StopPath();
                        MoveTo(LastEvadeResult.WalkPoint, false);
                    }

                    return(true);
                }
            }
            else if (!IsPathSafe(hero.RealPath()) || (desiredPath != null && !IsPathSafe(desiredPath)))
            {
                var path  = PathFinding.GetPath(hero.Position.To2D(), LastIssueOrderPos);
                var evade = CalculateEvade(LastIssueOrderPos);

                if (evade.IsValid)
                {
                    path = new[] { evade.EvadePoint }.Concat(path).ToArray();
                }

                if (path.Length > 0 && AutoPathing.Destination.Distance(path.Last(), true) > 50.Pow())
                {
                    AutoPathing.DoPath(path);
                }

                LastEvadeResult = null;
                return(desiredPath != null);
            }
            else
            {
                AutoPathing.StopPath();
                LastEvadeResult = null;
            }

            return(false);
        }
Beispiel #3
0
        public bool DoEvade(Vector3[] desiredPath = null)
        {
            if (!EvadeEnabled || Player.Instance.IsDead)
            {
                LastEvadeResult = null;
                AutoPathing.StopPath();
                return(false);
            }

            var hero = Player.Instance;

            if (IsHeroInDanger(hero))
            {
                if (LastEvadeResult != null &&
                    (!IsPointSafe(LastEvadeResult.EvadePoint) ||
                     !IsPathSafe(hero.GetPath(LastEvadeResult.EvadePoint.To3DWorld(), true)) ||
                     LastEvadeResult.Expired()))
                {
                    LastEvadeResult = null;
                }

                var evade = CalculateEvade(LastIssueOrderPos);
                if (evade.IsValid && evade.EnoughTime)
                {
                    if (LastEvadeResult == null ||
                        (LastEvadeResult.EvadePoint.Distance(evade.EvadePoint, true) > 300.Pow() &&
                         AllowRecalculateEvade))
                    {
                        LastEvadeResult = evade;
                    }

                    if (IsHeroPathSafe(evade, desiredPath))
                    {
                        LastEvadeResult = null;
                    }
                }
                else
                {
                    if (!evade.EnoughTime && LastEvadeResult == null && !IsHeroPathSafe(evade, desiredPath))
                    {
                        var result = EvadeSpellManager.ProcessFlash(this);
                        if (!result && AlwaysEvade && evade.IsValid)
                        {
                            Player.IssueOrder(GameObjectOrder.MoveTo, evade.EvadePoint.To3DWorld(), false);
                        }

                        return(result);
                    }
                }

                if (LastEvadeResult != null)
                {
                    if (!hero.IsMovingTowards(LastEvadeResult.EvadePoint))
                    {
                        AutoPathing.StopPath();
                        Player.IssueOrder(GameObjectOrder.MoveTo, LastEvadeResult.EvadePoint.To3DWorld(), false);
                    }

                    return(true);
                }
            }
            else if (!IsPathSafe(hero.RealPath()) || (desiredPath != null && !IsPathSafe(desiredPath)))
            {
                var path = GetPath(hero.Position.To2D(), LastIssueOrderPos);
                if (path.Length > 0 && AutoPathing.Destination.Distance(path.Last(), true) > 50.Pow())
                {
                    AutoPathing.DoPath(path);
                }

                LastEvadeResult = null;
                return(true);
            }
            else
            {
                AutoPathing.StopPath();
                LastEvadeResult = null;
            }

            return(false);
        }