/// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
        {
            switch (s.Type)
            {
            case SkillshotType.SkillshotLine:
                return(LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCircle:
                return(CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCone:
                return(ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), s.From.To2D(), s.RangeCheckFrom.To2D()));
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="radius">Spell radius</param>
        /// <param name="ringRadius">Ring radius</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="collisionable">Spell collisionable</param>
        /// <param name="type">Spell skillshot type</param>
        /// <param name="path">Waypoints of target</param>
        /// <param name="avgt">Average reaction time (in ms)</param>
        /// <param name="movt">Passed time from last movement change (in ms)</param>
        /// <param name="avgp">Average Path Lenght</param>
        /// <param name="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetPrediction(Obj_AI_Base target, float radius, float ringRadius, float delay, float missileSpeed, float range, bool collisionable, List <Vector2> path, float avgt, float movt, float avgp, Vector2 from, Vector2 rangeCheckFrom)
        {
            //if you are copying it negro; dont forget sprediction credits, ty.
            Prediction.Result result = CirclePrediction.GetPrediction(target, ringRadius, delay, missileSpeed, range + radius, collisionable, path, avgt, movt, avgp, from, rangeCheckFrom);
            if (result.HitChance > HitChance.Low)
            {
                Vector2 direction = (result.CastPosition - from + target.Direction.To2D()).Normalized();
                result.CastPosition -= direction * (radius - ringRadius / 2f);

                if (result.CastPosition.Distance(from) > range)
                {
                    result.HitChance = HitChance.OutOfRange;
                }
            }

            return(result);
        }
        /// <summary>
        /// Spell extension for cast aoe spell with SPrediction
        /// </summary>
        /// <param name="minHit">Minimum aoe hits to cast</param>
        /// <returns></returns>
        public static bool SPredictionCastAoe(this Spell s, int minHit)
        {
            if (minHit < 2)
            {
                throw new InvalidOperationException("Minimum aoe hit count cannot be less than 2");
            }

            if (s.Collision)
            {
                throw new InvalidOperationException("Collisionable spell");
            }

            Prediction.AoeResult result;

            switch (s.Type)
            {
            case SkillshotType.SkillshotLine: result = LinePrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, s.From.To2D(), s.RangeCheckFrom.To2D());
                break;

            case SkillshotType.SkillshotCircle: result = CirclePrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, s.From.To2D(), s.RangeCheckFrom.To2D());
                break;

            case SkillshotType.SkillshotCone: result = ConePrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, s.From.To2D(), s.RangeCheckFrom.To2D());
                break;

            default:
                throw new InvalidOperationException("Unknown spell type");
            }

            Prediction.lastDrawTick      = Utils.TickCount;
            Prediction.lastDrawPos       = result.CastPosition;
            Prediction.lastDrawHitchance = String.Format("Aoe Cast (Hits: {0})", result.HitCount);
            Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
            Prediction.lastDrawWidth     = (int)s.Width;

            if (result.HitCount >= minHit)
            {
                return(s.Cast(result.CastPosition));
            }

            return(false);
        }
        /// <summary>
        /// Gets aoe prediction result
        /// </summary>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.AoeResult GetAoeSPrediction(this Spell s)
        {
            if (s.Collision)
            {
                throw new InvalidOperationException("Collisionable spell");
            }

            switch (s.Type)
            {
            case SkillshotType.SkillshotLine:
                return(LinePrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCircle:
                return(CirclePrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCone:
                return(ConePrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, s.From.To2D(), s.RangeCheckFrom.To2D()));
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
Beispiel #5
0
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="collisionable">Spell collisionable</param>
        /// <param name="type">Spell skillshot type</param>
        /// <param name="path">Waypoints of target</param>
        /// <param name="avgt">Average reaction time (in ms)</param>
        /// <param name="movt">Passed time from last movement change (in ms)</param>
        /// <param name="avgp">Average Path Lenght</param>
        /// <param name="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, List <Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom)
        {
            Prediction.AssertInitializationMode();

            Prediction.Result result = new Prediction.Result();

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance    = LeagueSharp.Common.HitChance.Immobile;
                result.CastPosition = target.ServerPosition.To2D();
                result.UnitPosition = result.CastPosition;
                return(result);
            }

            if (target is AIHeroClient && ((AIHeroClient)target).IsChannelingImportantSpell())
            {
                result.HitChance    = LeagueSharp.Common.HitChance.Immobile;
                result.CastPosition = target.ServerPosition.To2D();
                result.UnitPosition = result.CastPosition;
                return(result);
            }

            if (Utility.IsImmobileTarget(target))
            {
                return(Prediction.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from));
            }

            if (target.IsDashing())
            {
                return(Prediction.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from));
            }

            float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
            float flyTime        = 0f;

            if (missileSpeed != 0)
            {
                Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed;
                Vector2 Vs = (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * missileSpeed;
                Vector2 Vr = Vs - Vt;

                flyTime = targetDistance / Vr.Length();

                if (path.Count > 5)
                {
                    flyTime = targetDistance / missileSpeed;
                }
            }

            float t = flyTime + delay + Game.Ping / 2000f + Prediction.SpellDelay / 1000f;

            result.HitChance = Prediction.GetHitChance(t * 1000f, avgt, movt, avgp, anglediff);

            #region arc collision test
            if (result.HitChance > LeagueSharp.Common.HitChance.Low)
            {
                for (int i = 1; i < path.Count; i++)
                {
                    Vector2 senderPos = rangeCheckFrom;
                    Vector2 testPos   = path[i];

                    float multp = (testPos.Distance(senderPos) / 875.0f);

                    var dianaArc = new SCommon.Maths.Geometry.Polygon(
                        ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 200 * multp),
                        ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 320 * multp));

                    if (!ClipperWrapper.IsOutside(dianaArc, target.ServerPosition.To2D()))
                    {
                        result.HitChance    = LeagueSharp.Common.HitChance.VeryHigh;
                        result.CastPosition = testPos;
                        result.UnitPosition = testPos;
                        return(result);
                    }
                }
            }
            #endregion

            return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom));
        }
        /// <summary>
        /// Spell extension for cast vector spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="ringRadius">Ring Radius</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCastRing(this Spell s, Obj_AI_Hero t, float ringRadius, HitChance hc, bool onlyEdge = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue <StringList>().SelectedIndex == 1)
            {
                throw new NotSupportedException("Vector Prediction not supported in Common prediction");
            }

            if (minHit > 1)
            {
                throw new NotSupportedException("Ring aoe prediction not supported yet");
            }

            if (t.HealthPercent > filterHPPercent)
            {
                return(false);
            }

            if (rangeCheckFrom == null)
            {
                rangeCheckFrom = ObjectManager.Player.ServerPosition;
            }

            if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    float             avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float             movt = t.LastMovChangeTime();
                    float             avgp = t.AvgPathLenght();
                    Prediction.Result result;
                    if (onlyEdge)
                    {
                        result = RingPrediction.GetPrediction(t, s.Width, ringRadius, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, s.From.To2D(), rangeCheckFrom.Value.To2D());
                    }
                    else
                    {
                        result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range + ringRadius, s.Collision, t.GetWaypoints(), avgt, movt, avgp, s.From.To2D(), rangeCheckFrom.Value.To2D());
                    }

                    Prediction.lastDrawTick      = Utils.TickCount;
                    Prediction.lastDrawPos       = result.CastPosition;
                    Prediction.lastDrawHitchance = result.HitChance.ToString();
                    Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
                    Prediction.lastDrawWidth     = (int)ringRadius;

                    if (result.HitChance >= hc)
                    {
                        s.Cast(result.CastPosition);
                        return(true);
                    }

                    Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                    return(false);
                }
                finally
                {
                    Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                }
            }

            return(false);
        }
        /// <summary>
        /// Spell extension for cast spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (rangeCheckFrom == null)
            {
                rangeCheckFrom = ObjectManager.Player.ServerPosition;
            }

            if (t == null)
            {
                return(s.Cast());
            }

            if (!s.IsSkillshot)
            {
                return(s.Cast(t) == Spell.CastStates.SuccessfullyCasted);
            }

            #region if common prediction selected
            if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue <StringList>().SelectedIndex == 1)
            {
                var pout = s.GetPrediction(t, minHit > 1);

                if (minHit > 1)
                {
                    if (pout.AoeTargetsHitCount >= minHit)
                    {
                        return(s.Cast(pout.CastPosition));
                    }
                    else
                    {
                        return(false);
                    }
                }

                if (pout.Hitchance >= hc)
                {
                    return(s.Cast(pout.CastPosition));
                }
                else
                {
                    return(false);
                }
            }
            #endregion

            if (minHit > 1)
            {
                return(SPredictionCastAoe(s, minHit));
            }

            if (t.HealthPercent > filterHPPercent)
            {
                return(false);
            }

            if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    float avgt      = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt      = t.LastMovChangeTime();
                    float avgp      = t.AvgPathLenght();
                    var   waypoints = t.GetWaypoints();

                    Prediction.Result result;

                    switch (s.Type)
                    {
                    case SkillshotType.SkillshotLine: result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    case SkillshotType.SkillshotCircle: result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    case SkillshotType.SkillshotCone: result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    default:
                        throw new InvalidOperationException("Unknown spell type");
                    }

                    Prediction.lastDrawTick      = Utils.TickCount;
                    Prediction.lastDrawPos       = result.CastPosition;
                    Prediction.lastDrawHitchance = result.HitChance.ToString();
                    Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
                    Prediction.lastDrawWidth     = (int)s.Width;

                    if (result.HitChance >= hc)
                    {
                        s.Cast(result.CastPosition);
                        return(true);
                    }

                    Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                    return(false);
                }
                finally
                {
                    Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                }
            }

            return(false);
        }