Beispiel #1
0
        /// <summary>
        /// Gets Aoe Prediction result
        /// </summary>
        /// <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="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.AoeResult"/></returns>
        public static Prediction.AoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom)
        {
            Prediction.AoeResult result = new Prediction.AoeResult();
            var enemies = HeroManager.Enemies.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range);

            foreach (Obj_AI_Hero enemy in enemies)
            {
                Prediction.Result prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), from, rangeCheckFrom);
                if (prediction.HitChance > HitChance.Medium)
                {
                    float multp = (result.CastPosition.Distance(from) / 875.0f);

                    var spellHitBox = new SPrediction.Geometry.Polygon(
                                            ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition, (float)Math.PI * multp, 410, 200 * multp),
                                            ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition, (float)Math.PI * multp, 410, 320 * multp));

                    var collidedEnemies = HeroManager.Enemies.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), ClipperWrapper.MakePaths(spellHitBox)));
                    int collisionCount = collidedEnemies.Count();
                    if (collisionCount > result.HitCount)
                        result = prediction.ToAoeResult(collisionCount, new Collision.Result(collidedEnemies.ToList<Obj_AI_Base>(), Collision.Flags.EnemyChampions));
                }
            }

            return result;
        }
Beispiel #2
0
        /// <summary>
        /// Gets Aoe Prediction result
        /// </summary>
        /// <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="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.AoeResult"/></returns>
        public static Prediction.AoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom)
        {
            Prediction.AoeResult result = new Prediction.AoeResult();
            var enemies = HeroManager.Enemies.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range);

            foreach (Obj_AI_Hero enemy in enemies)
            {
                Prediction.Result prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), from, rangeCheckFrom);
                if (prediction.HitChance > HitChance.Medium)
                {
                    Vector2 to = from + (prediction.CastPosition - from).Normalized() * range;
                    Collision.Result colResult = Collision.GetCollisions(from, to, width, delay, missileSpeed, false);
                    if (colResult.Objects.HasFlag(Collision.Flags.EnemyChampions))
                    {
                        int collisionCount = colResult.Units.Count(p => p.IsEnemy && p.IsChampion());
                        if (collisionCount > result.HitCount)
                            result = prediction.ToAoeResult(collisionCount, colResult);
                    }
                }
            }
            return result;
        }
Beispiel #3
0
        /// <summary>
        /// Gets Aoe Prediction result
        /// </summary>
        /// <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="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.AoeResult"/></returns>
        public static Prediction.AoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom)
        {
            Prediction.AoeResult result = new Prediction.AoeResult();
            result.HitCount = 0;
            var enemies = HeroManager.Enemies.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range);

            foreach (Obj_AI_Hero enemy in enemies)
            {
                Prediction.Result prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), from, rangeCheckFrom);
                if (prediction.HitChance > HitChance.Medium)
                {
                    Vector2 to = from + (prediction.CastPosition - from).Normalized() * range;
                    var spellHitBox = ClipperWrapper.DefineSector(from, to, width, range);
                    var collidedEnemies = HeroManager.Enemies.AsParallel().Where(p => !ClipperWrapper.IsOutside(spellHitBox, Prediction.GetFastUnitPosition(p, delay, missileSpeed, from)));
                    int collisionCount = collidedEnemies.Count();
                    if (collisionCount > result.HitCount)
                        result = prediction.ToAoeResult(collisionCount, new Collision.Result(collidedEnemies.ToList<Obj_AI_Base>(), Collision.Flags.EnemyChampions));
                }
            }

            return result;
        }