Ejemplo n.º 1
0
        public AIHeroClient GetTarget(Vector3 Position, float Range, Func <AIHeroClient, float> damage = null)
        {
            var          list   = Enemies.FindAll((x) => x.IsValidTarget(Range) && IsValid(x));
            AIHeroClient result = null;

            if (menu.Get <MenuCheckbox>("selected").Checked)
            {
                var ts = GetSelectedTarget(Position, Range);
                if (ts != null)
                {
                    return(ts);
                }
            }

            switch (menu.Get <MenuCombo>("TSMode").CurrentValue)
            {
            case 0:
            {
                foreach (var enemy in list)
                {
                    if (result == null || (GetRealPriority(menu.Get <MenuSlider>(enemy.ChampionName).CurrentValue) * damage(enemy) / enemy.ADHealth() > GetRealPriority(menu.Get <MenuSlider>(result.ChampionName).CurrentValue) * damage(result) / result.ADHealth()))
                    {
                        result = enemy;
                    }
                }
                break;
            }

            case 1:
            {
                foreach (var enemy in list)
                {
                    if (result == null || (enemy.ADHealth() < result.ADHealth()))
                    {
                        result = enemy;
                    }
                }
                break;
            }

            case 2:
            {
                foreach (var enemy in list)
                {
                    if (result == null || (enemy.APHealth() - damage(enemy) < result.APHealth() - damage(result)))
                    {
                        result = enemy;
                    }
                }
                break;
            }

            case 3:
            {
                foreach (var enemy in list)
                {
                    if (result == null || (enemy.TotalAttackDamage > result.TotalAttackDamage))
                    {
                        result = enemy;
                    }
                }
                break;
            }

            case 4:
            {
                foreach (var enemy in list)
                {
                    if (result == null || (enemy.BonusAbilityPower > result.BonusAbilityPower))
                    {
                        result = enemy;
                    }
                }
                break;
            }

            case 5:
            {
                foreach (var enemy in list)
                {
                    if (result == null || (enemy.Distance(Position) < result.Distance(Position)))
                    {
                        result = enemy;
                    }
                }
                break;
            }

            case 6:
            {
                foreach (var enemy in list)
                {
                    if (result == null || (enemy.Distance(Game.CursorPosition) < result.Distance(Game.CursorPosition)))
                    {
                        result = enemy;
                    }
                }
                break;
            }

            default:
                break;
            }

            return(result);
        }