Ejemplo n.º 1
0
        /// <summary>
        /// Gets prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <param name="width">Vector width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</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="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="VectorResult"/></returns>
        public static VectorResult GetPrediction(AIBaseClient target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom)
        {
            var result = new VectorResult();

            //auto aoe hit (2 hits with using one target as from position)
            if (target.Type == GameObjectType.AIHeroClient && target.IsValid)                                                                                                                                                                                                                                                                                                                     //do these calcs if champion kappa
            {
                if (ObjectManager.Player.CountEnemyHeroesInRange(range) > 0 && ObjectManager.Player.CountEnemyHeroesInRange(range + vectorLenght) > 1)                                                                                                                                                                                                                                            //if there is at least 1 enemy in range && at least 2 enemy which laser can hit
                {
                    var predPos1 = PredictionExtensions.GetFastUnitPosition(target, delay);                                                                                                                                                                                                                                                                                                       //get target unit position after delay
                    foreach (var enemy in GameObjects.EnemyHeroes)                                                                                                                                                                                                                                                                                                                                //loop all enemies
                    {
                        if (enemy.NetworkId != target.NetworkId && enemy.Distance(rangeCheckFrom) < range + vectorLenght)                                                                                                                                                                                                                                                                         //if enemy is not given target and enemy is hitable by laser
                        {
                            var predPos2 = PredictionExtensions.GetFastUnitPosition(enemy, delay);                                                                                                                                                                                                                                                                                                //get enemy unit position after delay
                            if (predPos1.Distance(rangeCheckFrom) < range)                                                                                                                                                                                                                                                                                                                        //if target is in range
                            {
                                var predRes = LinePrediction.GetLinePrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), 360, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get enemy prediciton with from = target's position (a bit backward)
                                if (predRes.HitChance >= HitChance.Low)
                                {
                                    var f = predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30;
                                    return(new VectorResult
                                    {
                                        CastSourcePosition = f,
                                        CastTargetPosition = predRes.CastPosition,
                                        UnitPosition = predRes.UnitPosition,
                                        HitChance = predRes.HitChance,
                                        CollisionResult = predRes.CollisionResult,
                                    });
                                }
                            }
                            else if (predPos2.Distance(rangeCheckFrom) < range)                                                                                                                                                                                                                                          //if enemy is in range
                            {
                                var predRes = LinePrediction.GetLinePrediction(target, width, delay, vectorSpeed, vectorLenght, false, path, avgt, movt, avgp, 360, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get target prediction with from = enemy's position (a bit backward)
                                if (predRes.HitChance >= HitChance.Low)
                                {
                                    var f = predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30;
                                    return(new VectorResult
                                    {
                                        CastSourcePosition = f,
                                        CastTargetPosition = predRes.CastPosition,
                                        UnitPosition = predRes.UnitPosition,
                                        HitChance = predRes.HitChance,
                                        CollisionResult = predRes.CollisionResult,
                                    });
                                }
                            }
                        }
                    }
                }
            }

            var immobileFrom = rangeCheckFrom + (target.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * range;

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance          = HitChance.VeryHigh;
                result.CastSourcePosition = immobileFrom;
                result.CastTargetPosition = target.PreviousPosition.ToVector2();
                result.UnitPosition       = result.CastTargetPosition;
                result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                {
                    result.HitChance = HitChance.OutOfRange;
                }

                return(result);
            }

            if (target is AIHeroClient hero)
            {
                if (hero.IsCastingImporantSpell())
                {
                    result.HitChance          = HitChance.VeryHigh;
                    result.CastSourcePosition = immobileFrom;
                    result.CastTargetPosition = hero.PreviousPosition.ToVector2();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * hero.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }

                //to do: find a fuking logic
                if (avgp < 400 && movt < 100)
                {
                    result.HitChance          = HitChance.High;
                    result.CastTargetPosition = hero.PreviousPosition.ToVector2();
                    result.CastSourcePosition = immobileFrom;
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * hero.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }
            }

            if (target.IsDashing())
            {
                var dashPred = PredictionExtensions.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SpellType.Line, immobileFrom, rangeCheckFrom);
                return(new VectorResult
                {
                    CastSourcePosition = immobileFrom,
                    CastTargetPosition = dashPred.CastPosition,
                    UnitPosition = dashPred.UnitPosition,
                    HitChance = dashPred.HitChance,
                    CollisionResult = dashPred.CollisionResult,
                });
            }

            if (target.IsImmobileTarget())
            {
                var immoPred = PredictionExtensions.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SpellType.Line, immobileFrom, rangeCheckFrom);
                return(new VectorResult
                {
                    CastSourcePosition = immobileFrom,
                    CastTargetPosition = immoPred.CastPosition,
                    UnitPosition = immoPred.UnitPosition,
                    HitChance = immoPred.HitChance,
                    CollisionResult = immoPred.CollisionResult,
                });
            }

            for (var i = 0; i < path.Count - 1; i++)
            {
                var point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]);
                if (path[i].Distance(ObjectManager.Player.PreviousPosition) < range)
                {
                    point = path[i];
                }

                var res = PredictionExtensions.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SpellType.Line, path, avgt, movt, avgp, 360, point);
                res.Input = new PredictionInput(target, delay, vectorSpeed, width, range, false, SpellType.Line, rangeCheckFrom.ToVector3World(), rangeCheckFrom.ToVector3World());
                res.Lock();
                if (res.HitChance >= HitChance.Low)
                {
                    return(new VectorResult
                    {
                        CastSourcePosition = point,
                        CastTargetPosition = res.CastPosition,
                        UnitPosition = res.UnitPosition,
                        HitChance = res.HitChance,
                        CollisionResult = res.CollisionResult,
                    });
                }
            }

            result.CastSourcePosition = immobileFrom;
            result.CastTargetPosition = target.PreviousPosition.ToVector2();
            result.HitChance          = HitChance.None;
            return(result);
        }
Ejemplo n.º 2
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="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">Spell range check fropm</param>
        /// <param name="arconly">Is Arc</param>
        /// <returns>Prediction result as <see cref="PredictionResult"/></returns>
        public static PredictionResult GetPrediction(AIBaseClient 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, bool arconly = true)
        {
            if (arconly)
            {
                if (target.Distance(from) < width || target.Distance(from) > range * 0.75f)
                {
                    return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom));
                }

                var pred = LinePrediction.GetLinePrediction(target, 80f, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom);
                if (pred.HitChance >= HitChance.Low)
                {
                    pred.CastPosition = (from + (pred.CastPosition - from).Normalized() * range);
                    var cos = (float)Math.Cos((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2);
                    var sin = (float)Math.Sin((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2);
                    var x   = cos * (pred.CastPosition.X - from.X) - sin * (pred.CastPosition.Y - from.Y) + from.X;
                    var y   = sin * (pred.CastPosition.X - from.X) + cos * (pred.CastPosition.Y - from.Y) + from.Y;
                    pred.CastPosition = new Vector2(x, y);
                }

                return(pred);
            }

            var result = new PredictionResult();

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance    = HitChance.Immobile;
                result.CastPosition = target.PreviousPosition.ToVector2();
                result.UnitPosition = result.CastPosition;
                return(result);
            }

            if (target is AIHeroClient aiHero && aiHero.IsCastingImporantSpell())
            {
                result.HitChance    = HitChance.Immobile;
                result.CastPosition = aiHero.PreviousPosition.ToVector2();
                result.UnitPosition = result.CastPosition;
                return(result);
            }

            if (target.IsImmobileTarget())
            {
                return(PredictionExtensions.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SpellType.Circle, from, rangeCheckFrom));
            }

            if (target.IsDashing())
            {
                return(PredictionExtensions.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SpellType.Circle, from, rangeCheckFrom));
            }

            var targetDistance = rangeCheckFrom.Distance(target.PreviousPosition);
            var flyTime        = 0f;

            if (missileSpeed != 0)
            {
                var Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed;
                var Vs = (target.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * missileSpeed;
                var Vr = Vs - Vt;

                flyTime = targetDistance / Vr.Length();

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

            var t = flyTime + delay + Game.Ping / 2000f + Program.SpellDelay / 1000f;

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

            //arc collision test
            if (result.HitChance > HitChance.Low)
            {
                for (var i = 1; i < path.Count; i++)
                {
                    var senderPos = rangeCheckFrom;
                    var testPos   = path[i];

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

                    var dianaArc = new 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 (!dianaArc.IsOutside(target.PreviousPosition.ToVector2()))
                    {
                        result.HitChance    = HitChance.VeryHigh;
                        result.CastPosition = testPos;
                        result.UnitPosition = testPos;
                        return(result);
                    }
                }
            }

            return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, @from, rangeCheckFrom));
        }