Example #1
0
        public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false)
        {
            var result = new IsSafeResult();

            result.SkillshotList = new List <Skillshot>();
            result.casters       = new List <Obj_AI_Base>();
            if (false)
            {
                bool safe = YasuoSharp.Orbwalker.ActiveMode.ToString() == "Combo" ||
                            point.To3D().GetEnemiesInRange(500).Count > Player.HealthPercent % 65;
                if (!safe)
                {
                    result.IsSafe = false;
                    return(result);
                }
            }
            foreach (var skillshot in YasuoSharp.DetectedSkillshots)
            {
                if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500, Player))
                {
                    result.SkillshotList.Add(skillshot);
                    result.casters.Add(skillshot.Unit);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);
            return(result);
        }
Example #2
0
        public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false)
        {
            var result = new IsSafeResult();
            result.SkillshotList = new List<Skillshot>();
            result.casters = new List<Obj_AI_Base>();


            bool safe = (Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Combo)) ||
                            point.To3D().CountEnemiesInRange(500) > Variables._Player.HealthPercent % 65;
            if (!safe)
            {
                result.IsSafe = false;
                return result;
            }

            foreach (var skillshot in Variables.EvadeDetectedSkillshots)
            {
                if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500, Variables._Player))
                {
                    result.SkillshotList.Add(skillshot);
                    result.casters.Add(skillshot.Unit);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);
            return result;
        }
Example #3
0
        public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false)
        {
            var result = new IsSafeResult();

            result.SkillshotList = new List <Skillshot>();
            result.casters       = new List <Obj_AI_Base>();


            bool safe = (Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Combo)) ||
                        point.To3D().CountEnemiesInRange(500) > Variables._Player.HealthPercent % 65;

            if (!safe)
            {
                result.IsSafe = false;
                return(result);
            }

            foreach (var skillshot in Variables.EvadeDetectedSkillshots)
            {
                if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500, Variables._Player))
                {
                    result.SkillshotList.Add(skillshot);
                    result.casters.Add(skillshot.Unit);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);
            return(result);
        }
Example #4
0
        public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false)
        {
            var result = new IsSafeResult();

            result.SkillshotList = new List <Skillshot>();
            result.casters       = new List <Obj_AI_Base>();
            result.IsSafe        = (result.SkillshotList.Count == 0);
            return(result);
        }
Example #5
0
        private static IsSafeResult IsSafePoints(Vector2 point)
        {
            var result = new IsSafeResult {
                SkillshotList = new List <Skillshot>()
            };

            DetectedSkillshots.Where(i => i.Enable && !i.IsSafe(point)).ForEach(i => result.SkillshotList.Add(i));
            result.IsSafe = result.SkillshotList.Count == 0;
            return(result);
        }
Example #6
0
 public static IsSafeResult IsSafePoint(Vector2 point)
 {
     var result = new IsSafeResult { SkillshotList = new List<Skillshot>() };
     foreach (var skillshot in
         SkillshotDetector.DetectedSkillshots.Where(i => i.Evade && !i.IsSafePoint(point)))
     {
         result.SkillshotList.Add(skillshot);
     }
     result.IsSafe = result.SkillshotList.Count == 0;
     return result;
 }
Example #7
0
        public static IsSafeResult IsSafePoint(Vector2 point, bool isCheck = false)
        {
            var result = new IsSafeResult {
                SkillshotList = new List <Skillshot>()
            };

            DetectedSkillshots.Where(i => i.Enable && i.IsDanger(point) && (!isCheck || i.CanDodge))
            .ForEach(i => result.SkillshotList.Add(i));
            result.IsSafe = result.SkillshotList.Count == 0;
            return(result);
        }
Example #8
0
        public static IsSafeResult IsSafePoint(Vector2 point)
        {
            var result = new IsSafeResult {
                SkillshotList = new List <Skillshot>()
            };

            foreach (var skillshot in DetectedSkillshots.Where(i => i.Enable && i.IsDanger(point)))
            {
                result.SkillshotList.Add(skillshot);
            }
            result.IsSafe = result.SkillshotList.Count == 0;
            return(result);
        }
Example #9
0
        internal static IsSafeResult IsSafePoint(Vector2 point)
        {
            var result = new IsSafeResult {
                SkillshotList = new List <Skillshot>()
            };

            DetectedSkillshots.Where(i => i.Enable && !i.IsSafe(point)).ForEach(i => result.SkillshotList.Add(i));
            result.IsSafe = result.SkillshotList.Count == 0;
            if (!result.IsSafe)
            {
                result.SkillshotList = result.SkillshotList.OrderByDescending(i => i.DangerLevel).ToList();
            }
            return(result);
        }
Example #10
0
        /// <summary>
        ///     Returns true if the point is not inside the detected skillshots.
        /// </summary>
        public static IsSafeResult IsSafe(Vector2 point)
        {
            var result = new IsSafeResult {
                SkillshotList = new List <Skillshot>()
            };

            foreach (var skillshot in DetectedSkillshots)
            {
                result.SkillshotList.Add(skillshot);
            }

            result.IsSafe = (result.SkillshotList.Count == 0);

            return(result);
        }
Example #11
0
        /// <summary>
        /// Returns true if the point is not inside the detected skillshots.
        /// </summary>
        public static IsSafeResult IsSafe(Vector2 point)
        {
            var result = new IsSafeResult();
            result.SkillshotList = new List<Skillshot>();

            foreach (var skillshot in DetectedSkillshots)
            {
                if (skillshot.Evade() && skillshot.IsDanger(point))
                {
                    result.SkillshotList.Add(skillshot);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);

            return result;
        }
Example #12
0
        /// <summary>
        /// Returns true if the point is not inside the detected skillshots.
        /// </summary>
        public static IsSafeResult IsSafe(Vector2 point)
        {
            var result = new IsSafeResult();

            result.SkillshotList = new List <Skillshot>();

            foreach (var skillshot in DetectedSkillshots)
            {
                if (skillshot.Evade() && skillshot.IsDanger(point))
                {
                    result.SkillshotList.Add(skillshot);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);

            return(result);
        }
Example #13
0
        public static IsSafeResult isSafePoint(Vector2 point)
        {
            var result = new IsSafeResult();

            result.SkillshotList = new List <Skillshot>();
            result.casters       = new List <Obj_AI_Base>();

            foreach (var skillshot in YasuoSharp.DetectedSkillshots)
            {
                if (skillshot.IsDanger(point))
                {
                    result.SkillshotList.Add(skillshot);
                    result.casters.Add(skillshot.Unit);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);
            return(result);
        }
Example #14
0
        public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false)
        {
            var result = new IsSafeResult();
            result.SkillshotList = new List<Skillshot>();
            result.casters = new List<Obj_AI_Base>();
            if (false)
            {
                bool safe = YasuoSharp.Orbwalker.ActiveMode.ToString() == "Combo" ||
                            point.To3D().GetEnemiesInRange(500).Count > Player.HealthPercent%65;
                if (!safe)
                {
                    result.IsSafe = false;
                    return result;
                }
            }
            foreach (var skillshot in YasuoSharp.DetectedSkillshots)
            {
                if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500,Player))
                {
                    result.SkillshotList.Add(skillshot);
                    result.casters.Add(skillshot.Unit);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);
            return result;
        }
Example #15
0
 public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false)
 {
     var result = new IsSafeResult();
     result.SkillshotList = new List<Skillshot>();
     result.casters = new List<Obj_AI_Base>();
     result.IsSafe = (result.SkillshotList.Count == 0);
     return result;
 }
Example #16
0
        public static IsSafeResult isSafePoint(Vector2 point)
        {
            var result = new IsSafeResult();
            result.SkillshotList = new List<Skillshot>();
            result.casters = new List<Obj_AI_Base>();

            foreach (var skillshot in YasuoSharp.DetectedSkillshots)
            {
                if (skillshot.IsDanger(point))
                {
                    result.SkillshotList.Add(skillshot);
                    result.casters.Add(skillshot.Unit);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);
            return result;
        }
        /// <summary>
        ///     Returns true if the point is not inside the detected skillshots.
        /// </summary>
        public static IsSafeResult IsSafe(Vector2 point)
        {
            var result = new IsSafeResult {SkillshotList = new List<Skillshot>()};

            foreach (var skillshot in ActiveSkillshots)
            {
                result.SkillshotList.Add(skillshot);
            }

            result.IsSafe = (result.SkillshotList.Count == 0);

            return result;
        }
Example #18
0
        public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false)
        {
            var result = new IsSafeResult();
            result.SkillshotList = new List<Skillshot>();
            result.casters = new List<Obj_AI_Base>();

            if (orbwalker.ActiveMode != Orbwalking.OrbwalkingMode.Combo ||
                             point.To3D().CountEnemiesInRange(500) > myHero.HealthPercent % 65)
            {
                result.IsSafe = false;
                return result;
            }

            foreach (var skillshot in EvadeDetectedSkillshots)
            {
                if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500, myHero))
                {
                    result.SkillshotList.Add(skillshot);
                    result.casters.Add(skillshot.Unit);
                }
            }

            result.IsSafe = (result.SkillshotList.Count == 0);
            return result;
        }
Example #19
0
 public static IsSafeResult IsSafePoint(Vector2 point, bool isCheck = false)
 {
     var result = new IsSafeResult { SkillshotList = new List<Skillshot>() };
     DetectedSkillshots.Where(i => i.Enable && i.IsDanger(point) && (!isCheck || i.CanDodge))
         .ForEach(i => result.SkillshotList.Add(i));
     result.IsSafe = result.SkillshotList.Count == 0;
     return result;
 }