Example #1
0
        /// <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(), target.LastAngleDiff(), 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(), target.LastAngleDiff(), 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(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
Example #2
0
 public override void Cast(Obj_AI_Hero target, bool force = false, HitChance minChance = HitChance.Low)
 {
     if (HasBeenSafeCast() || target == null || target.GetWaypoints().Last().Distance(target) > 50) return;
     var prediction = Spell.GetPrediction(target, true);
     if (prediction.Hitchance < minChance) return;
     SafeCast(() => Spell.Cast(prediction.CastPosition));
 }
Example #3
0
        public static bool IsValidTarget(Obj_AI_Hero target)
        {
            if (!IsWhitelisted(target))
                return false;

            var targetPosition = Geometry.PositionAfter(target.GetWaypoints(), 300, (int)target.MoveSpeed);

            if (target.Distance(ObjectManager.Player.ServerPosition) < 650f && IsCondemnable(ObjectManager.Player.ServerPosition.To2D(), targetPosition, target.BoundingRadius))
            {
                if (target.Path.Length == 0)
                {
                    var outRadius = (0.3f * target.MoveSpeed) / (float)Math.Cos(2 * Math.PI / 12);
                    int count = 0;
                    for (int i = 1; i <= 12; i++)
                    {
                        var angle = i * 2 * Math.PI / 12;
                        float x = target.Position.X + outRadius * (float)Math.Cos(angle);
                        float y = target.Position.Y + outRadius * (float)Math.Sin(angle);
                        if (IsCondemnable(ObjectManager.Player.ServerPosition.To2D(), new Vector2(x, y), target.BoundingRadius))
                            count++;
                    }
                    return count >= 4;
                }
                else
                    return true;
            }
            else
            {
                if (TumbleCondemn && s_Champion.Spells[Champion.Q].IsReady())
                {
                    var outRadius = 300 / (float)Math.Cos(2 * Math.PI / 12);

                    for (int i = 1; i <= 12; i++)
                    {
                        var angle = i * 2 * Math.PI / 12;
                        float x = ObjectManager.Player.Position.X + outRadius * (float)Math.Cos(angle);
                        float y = ObjectManager.Player.Position.Y + outRadius * (float)Math.Sin(angle);
                        targetPosition = Geometry.PositionAfter(target.GetWaypoints(), 300, (int)target.MoveSpeed);
                        if (targetPosition.Distance(new Vector2(x, y)) < 550f && IsCondemnable(new Vector2(x, y), targetPosition, target.BoundingRadius, 300f))
                        {
                            s_Champion.Spells[Champion.Q].Cast(new Vector2(x, y));
                            return false;
                        }
                    }

                    return false;
                }
            }

            return false;
        }
Example #4
0
 private static double GetAngle(this Vector3 from, Obj_AI_Hero target)
 {
     var c = target.ServerPosition.ToVector2();
     var a = target.GetWaypoints().Last();
     if (c == a)
     {
         return 60;
     }
     var b = from.ToVector2();
     var ab = Math.Pow(a.X - b.X, 2) + Math.Pow(a.Y - b.Y, 2);
     var bc = Math.Pow(b.X - c.X, 2) + Math.Pow(b.Y - c.Y, 2);
     var ac = Math.Pow(a.X - c.X, 2) + Math.Pow(a.Y - c.Y, 2);
     return Math.Cos((ab + bc - ac) / (2 * Math.Sqrt(ab) * Math.Sqrt(bc))) * 180 / Math.PI;
 }
        /// <summary>
        /// Spell extension for cast arc 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 SPredictionCastArc(this Spell s, Obj_AI_Hero t, HitChance hc, bool arconly = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
                throw new NotSupportedException("Arc Prediction not supported in Common prediction");

            if (minHit > 1)
                return SPredictionCastAoeArc(s, minHit);

            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();
                    var result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D(), arconly);

                    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;
        }
Example #6
0
 private void castR(Obj_AI_Hero target)
 {
     if (Config.Item("hitchanceR", true).GetValue<bool>())
     {
         List<Vector2> waypoints = target.GetWaypoints();
         if (target.Path.Count() < 2 && (Player.Distance(waypoints.Last<Vector2>().To3D()) - Player.Distance(target.Position)) > 300)
         {
             Program.CastSpell(R, target);
         }
     }
     else
         Program.CastSpell(R, target);
 }
Example #7
0
        private static Vector3 PreCastPos(Obj_AI_Hero Hero ,float Delay)
        {
            float value = 0f;
            if (Hero.IsFacing(Player))
            {
                value = (10f - Hero.BoundingRadius);
            }
            else
            {
                value = -(120f - Hero.BoundingRadius);
            }
            var distance = Delay * Hero.MoveSpeed + value;
            var path = Hero.GetWaypoints();

            for (var i = 0; i < path.Count - 1; i++)
            {
                var a = path[i];
                var b = path[i + 1];
                var d = a.Distance(b);

                if (d < distance)
                {
                    distance -= d;
                }
                else
                {
                    return (a + distance * (b - a).Normalized()).To3D();
                }
            }

            return (path[path.Count - 1]).To3D();
        }
Example #8
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="from">Spell casted position</param>
 /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
 public static Prediction.Result GetPrediction(Obj_AI_Hero target, float width, float delay, float missileSpeed, float range, bool collisionable)
 {
     return GetPrediction(target, width, delay, missileSpeed, range, collisionable, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), ObjectManager.Player.ServerPosition.To2D(), ObjectManager.Player.ServerPosition.To2D());
 }
Example #9
0
        public static bool IsFaced(Obj_AI_Hero target)
        {
            Vector2 LastWaypoint = target.GetWaypoints().Last();
            if (LastWaypoint.Distance(Player.Position) < target.Distance(Player.Position))
                return true;

            return false;
        }
Example #10
0
        /// <summary>
        /// Casts spell
        /// </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 SPredictionCastArc(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (minHit > 1)
                throw new NotSupportedException("Arc aoe prediction has not supported yet");

            if (predMenu != null && predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
                throw new NotSupportedException("Arc Prediction not supported in Common prediction");

            if (t.HealthPercent > filterHPPercent)
                return false;

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

            if (Monitor.TryEnter(EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    HitChance predictedhc;
                    float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt = t.LastMovChangeTime();
                    float avgp = t.AvgPathLenght();
                    Vector2 pos = GetArcPrediction(t, s, t.GetWaypoints(), avgt, movt, avgp, out predictedhc, rangeCheckFrom.Value);

                    if (rangeCheckFrom.Value.To2D().Distance(pos) > s.Range + s.Width / 2 - t.BoundingRadius) //out of range
                    {
                        Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
                        return false;
                    }

                    float multp = (pos.Distance(rangeCheckFrom.Value.To2D()) / 875.0f);

                    var dianaArc = new SPrediction.Geometry.Polygon(
                                    ClipperWrapper.DefineArc(rangeCheckFrom.Value.To2D() - new Vector2(875 / 2f, 20), pos, (float)Math.PI * multp, 410, 200 * multp),
                                    ClipperWrapper.DefineArc(rangeCheckFrom.Value.To2D() - new Vector2(875 / 2f, 20), pos, (float)Math.PI * multp, 410, 320 * multp));

                    if (Collision.CheckYasuoWallCollision(dianaArc))
                    {
                        Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
                        return false;
                    }

                    if (predictedhc >= hc)
                    {
                        s.Cast(pos);
                        return true;
                    }

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

            return false;
        }
Example #11
0
 /// <summary>
 /// Gets Prediction result
 /// </summary>
 /// <param name="target">Target</param>
 /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
 public static Prediction.Result GetArcSPrediction(this Spell s, Obj_AI_Hero target)
 {
     return ArcPrediction.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());
 }
Example #12
0
        /// <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, 360, 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;
        }
Example #13
0
 private static void castR(Obj_AI_Hero target)
 {
     if (Config.Item("hitchanceR").GetValue<bool>())
     {
         List<Vector2> waypoints = target.GetWaypoints();
         if ((ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > 400)
         {
             R.Cast(target, true);
         }
     }
     else
         R.Cast(target, true);
 }
Example #14
0
        public static bool IsValidTarget(Obj_AI_Hero target)
        {
            if (!IsWhitelisted(target))
                return false;

            var targetPosition = Geometry.PositionAfter(target.GetWaypoints(), 300, (int)target.MoveSpeed);

            if (target.Distance(ObjectManager.Player.ServerPosition) < 650f && IsCondemnable(ObjectManager.Player.ServerPosition.To2D(), targetPosition, target.BoundingRadius))
            {
                if (target.Path.Length == 0)
                {
                    var outRadius = (0.3f * target.MoveSpeed) / (float)Math.Cos(2 * Math.PI / Accuracy);
                    int count = 0;
                    for (int i = 1; i <= Accuracy; i++)
                    {
                        if (count + (Accuracy - i) < Accuracy / 3)
                            return false;

                        var angle = i * 2 * Math.PI / Accuracy;
                        float x = target.Position.X + outRadius * (float)Math.Cos(angle);
                        float y = target.Position.Y + outRadius * (float)Math.Sin(angle);
                        if (IsCondemnable(ObjectManager.Player.ServerPosition.To2D(), new Vector2(x, y), target.BoundingRadius))
                            count++;
                    }
                    return count >= Accuracy / 3;
                }
                else
                    return true;
            }
            else
            {
                if (TumbleCondemn && s_Champion.Spells[Champion.Q].IsReady())
                {
                    var outRadius = 300 / (float)Math.Cos(2 * Math.PI / TumbleCondemnCount);

                    for (int i = 1; i <= TumbleCondemnCount; i++)
                    {
                        var angle = i * 2 * Math.PI / TumbleCondemnCount;
                        float x = ObjectManager.Player.Position.X + outRadius * (float)Math.Cos(angle);
                        float y = ObjectManager.Player.Position.Y + outRadius * (float)Math.Sin(angle);
                        targetPosition = Geometry.PositionAfter(target.GetWaypoints(), 300, (int)target.MoveSpeed);
                        var vec = new Vector2(x, y);
                        if (targetPosition.Distance(vec) < 550f && IsCondemnable(vec, targetPosition, target.BoundingRadius, 300f))
                        {
                            if (!TumbleCondemnSafe || Tumble.IsSafe(target, vec.To3D2(), false).IsValid())
                            {
                                s_Champion.Spells[Champion.Q].Cast(vec);
                                break;
                            }
                        }
                    }

                    return false;
                }
            }

            return false;
        }
Example #15
0
        private static void CastSpell(Spell QWER, Obj_AI_Hero target, int HitChanceNum)
        {
            //HitChance 0 - 2
            // example CastSpell(Q, ts, 2);
            var poutput = QWER.GetPrediction(target);
            var col = poutput.CollisionObjects.Count(ColObj => ColObj.IsEnemy && ColObj.IsMinion && !ColObj.IsDead);
            if (target.IsDead || col > 0 || target.Path.Count() > 1)
                return;

            if ((target.Path.Count() == 0 && target.Position == target.ServerPosition) || target.HasBuff("Recall"))
            {
                QWER.Cast(poutput.CastPosition);
                return;
            }

            if (HitChanceNum == 0)
                QWER.Cast(target, true);
            else if (HitChanceNum == 1)
            {
                if ((int)poutput.Hitchance > 4)
                    QWER.Cast(poutput.CastPosition);
            }
            else if (HitChanceNum == 2)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                if (waypoints.Last<Vector2>().To3D().Distance(poutput.CastPosition) > QWER.Width && (int)poutput.Hitchance == 5)
                {
                    if (waypoints.Last<Vector2>().To3D().Distance(Player.Position) <= target.Distance(Player.Position) || (target.Path.Count() == 0 && target.Position == target.ServerPosition))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - (poutput.CastPosition.Distance(target.ServerPosition) + target.BoundingRadius))
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else if ((int)poutput.Hitchance == 5)
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
            }
            else if (HitChanceNum == 3)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed) - QWER.Width) * 6;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if ((target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(Player.Distance(waypoints.Last<Vector2>().To3D()) - Player.Distance(target.Position)) > BackToFront))
                {
                    if (waypoints.Last<Vector2>().To3D().Distance(Player.Position) <= target.Distance(Player.Position))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - (poutput.CastPosition.Distance(target.ServerPosition)))
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
            }
            else if (HitChanceNum == 4 && (int)poutput.Hitchance > 4)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed) - QWER.Width) * 6;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));

                if (Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if ((target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(Player.Distance(waypoints.Last<Vector2>().To3D()) - Player.Distance(target.Position)) > BackToFront))
                {
                    if (waypoints.Last<Vector2>().To3D().Distance(Player.Position) <= target.Distance(Player.Position))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - (poutput.CastPosition.Distance(target.ServerPosition)))
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
            }
        }
Example #16
0
 /// <summary>
 /// Gets Prediction result
 /// </summary>
 /// <param name="target">Target</param>
 /// <param name="vectorLenght">Vector Lenght</param>
 /// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns>
 public static VectorPrediction.Result GetVectorSPrediction(this Spell s, Obj_AI_Hero target, float vectorLenght)
 {
     return VectorPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, vectorLenght, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), s.RangeCheckFrom.To2D());
 }
Example #17
0
        /// <summary>
        /// Casts spell
        /// </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 (predMenu != null && 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 Aoe.SPredictionCast(s, t, hc, reactionIgnoreDelay, minHit, rangeCheckFrom, filterHPPercent);

            if (s.Collision && minHit > 1)
                throw new InvalidOperationException("You can't use collisionable spells with aoe");

            if (t.HealthPercent > filterHPPercent)
                return false;

            if (Monitor.TryEnter(EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    HitChance predictedhc;
                    float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt = t.LastMovChangeTime();
                    float avgp = t.AvgPathLenght();
                    var waypoints = t.GetWaypoints();
                    //PATCH WARNING
                    Vector2 pos = GetPredictionMethod2(t, s, waypoints, avgt, movt, avgp, out predictedhc, rangeCheckFrom.Value);

                    //if (waypoints.PathLength() / t.MoveSpeed < 1f)
                    //    pos = GetPredictionMethod2(t, s, waypoints, avgt, movt, avgp, out predictedhc, rangeCheckFrom.Value);
                    //else
                    //    pos = GetPrediction(t, s, waypoints, avgt, movt, avgp, out predictedhc, rangeCheckFrom.Value);

                    if (rangeCheckFrom.Value.To2D().Distance(pos) > s.Range + (s.Type == SkillshotType.SkillshotCircle ? s.Width / 2 : 0) - t.BoundingRadius) //out of range
                    {
                        Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
                        return false;
                    }

                    lastDrawTick = Utils.TickCount;
                    lastDrawPos = pos;
                    lastDrawHitchance = predictedhc.ToString();
                    lastDrawDirection = (pos - rangeCheckFrom.Value.To2D()).Normalized().Perpendicular();
                    lastDrawWidth = (int)s.Width;

                    if (s.Collision && Collision.CheckCollision(rangeCheckFrom.Value.To2D(), pos, s, true, false, true))
                    {
                        lastDrawHitchance = HitChance.Collision.ToString();
                        Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
                        return false;
                    }

                    if (predictedhc >= hc)
                    {
                        s.Cast(pos);
                        return true;
                    }

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

            return false;
        }
Example #18
0
        /// <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;
        }
Example #19
0
            /// <summary>
            /// Casts aoe spell
            /// </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="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>
            internal static bool SPredictionCast(Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 2, Vector3? rangeCheckFrom = null, float filterHPPercent = 0)
            {
                if (!blInitialized)
                    throw new Exception("Prediction is not initalized");

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

                if (Monitor.TryEnter(EnemyInfo[t.NetworkId].m_lock))
                {
                    try
                    {
                        HitChance predictedhc = HitChance.Impossible;
                        float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
                        float movt = t.LastMovChangeTime();
                        float avgp = t.AvgPathLenght();

                        Vector2 pos = ObjectManager.Player.ServerPosition.To2D();
                        switch (s.Type)
                        {
                            case SkillshotType.SkillshotLine: pos = Line.GetPrediction(t, s, t.GetWaypoints(), avgt, movt, avgp, filterHPPercent, minHit, out predictedhc, rangeCheckFrom.Value);
                                break;
                            case SkillshotType.SkillshotCircle: pos = Circle.GetPrediction(t, s, t.GetWaypoints(), avgt, movt, avgp, filterHPPercent, minHit, out predictedhc, rangeCheckFrom.Value);
                                break;
                            case SkillshotType.SkillshotCone: pos = Cone.GetPrediction(t, s, t.GetWaypoints(), avgt, movt, avgp, filterHPPercent, minHit, out predictedhc, rangeCheckFrom.Value);
                                break;
                        }

                        if (predictedhc >= hc)
                        {
                            s.Cast(pos);

                            return true;
                        }

                        Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
                        return false;
                    }
                    finally
                    {
                        Monitor.Exit(EnemyInfo[t.NetworkId].m_lock);
                    }
                }
                return false;
            }
Example #20
0
        /// <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="vectorLenght">Vector lenght</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 SPredictionCastVector(this Spell s, Obj_AI_Hero t, float vectorLenght, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (minHit > 1)
                throw new NotSupportedException("Vector aoe prediction has not supported yet");

            if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
                throw new NotSupportedException("Vector Prediction not supported in Common prediction");

            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();
                    var result = VectorPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, vectorLenght, t.GetWaypoints(), avgt, movt, avgp, s.RangeCheckFrom.To2D());

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

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

            return false;
        }
Example #21
0
        private static void CastSpell(Spell QWER, Obj_AI_Hero target, int HitChanceNum)
        {
            //HitChance 0 - 2
            // example CastSpell(Q, ts, 2);
            var poutput = QWER.GetPrediction(target);
            var col = poutput.CollisionObjects.Count(ColObj => ColObj.IsEnemy && ColObj.IsMinion && !ColObj.IsDead);
            if (QWER.Collision && col > 0)
                return;
            if (HitChanceNum == 0)
                QWER.Cast(target, true);
            else if (HitChanceNum == 1)
            {
                if ((int)poutput.Hitchance > 4)
                    QWER.Cast(poutput.CastPosition);
            }
            else if (HitChanceNum == 2)
            {
                if ((target.IsFacing(ObjectManager.Player) && (int)poutput.Hitchance == 5) || (target.Path.Count() == 0 && target.Position == target.ServerPosition))
                {
                    if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed) + (target.BoundingRadius * 2)))
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
                else if ((int)poutput.Hitchance == 5)
                {
                    QWER.Cast(poutput.CastPosition);
                }
            }
            else if (HitChanceNum == 3)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed)) * 6 - QWER.Width;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || ObjectManager.Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if (target.Path.Count() < 2
                    && (target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > BackToFront
                    || target.HasBuffOfType(BuffType.Slow) || target.HasBuff("Recall")
                    || (target.Path.Count() == 0 && target.Position == target.ServerPosition)
                    ))
                {
                    if (target.IsFacing(ObjectManager.Player) || target.Path.Count() == 0)
                    {
                        if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed) + (target.BoundingRadius * 2)))
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }
            }
            else if (HitChanceNum == 4 && (int)poutput.Hitchance > 4)
            {

                List<Vector2> waypoints = target.GetWaypoints();
                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed)) * 6 - QWER.Width;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || ObjectManager.Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if (target.Path.Count() < 2
                    && (target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > BackToFront
                    || target.HasBuffOfType(BuffType.Slow) || target.HasBuff("Recall")
                    || (target.Path.Count() == 0 && target.Position == target.ServerPosition)
                    ))
                {
                    // max range fix
                    if (target.IsFacing(ObjectManager.Player) || target.Path.Count() == 0)
                    {
                        if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed) + (target.BoundingRadius * 2)))
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }
            }
        }
Example #22
0
        public static bool SpellPrediction(Spell spell, Obj_AI_Hero target,bool collisionable)
        {
            //
            var dist = ObjectManager.Player.Distance(target.Position);
            var pos1 = LeagueSharp.Common.Prediction.GetPrediction(target, dist / spell.Speed).UnitPosition-40;
            var dister = target.Position.Extend(target.GetWaypoints()[1].To3D(), target.GetWaypoints()[1].To3D().Distance(target.Position) + 50);
              //  var pos1 = LeagueSharp.Common.Prediction.GetPrediction(target, dist / spell.Speed).UnitPosition - 40;
            var wts = Drawing.WorldToScreen(target.Position);
            var wtsx = target.GetWaypoints()[1];
            Drawing.DrawLine(wts[0], wts[1], wtsx[0], wtsx[1], 2f, System.Drawing.Color.Red);
            var e = pos1.Distance(target.GetWaypoints()[1].To3D());

            pos1.Extend(target.GetWaypoints()[1].To3D(), -e);
            Render.Circle.DrawCircle(dister, 10, System.Drawing.Color.GreenYellow, 2);
            Render.Circle.DrawCircle(pos1, 10, System.Drawing.Color.BlueViolet, 2);
            //
            var point = PointsAroundTheTarget(target.Position, target.BoundingRadius + 50).FirstOrDefault(t => t.IsWall());
            if (point.X != 0 && point.Y != 0 && point.Z != 0)
            {
                if (MinionCollideLine(ObjectManager.Player.Position, ExtendWallpos(target, point), spell,collisionable)) return false;

                Render.Circle.DrawCircle(ExtendWallpos(target, point), 10, System.Drawing.Color.Brown, 2);
                spell.Cast(ExtendWallpos(target, point));
                return true;
            }
            else
            {
                var range = spell.Range;
                if (target.Position.Distance(ObjectManager.Player.Position) < target.GetWaypoints()[1].Distance(ObjectManager.Player.Position))
                {
                    range -= 100;
                }

                if (!spell.IsInRange(target, range)) return false;

                /*if (target.IsFacing(ObjectManager.Player) && target.Position.Distance(ObjectManager.Player.Position) > target.GetWaypoints()[1].Distance(ObjectManager.Player.Position))
                {
                  if (MinionCollideLine(ObjectManager.Player.Position, target.Position, spell,collisionable)) return false;

                    {
                        Game.PrintChat("Casteando por inface");
                       spell.Cast(target.Position);

                        return true;
                    }

                }*/
                // code of dashes
                if (target.IsDashing())
                {
                    float timeforArrive=(target.Position.Distance(target.GetDashInfo().EndPos.To3D()))/target.GetDashInfo().Speed;
                    float grabtime =( ObjectManager.Player.Position.Distance(target.GetDashInfo().EndPos.To3D())
                                     / spell.Speed)+spell.Delay;
                    if (timeforArrive<grabtime)
                    {
                        spell.Cast(target.GetDashInfo().EndPos);
                        return true;
                    }
                }
               /* if (target.IsImmovable) // check for cc guys
                {
                    if (MinionCollideLine(ObjectManager.Player.Position, target.Position, spell,collisionable)) return false;
                    spell.Cast(target.Position);
                    return true;
                }*/

              //  if(target.IsChannelingImportantSpell())
                if (target.IsWindingUp && !target.IsMelee())
                {
                    if (MinionCollideLine(ObjectManager.Player.Position, target.Position, spell,collisionable)) return false;
                    spell.Cast(target.Position);
                    return true;
                }

                if (target.Position.Distance(ObjectManager.Player.Position) <= 300)
                {
                    CastToDirection( target, spell,collisionable);
                }
                else
                {
                    var oldPos = target.GetWaypoints()[0].To3D();
                   var h = false;
                    Utility.DelayAction.Add(Game.Ping + 1000, () => h = Next(target, oldPos, spell,collisionable));
                    return h;
                }
            }
            return false;
        }
Example #23
0
 private void castR(Obj_AI_Hero target)
 {
     if (Config.Item("hitchanceR").GetValue<bool>())
     {
         List<Vector2> waypoints = target.GetWaypoints();
         if (target.Path.Count() < 2 && (Player.Distance(waypoints.Last<Vector2>().To3D()) - Player.Distance(target.Position)) > 400)
         {
             R.CastIfHitchanceEquals(target, HitChance.High, true);
         }
     }
     else
         R.Cast(target, true);
 }
Example #24
0
        public static bool SpellPrediction(Spell spell, Obj_AI_Hero target,bool collisionable)
        {
            //
            var dist = ObjectManager.Player.Distance(target.Position);
            var pos1 = LeagueSharp.Common.Prediction.GetPrediction(target, dist / spell.Speed).UnitPosition;
            var e = pos1.Distance(target.GetWaypoints()[1].To3D());

            pos1.Extend(target.GetWaypoints()[1].To3D(), -e);
            Render.Circle.DrawCircle(pos1, 10, System.Drawing.Color.BlueViolet, 2);
            //
            var point = PointsAroundTheTarget(target.Position, target.BoundingRadius + 50).FirstOrDefault(t => t.IsWall());
            if (point.X != 0 && point.Y != 0 && point.Z != 0)
            {
                if (MinionCollideLine(ObjectManager.Player.Position, ExtendWallpos(target, point), spell,collisionable)) return false;

                Render.Circle.DrawCircle(ExtendWallpos(target, point), 10, System.Drawing.Color.Brown, 2);
                spell.Cast(ExtendWallpos(target, point));
                return true;
            }
            else
            {
                var range = spell.Range;
                if (target.Position.Distance(ObjectManager.Player.Position) < target.GetWaypoints()[1].Distance(ObjectManager.Player.Position))
                {
                    range -= 100;
                }

                if (!spell.IsInRange(target, range)) return false;

                if (target.IsFacing(ObjectManager.Player) && target.Position.Distance(ObjectManager.Player.Position) > target.GetWaypoints()[1].Distance(ObjectManager.Player.Position))
                {
                  if (MinionCollideLine(ObjectManager.Player.Position, target.Position, spell,collisionable)) return false;
                        spell.Cast(target.Position);
                        return true;

                }
               // float speed =
                if (target.IsImmovable) // check for cc guys
                {
                    if (MinionCollideLine(ObjectManager.Player.Position, target.Position, spell,collisionable)) return false;
                    spell.Cast(target.Position);
                    return true;
                }

              //  if(target.IsChannelingImportantSpell())
                if (target.IsWindingUp && !target.IsMelee())
                {
                    if (MinionCollideLine(ObjectManager.Player.Position, target.Position, spell,collisionable)) return false;
                    spell.Cast(target.Position);
                    return true;
                }

                if (target.Position.Distance(ObjectManager.Player.Position) <= 300)
                {
                    CastToDirection( target, spell,collisionable);
                }
                else
                {
                    var oldPos = target.GetWaypoints()[0].To3D();
                   var h = false;
                    Utility.DelayAction.Add(Game.Ping + 1000, () => h = Next(target, oldPos, spell,collisionable));
                    return h;
                }
            }
            return false;
        }
Example #25
0
 /// <summary>
 /// Gets Prediction result
 /// </summary>
 /// <param name="target">Target for spell</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>
 /// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns>
 public static Result GetPrediction(Obj_AI_Hero target, float width, float delay, float vectorSpeed, float range, float vectorLenght)
 {
     return GetPrediction(target, width, delay, vectorSpeed, range, vectorSpeed, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), ObjectManager.Player.ServerPosition.To2D());
 }
Example #26
0
 public static Vector3 WayPoint(Obj_AI_Hero hero)
 {
     return hero.GetWaypoints()[hero.GetWaypoints().Count - 1].To3D();
 }
Example #27
0
 private void castR(Obj_AI_Hero target)
 {
     var inx = Config.Item("hitchanceR").GetValue<Slider>().Value;
     if (inx == 0)
     {
         R.Cast(R.GetPrediction(target).CastPosition);
     }
     else if (inx == 1)
     {
         R.Cast(target);
     }
     else if (inx == 2)
     {
         Program.CastSpell(R, target);
     }
     else if (inx == 3)
     {
         List<Vector2> waypoints = target.GetWaypoints();
         if ((Player.Distance(waypoints.Last<Vector2>().To3D()) - Player.Distance(target.Position)) > 400)
         {
             Program.CastSpell(R, target);
         }
     }
 }
Example #28
0
        /// <Q>
        /// <param name="target"></param>
        private void CastQ(Obj_AI_Hero target)
        {
            if (!Q.IsReady() || !isValidTarget(target) || target == null || !ManaManager())
                return;

            var a = Q.GetPrediction(target, true);
            var b = target.GetWaypoints().Count;

            if (a.Hitchance == HitChance.Immobile || a.Hitchance == HitChance.Dashing)
            {
                Q.CastIfHitchanceEquals(target, HitChance.High);
            }
            else if (b <= 2)
            {
                Q.CastIfHitchanceEquals(target, HitChance.High);
            }
            else if (b > 2)
            {
                Q.CastIfHitchanceEquals(target, HitChance.VeryHigh);
            }
        }
Example #29
0
        private static void CastSpell(Spell QWER, Obj_AI_Hero target, int HitChanceNum)
        {
            //HitChance 0 - 2
            // example CastSpell(Q, ts, 2);
            if (HitChanceNum == 0)
                QWER.Cast(target, true);
            else if (HitChanceNum == 1)
                QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh, true);
            else if (HitChanceNum == 2)
            {
                if (QWER.Delay < 0.3)
                    QWER.CastIfHitchanceEquals(target, HitChance.Dashing, true);
                QWER.CastIfHitchanceEquals(target, HitChance.Immobile, true);
                QWER.CastIfWillHit(target, 2, true);
                if (target.Path.Count() < 2)
                    QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh, true);
            }
            else if (HitChanceNum == 3)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                //debug("" + target.Path.Count() + " " + (target.Position == target.ServerPosition) + (waypoints.Last<Vector2>().To3D() == target.ServerPosition));
                if (QWER.Delay < 0.3)
                    QWER.CastIfHitchanceEquals(target, HitChance.Dashing, true);
                QWER.CastIfHitchanceEquals(target, HitChance.Immobile, true);
                QWER.CastIfWillHit(target, 2, true);

                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed)) * 6 - QWER.Width;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || ObjectManager.Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if (target.Path.Count() < 2
                    && (target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > BackToFront
                    || target.HasBuffOfType(BuffType.Slow) || target.HasBuff("Recall")
                    || (target.Path.Count() == 0 && target.Position == target.ServerPosition)
                    ))
                {
                    if (target.IsFacing(ObjectManager.Player) || target.Path.Count() == 0)
                    {
                        if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed)))
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }
            }
            else if (HitChanceNum == 4 && (int)QWER.GetPrediction(target).Hitchance > 4)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                //debug("" + target.Path.Count() + " " + (target.Position == target.ServerPosition) + (waypoints.Last<Vector2>().To3D() == target.ServerPosition));
                if (QWER.Delay < 0.3)
                    QWER.CastIfHitchanceEquals(target, HitChance.Dashing, true);
                QWER.CastIfHitchanceEquals(target, HitChance.Immobile, true);
                QWER.CastIfWillHit(target, 2, true);

                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed)) * 6 - QWER.Width;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || ObjectManager.Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if (target.Path.Count() < 2
                    && (target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > BackToFront
                    || target.HasBuffOfType(BuffType.Slow) || target.HasBuff("Recall")
                    || (target.Path.Count() == 0 && target.Position == target.ServerPosition)
                    ))
                {
                    if (target.IsFacing(ObjectManager.Player) || target.Path.Count() == 0)
                    {
                        if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed)))
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }
            }
        }
Example #30
0
        /// <summary>
        /// Casts spell
        /// </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 Cast(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 (minHit > 1)
                return Aoe.Cast(s, t, hc, reactionIgnoreDelay, minHit, rangeCheckFrom, filterHPPercent);

            if (t.HealthPercent > filterHPPercent)
                return false;

            if (Monitor.TryEnter(EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    HitChance predictedhc;
                    float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt = t.LastMovChangeTime();
                    Vector2 pos = GetPrediction(t, s, t.GetWaypoints(), avgt, movt, out predictedhc, rangeCheckFrom.Value);

                    if (rangeCheckFrom.Value.To2D().Distance(pos) > s.Range + (s.Type == SkillshotType.SkillshotCircle ? s.Width / 2 : 0)) //out of range
                    {
                        Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
                        return false;
                    }

                    if (s.Collision && s.GetCollision(rangeCheckFrom.Value.To2D(), new List<Vector2> { pos }).Exists(q => q.IsEnemy)) //needs update
                    {
                        Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
                        return false;
                    }

                    if (predictedhc >= hc)
                    {
                        s.Cast(pos);
                        return true;
                    }

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

            return false;
        }