Example #1
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 SPrediction1.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 #2
0
        /// <summary>
        /// Gets Predicted position for arc
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="s">Spell to cast</param>
        /// <param name="avgt">Average reaction time (in ms)</param>
        /// <param name="avgp">Average Path Lenght</param>
        /// <param name="movt">Passed time from last movement change (in ms)</param>
        /// <param name="hc">Predicted HitChance</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <returns>Predicted position and HitChance out value</returns>
        public static Vector2 GetArcPrediction(Obj_AI_Base target, Spell s, List<Vector2> path, float avgt, float movt, float avgp, out HitChance hc, Vector3 rangeCheckFrom)
        {
            if (!blInitialized)
                throw new InvalidOperationException("Prediction is not initalized");

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                hc = HitChance.Immobile;
                return target.ServerPosition.To2D();
            }

            if (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell())
            {
                hc = HitChance.VeryHigh;
                return target.ServerPosition.To2D();
            }

            if (IsImmobileTarget(target))
                return GetImmobilePrediction(target, s, out hc, rangeCheckFrom);

            if (target.IsDashing())
                return GetDashingPrediction(target, s, out hc, rangeCheckFrom);

            float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
            float flyTime = 0f;

            if (s.Speed != 0)
            {
                Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed;
                Vector2 Vs = (target.ServerPosition.To2D() - rangeCheckFrom.To2D()).Normalized() * s.Speed;
                Vector2 Vr = Vs - Vt;

                flyTime = targetDistance / Vr.Length();

                if (path.Count > 5)
                    flyTime = targetDistance / s.Speed;
            }

            float t = flyTime + s.Delay + Game.Ping / 1000f + SpellDelay / 1000f;
            float distance = t * target.MoveSpeed;

            hc = GetHitChance(t * 1000f, avgt, movt, avgp);

            #region arc collision test
            for (int i = 1; i < path.Count; i++)
            {
                Vector2 senderPos = rangeCheckFrom.To2D();
                Vector2 testPos = path[i];

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

                var dianaArc = new SPrediction1.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 (!ClipperWrapper.IsOutside(dianaArc, target.ServerPosition.To2D()))
                {
                    hc = HitChance.VeryHigh;
                    return testPos;
                }
            }
            #endregion

            for (int i = 0; i < path.Count - 1; i++)
            {
                float d = path[i + 1].Distance(path[i]);
                if (distance == d)
                    return path[i + 1];
                else if (distance < d)
                    return path[i] + distance * (path[i + 1] - path[i]).Normalized();
                else distance -= d;
            }

            if (s.Type != SkillshotType.SkillshotCircle)
                hc = HitChance.Impossible;

            return path[path.Count - 1];
        }