Example #1
0
        public static float GetTargetHealth(PlayerInfo playerInfo)
        {
            if (playerInfo.Champ.IsVisible)
            {
                return(playerInfo.Champ.Health);
            }

            float predictedhealth = playerInfo.Champ.Health +
                                    playerInfo.Champ.HPRegenRate *
                                    ((Environment.TickCount - playerInfo.LastSeen + playerInfo.GetRecallCountdown()) /
                                     1000f);

            return(predictedhealth > playerInfo.Champ.MaxHealth ? playerInfo.Champ.MaxHealth : predictedhealth);
        }
Example #2
0
        private static void HandleRecallShot(PlayerInfo playerInfo)
        {
            bool shoot = false;

            foreach (Obj_AI_Hero champ in _ownTeam.Where(x =>
                                                         x.IsValid && (x.IsMe || Helper.GetSafeMenuItem <bool>(_menu.Item(x.ChampionName))) &&
                                                         !x.IsDead && !x.IsStunned &&
                                                         (x.Spellbook.CanUseSpell(SpellSlot.R) == SpellState.Ready ||
                                                          (x.Spellbook.GetSpell(SpellSlot.R).Level > 0 &&
                                                           x.Spellbook.CanUseSpell(SpellSlot.R) == SpellState.Surpressed &&
                                                           x.Mana >= GetUltManaCost(x)))))
            //use when fixed: champ.Spellbook.GetSpell(SpellSlot.R) = Ready or champ.Spellbook.GetSpell(SpellSlot.R).ManaCost)
            {
                if (champ.ChampionName != "Ezreal" && champ.ChampionName != "Karthus" &&
                    Helper.IsCollidingWithChamps(champ, _enemySpawnPos, UltInfo[champ.ChampionName].Width))
                {
                    continue;
                }

                //increase timeneeded if it should arrive earlier, decrease if later
                float timeneeded =
                    Helper.GetSpellTravelTime(champ, UltInfo[champ.ChampionName].Speed,
                                              UltInfo[champ.ChampionName].Delay, _enemySpawnPos) -
                    (_menu.Item("extraDelay").GetValue <Slider>().Value + 65);

                if (timeneeded - playerInfo.GetRecallCountdown() > 60)
                {
                    continue;
                }

                playerInfo.IncomingDamage[champ.NetworkId] = (float)Helper.GetUltDamage(champ, playerInfo.Champ) *
                                                             UltInfo[champ.ChampionName].DamageMultiplicator;

                if (playerInfo.GetRecallCountdown() <= timeneeded)
                {
                    if (champ.IsMe)
                    {
                        shoot = true;
                    }
                }
            }

            float totalUltDamage = playerInfo.IncomingDamage.Values.Sum();

            float targetHealth = Helper.GetTargetHealth(playerInfo);

            if (!shoot || _menu.Item("panicKey").GetValue <KeyBind>().Active)
            {
                if (_menu.Item("debugMode").GetValue <bool>())
                {
                    Game.PrintChat("!SHOOT/PANICKEY {0} (Health: {1} TOTAL-UltDamage: {2})",
                                   playerInfo.Champ.ChampionName, targetHealth, totalUltDamage);
                }

                return;
            }

            playerInfo.IncomingDamage.Clear(); //wrong placement?

            int time = Environment.TickCount;

            if (time - playerInfo.LastSeen > 20000 && !_menu.Item("regardlessKey").GetValue <KeyBind>().Active)
            {
                if (totalUltDamage < playerInfo.Champ.MaxHealth)
                {
                    if (_menu.Item("debugMode").GetValue <bool>())
                    {
                        Game.PrintChat("DONT SHOOT, TOO LONG NO VISION {0} (Health: {1} TOTAL-UltDamage: {2})",
                                       playerInfo.Champ.ChampionName, targetHealth, totalUltDamage);
                    }

                    return;
                }
            }
            else if (totalUltDamage < targetHealth)
            {
                if (_menu.Item("debugMode").GetValue <bool>())
                {
                    Game.PrintChat("DONT SHOOT {0} (Health: {1} TOTAL-UltDamage: {2})", playerInfo.Champ.ChampionName,
                                   targetHealth, totalUltDamage);
                }

                return;
            }

            if (_menu.Item("debugMode").GetValue <bool>())
            {
                Game.PrintChat("SHOOT {0} (Health: {1} TOTAL-UltDamage: {2})", playerInfo.Champ.ChampionName,
                               targetHealth, totalUltDamage);
            }

            Game.PrintChat("Should shoot {0}: Target Health: {1} UltDamage: {2}", playerInfo.Champ.ChampionName,
                           targetHealth, totalUltDamage);

            _ult.Cast(_enemySpawnPos, true);
            _ultCasted = time;
        }
Example #3
0
        private static void HandleRecallShot(PlayerInfo playerInfo)
        {
            bool shoot = false;

            foreach (Obj_AI_Hero champ in _ownTeam.Where(x =>
                x.IsValid && (x.IsMe || Helper.GetSafeMenuItem<bool>(_menu.Item(x.ChampionName))) &&
                !x.IsDead && !x.IsStunned &&
                (x.Spellbook.CanUseSpell(SpellSlot.R) == SpellState.Ready ||
                 (x.Spellbook.GetSpell(SpellSlot.R).Level > 0 &&
                  x.Spellbook.CanUseSpell(SpellSlot.R) == SpellState.Surpressed &&
                  x.Mana >= GetUltManaCost(x)))))
                //use when fixed: champ.Spellbook.GetSpell(SpellSlot.R) = Ready or champ.Spellbook.GetSpell(SpellSlot.R).ManaCost)
            {
                if (champ.ChampionName != "Ezreal" && champ.ChampionName != "Karthus" &&
                    Helper.IsCollidingWithChamps(champ, _enemySpawnPos, UltInfo[champ.ChampionName].Width))
                    continue;

                //increase timeneeded if it should arrive earlier, decrease if later
                float timeneeded =
                    Helper.GetSpellTravelTime(champ, UltInfo[champ.ChampionName].Speed,
                        UltInfo[champ.ChampionName].Delay, _enemySpawnPos) -
                    (_menu.Item("extraDelay").GetValue<Slider>().Value + 65);

                if (timeneeded - playerInfo.GetRecallCountdown() > 60)
                    continue;

                playerInfo.IncomingDamage[champ.NetworkId] = (float) Helper.GetUltDamage(champ, playerInfo.Champ)*
                                                             UltInfo[champ.ChampionName].DamageMultiplicator;

                if (playerInfo.GetRecallCountdown() <= timeneeded)
                    if (champ.IsMe)
                        shoot = true;
            }

            float totalUltDamage = playerInfo.IncomingDamage.Values.Sum();

            float targetHealth = Helper.GetTargetHealth(playerInfo);

            if (!shoot || _menu.Item("panicKey").GetValue<KeyBind>().Active) {
                if (_menu.Item("debugMode").GetValue<bool>())
                    Game.PrintChat("!SHOOT/PANICKEY {0} (Health: {1} TOTAL-UltDamage: {2})",
                        playerInfo.Champ.ChampionName, targetHealth, totalUltDamage);

                return;
            }

            playerInfo.IncomingDamage.Clear(); //wrong placement?

            int time = Environment.TickCount;

            if (time - playerInfo.LastSeen > 20000 && !_menu.Item("regardlessKey").GetValue<KeyBind>().Active) {
                if (totalUltDamage < playerInfo.Champ.MaxHealth) {
                    if (_menu.Item("debugMode").GetValue<bool>())
                        Game.PrintChat("DONT SHOOT, TOO LONG NO VISION {0} (Health: {1} TOTAL-UltDamage: {2})",
                            playerInfo.Champ.ChampionName, targetHealth, totalUltDamage);

                    return;
                }
            }
            else if (totalUltDamage < targetHealth) {
                if (_menu.Item("debugMode").GetValue<bool>())
                    Game.PrintChat("DONT SHOOT {0} (Health: {1} TOTAL-UltDamage: {2})", playerInfo.Champ.ChampionName,
                        targetHealth, totalUltDamage);

                return;
            }

            if (_menu.Item("debugMode").GetValue<bool>())
                Game.PrintChat("SHOOT {0} (Health: {1} TOTAL-UltDamage: {2})", playerInfo.Champ.ChampionName,
                    targetHealth, totalUltDamage);

            Game.PrintChat("Should shoot {0}: Target Health: {1} UltDamage: {2}", playerInfo.Champ.ChampionName,
                targetHealth, totalUltDamage);

            _ult.Cast(_enemySpawnPos, true);
            _ultCasted = time;
        }