Example #1
0
        public void Game_OnGameUpdate()
        {
            //Even if it doesnt consume a lot of resources with 20 updatest second works k
            if (SkillshotData.CollisionObjects.Count() > 0 && SkillshotData.CollisionObjects != null &&
                System.Environment.TickCount - _lastCollisionCalc > 50)
            {
                _lastCollisionCalc = System.Environment.TickCount;
                _collisionEnd      = Collision.GetCollisionPoint(this);
            }

            //Update the missile position each time the game updates.
            if (SkillshotData.Type == SkillShotType.SkillshotMissileLine)
            {
                Rectangle = new SkillshotGeometry.Rectangle(GetMissilePosition(0), CollisionEnd, SkillshotData.Radius);
                UpdatePolygon();
            }

            //Spells that update to the Caster position.
            if (SkillshotData.MissileFollowsUnit)
            {
                if (Caster.IsVisible)
                {
                    EndPosition = Caster.ServerPosition.To2D();
                    Direction   = (EndPosition - StartPosition).Normalized();
                    UpdatePolygon();
                }
            }
        }
Example #2
0
        public Skillshot(DetectionType detectionType,
                         SkillshotData skillshotData,
                         int startT,
                         Vector2 startPosition,
                         Vector2 endPosition,
                         Obj_AI_Base caster)
        {
            DetectionType   = detectionType;
            SkillshotData   = skillshotData;
            StartTick       = startT;
            StartPosition   = startPosition;
            EndPosition     = endPosition;
            MissilePosition = startPosition;
            Direction       = (endPosition - startPosition).Normalized();
            Caster          = caster;

            //Create the spatial object for each type of skillshot.
            switch (skillshotData.Type)
            {
            case SkillShotType.SkillshotCircle:
                Circle = new SkillshotGeometry.Circle(CollisionEnd, skillshotData.Radius);
                break;

            case SkillShotType.SkillshotLine:
                Rectangle = new SkillshotGeometry.Rectangle(StartPosition, CollisionEnd, skillshotData.Radius);
                break;

            case SkillShotType.SkillshotMissileLine:
                Rectangle = new SkillshotGeometry.Rectangle(StartPosition, CollisionEnd, skillshotData.Radius);
                break;

            case SkillShotType.SkillshotCone:
                Sector = new SkillshotGeometry.Sector(
                    startPosition, CollisionEnd - startPosition, skillshotData.Radius * (float)Math.PI / 180,
                    skillshotData.Range);
                break;

            case SkillShotType.SkillshotRing:
                Ring = new SkillshotGeometry.Ring(CollisionEnd, skillshotData.Radius, skillshotData.RingRadius);
                break;
            }

            UpdatePolygon(); // Create the polygon
        }
Example #3
0
        public static Vector2 GetCollisionPoint(Skillshot skillshot)
        {
            var collisions = new List <DetectedCollision>();
            var from       = skillshot.GetMissilePosition(0);

            skillshot.ForceDisabled = false;
            foreach (var cObject in skillshot.SkillshotData.CollisionObjects)
            {
                switch (cObject)
                {
                case CollisionObjectTypes.Minion:

                    foreach (var minion in
                             MinionManager.GetMinions(
                                 from.To3D(), 1200, MinionTypes.All,
                                 skillshot.Caster.Team == ObjectManager.Player.Team
                                    ? MinionTeam.NotAlly
                                    : MinionTeam.NotAllyForEnemy))
                    {
                        var pred = FastPrediction(
                            from, minion,
                            Math.Max(
                                0,
                                skillshot.SkillshotData.Delay - (System.Environment.TickCount - skillshot.StartTick)),
                            skillshot.SkillshotData.MissileSpeed);
                        var pos = pred.PredictedPos;
                        var w   = skillshot.SkillshotData.RawRadius +
                                  (!pred.IsMoving ? (minion.BoundingRadius - 15) : 0) -
                                  pos.Distance(from, skillshot.EndPosition, true);
                        if (w > 0)
                        {
                            collisions.Add(
                                new DetectedCollision
                            {
                                Position =
                                    pos.ProjectOn(skillshot.EndPosition, skillshot.StartPosition).LinePoint +
                                    skillshot.Direction * 30,
                                Unit     = minion,
                                Type     = CollisionObjectTypes.Minion,
                                Distance = pos.Distance(from),
                                Diff     = w,
                            });
                        }
                    }

                    break;

                case CollisionObjectTypes.Champions:
                    foreach (var hero in
                             ObjectManager.Get <Obj_AI_Hero>()
                             .Where(
                                 h =>
                                 (h.IsValidTarget(1200, false) && h.Team == ObjectManager.Player.Team && !h.IsMe ||
                                  h.Team != ObjectManager.Player.Team)))
                    {
                        var pred = FastPrediction(
                            from, hero,
                            Math.Max(
                                0,
                                skillshot.SkillshotData.Delay - (System.Environment.TickCount - skillshot.StartTick)),
                            skillshot.SkillshotData.MissileSpeed);
                        var pos = pred.PredictedPos;

                        var w = skillshot.SkillshotData.RawRadius + 30 -
                                pos.Distance(from, skillshot.EndPosition, true);
                        if (w > 0)
                        {
                            collisions.Add(
                                new DetectedCollision
                            {
                                Position =
                                    pos.ProjectOn(skillshot.EndPosition, skillshot.StartPosition).LinePoint +
                                    skillshot.Direction * 30,
                                Unit     = hero,
                                Type     = CollisionObjectTypes.Minion,
                                Distance = pos.Distance(from),
                                Diff     = w,
                            });
                        }
                    }
                    break;

                case CollisionObjectTypes.YasuoWall:
                    if (
                        !ObjectManager.Get <Obj_AI_Hero>()
                        .Any(
                            hero =>
                            hero.IsValidTarget(float.MaxValue, false) &&
                            hero.Team == ObjectManager.Player.Team && hero.ChampionName == "Yasuo"))
                    {
                        break;
                    }
                    GameObject wall = null;
                    foreach (var gameObject in ObjectManager.Get <GameObject>())
                    {
                        if (gameObject.IsValid &&
                            Regex.IsMatch(gameObject.Name, "_w_windwall.\\.troy", RegexOptions.IgnoreCase))
                        {
                            wall = gameObject;
                        }
                    }
                    if (wall == null)
                    {
                        break;
                    }
                    var level     = wall.Name.Substring(wall.Name.Length - 6, 1);
                    var wallWidth = (300 + 50 * Convert.ToInt32(level));


                    var wallDirection = (wall.Position.To2D() - _yasuoWallCastedPos).Normalized().Perpendicular();
                    var wallStart     = wall.Position.To2D() + wallWidth / 2 * wallDirection;
                    var wallEnd       = wallStart - wallWidth * wallDirection;
                    var wallPolygon   = new SkillshotGeometry.Rectangle(wallStart, wallEnd, 75).ToPolygon();
                    var intersection  = new Vector2();
                    var intersections = new List <Vector2>();

                    for (var i = 0; i < wallPolygon.Points.Count; i++)
                    {
                        var inter =
                            wallPolygon.Points[i].Intersection(
                                wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from,
                                skillshot.EndPosition);
                        if (inter.Intersects)
                        {
                            intersections.Add(inter.Point);
                        }
                    }

                    if (intersections.Count > 0)
                    {
                        intersection = intersections.OrderBy(item => item.Distance(from)).ToList()[0];
                        var collisionT = System.Environment.TickCount +
                                         Math.Max(
                            0,
                            skillshot.SkillshotData.Delay -
                            (System.Environment.TickCount - skillshot.StartTick)) + 100 +
                                         (1000 * intersection.Distance(from)) / skillshot.SkillshotData.MissileSpeed;
                        if (collisionT - _wallCastT < 4000)
                        {
                            if (skillshot.SkillshotData.Type != SkillShotType.SkillshotMissileLine)
                            {
                                skillshot.ForceDisabled = true;
                            }
                            return(intersection);
                        }
                    }

                    break;
                }
            }

            Vector2 result;

            if (collisions.Count > 0)
            {
                result = collisions.OrderBy(c => c.Distance).ToList()[0].Position;
            }
            else
            {
                result = new Vector2();
            }

            return(result);
        }