public void Game_OnGameUpdate() { //Even if it doesnt consume a lot of resources with 20 updatest second works k if (SpellData.CollisionObjects.Count() > 0 && SpellData.CollisionObjects != null && Utils.TickCount - _lastCollisionCalc > 50 && Config.collision["EnableCollision"].Cast <CheckBox>().CurrentValue) { _lastCollisionCalc = Utils.TickCount; _collisionEnd = Collision.GetCollisionPoint(this); } //Update the missile position each time the game updates. if (SpellData.Type == SkillShotType.SkillshotMissileLine) { Rectangle = new Geometry.Rectangle(GetMissilePosition(0), CollisionEnd, SpellData.Radius); UpdatePolygon(); } //Spells that update to the unit position. if (SpellData.MissileFollowsUnit) { if (Unit.IsVisible) { End = Unit.ServerPosition.LSTo2D(); Direction = (End - Start).LSNormalized(); UpdatePolygon(); } } if (SpellData.SpellName == "SionR") { if (_helperTick == 0) { _helperTick = StartTick; } SpellData.MissileSpeed = (int)Unit.MoveSpeed; if (Unit.LSIsValidTarget(float.MaxValue, false)) { if (!Unit.HasBuff("SionR") && Utils.TickCount - _helperTick > 600) { StartTick = 0; } else { StartTick = Utils.TickCount - SpellData.Delay; Start = Unit.ServerPosition.LSTo2D(); End = Unit.ServerPosition.LSTo2D() + 1000 * Unit.Direction.LSTo2D().LSPerpendicular(); Direction = (End - Start).LSNormalized(); UpdatePolygon(); } } else { StartTick = 0; } } if (SpellData.FollowCaster) { Circle.Center = Unit.ServerPosition.LSTo2D(); UpdatePolygon(); } }
public void Game_OnGameUpdate() { //Even if it doesnt consume a lot of resources with 20 updatest second works k if (SpellData.CollisionObjects.Count() > 0 && SpellData.CollisionObjects != null && Utils.TickCount - _lastCollisionCalc > 50 && Config.collision["EnableCollision"].Cast<CheckBox>().CurrentValue) { _lastCollisionCalc = Utils.TickCount; _collisionEnd = Collision.GetCollisionPoint(this); } //Update the missile position each time the game updates. if (SpellData.Type == SkillShotType.SkillshotMissileLine) { Rectangle = new Geometry.Rectangle(GetMissilePosition(0), CollisionEnd, SpellData.Radius); UpdatePolygon(); } //Spells that update to the unit position. if (SpellData.MissileFollowsUnit) { if (Unit.IsVisible) { End = Unit.ServerPosition.LSTo2D(); Direction = (End - Start).LSNormalized(); UpdatePolygon(); } } if (SpellData.SpellName == "SionR") { if (_helperTick == 0) { _helperTick = StartTick; } SpellData.MissileSpeed = (int)Unit.MoveSpeed; if (Unit.LSIsValidTarget(float.MaxValue, false)) { if (!Unit.HasBuff("SionR") && Utils.TickCount - _helperTick > 600) { StartTick = 0; } else { StartTick = Utils.TickCount - SpellData.Delay; Start = Unit.ServerPosition.LSTo2D(); End = Unit.ServerPosition.LSTo2D() + 1000 * Unit.Direction.LSTo2D().LSPerpendicular(); Direction = (End - Start).LSNormalized(); UpdatePolygon(); } } else { StartTick = 0; } } if (SpellData.FollowCaster) { Circle.Center = Unit.ServerPosition.LSTo2D(); UpdatePolygon(); } }
public static Vector2 GetCollisionPoint(Skillshot skillshot) { var collisions = new List<DetectedCollision>(); var from = skillshot.GetMissilePosition(0); skillshot.ForceDisabled = false; foreach (var cObject in skillshot.SpellData.CollisionObjects) { switch (cObject) { case CollisionObjectTypes.Minion: if (!Config.collision["MinionCollision"].Cast<CheckBox>().CurrentValue) { break; } foreach (var minion in MinionManager.GetMinions( from.To3D(), 1200, MinionTypes.All, skillshot.Unit.Team == ObjectManager.Player.Team ? MinionTeam.NotAlly : MinionTeam.NotAllyForEnemy)) { var pred = FastPrediction( from, minion, Math.Max(0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed); var pos = pred.PredictedPos; var w = skillshot.SpellData.RawRadius + (!pred.IsMoving ? (minion.BoundingRadius - 15) : 0) - pos.LSDistance(from, skillshot.End, true); if (w > 0) { collisions.Add( new DetectedCollision { Position = pos.LSProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction * 30, Unit = minion, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(from), Diff = w, }); } } break; case CollisionObjectTypes.Champions: if (!Config.collision["HeroCollision"].Cast<CheckBox>().CurrentValue) { break; } foreach (var hero in ObjectManager.Get<AIHeroClient>() .Where( h => (h.LSIsValidTarget(1200, false) && h.Team == ObjectManager.Player.Team && !h.IsMe || Config.TestOnAllies && h.Team != ObjectManager.Player.Team))) { var pred = FastPrediction( from, hero, Math.Max(0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed); var pos = pred.PredictedPos; var w = skillshot.SpellData.RawRadius + 30 - pos.LSDistance(from, skillshot.End, true); if (w > 0) { collisions.Add( new DetectedCollision { Position = pos.LSProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction * 30, Unit = hero, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(from), Diff = w, }); } } break; case CollisionObjectTypes.YasuoWall: if (!Config.collision["YasuoCollision"].Cast<CheckBox>().CurrentValue) { break; } if ( !ObjectManager.Get<AIHeroClient>() .Any( hero => hero.LSIsValidTarget(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 && System.Text.RegularExpressions.Regex.IsMatch( gameObject.Name, "_w_windwall.\\.troy", System.Text.RegularExpressions.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.LSTo2D() - YasuoWallCastedPos).LSNormalized().LSPerpendicular(); var wallStart = wall.Position.LSTo2D() + wallWidth / 2 * wallDirection; var wallEnd = wallStart - wallWidth * wallDirection; var wallPolygon = new Geometry.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].LSIntersection( wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from, skillshot.End); if (inter.Intersects) { intersections.Add(inter.Point); } } if (intersections.Count > 0) { intersection = intersections.OrderBy(item => item.LSDistance(from)).ToList()[0]; var collisionT = Utils.TickCount + Math.Max( 0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)) + 100 + (1000 * intersection.LSDistance(from)) / skillshot.SpellData.MissileSpeed; if (collisionT - WallCastT < 4000) { if (skillshot.SpellData.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; }
public Skillshot(DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit) { DetectionType = detectionType; SpellData = spellData; StartTick = startT; Start = start; End = end; MissilePosition = start; Direction = (end - start).LSNormalized(); Unit = unit; //Create the spatial object for each type of skillshot. switch (spellData.Type) { case SkillShotType.SkillshotCircle: Circle = new Geometry.Circle(CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotMissileLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: Sector = new Geometry.Sector( start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range); break; case SkillShotType.SkillshotRing: Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius); break; case SkillShotType.SkillshotArc: Arc = new Geometry.Arc(start, end, Config.SkillShotsExtraRadius + (int)ObjectManager.Player.BoundingRadius); break; } UpdatePolygon(); //Create the polygon. }
public static Vector2 GetCollisionPoint(Skillshot skillshot) { var collisions = new List <DetectedCollision>(); var from = skillshot.GetMissilePosition(0); skillshot.ForceDisabled = false; foreach (var cObject in skillshot.SpellData.CollisionObjects) { switch (cObject) { case CollisionObjectTypes.Minion: if (!Config.collision["MinionCollision"].Cast <CheckBox>().CurrentValue) { break; } foreach (var minion in MinionManager.GetMinions( from.To3D(), 1200, MinionTypes.All, skillshot.Unit.Team == ObjectManager.Player.Team ? MinionTeam.NotAlly : MinionTeam.NotAllyForEnemy)) { var pred = FastPrediction( from, minion, Math.Max(0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed); var pos = pred.PredictedPos; var w = skillshot.SpellData.RawRadius + (!pred.IsMoving ? (minion.BoundingRadius - 15) : 0) - pos.LSDistance(from, skillshot.End, true); if (w > 0) { collisions.Add( new DetectedCollision { Position = pos.LSProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction * 30, Unit = minion, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(from), Diff = w, }); } } break; case CollisionObjectTypes.Champions: if (!Config.collision["HeroCollision"].Cast <CheckBox>().CurrentValue) { break; } foreach (var hero in ObjectManager.Get <AIHeroClient>() .Where( h => (h.LSIsValidTarget(1200, false) && h.Team == ObjectManager.Player.Team && !h.IsMe || Config.TestOnAllies && h.Team != ObjectManager.Player.Team))) { var pred = FastPrediction( from, hero, Math.Max(0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed); var pos = pred.PredictedPos; var w = skillshot.SpellData.RawRadius + 30 - pos.LSDistance(from, skillshot.End, true); if (w > 0) { collisions.Add( new DetectedCollision { Position = pos.LSProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction * 30, Unit = hero, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(from), Diff = w, }); } } break; case CollisionObjectTypes.YasuoWall: if (!Config.collision["YasuoCollision"].Cast <CheckBox>().CurrentValue) { break; } if ( !ObjectManager.Get <AIHeroClient>() .Any( hero => hero.LSIsValidTarget(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 && System.Text.RegularExpressions.Regex.IsMatch( gameObject.Name, "_w_windwall.\\.troy", System.Text.RegularExpressions.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.LSTo2D() - YasuoWallCastedPos).LSNormalized().LSPerpendicular(); var wallStart = wall.Position.LSTo2D() + wallWidth / 2 * wallDirection; var wallEnd = wallStart - wallWidth * wallDirection; var wallPolygon = new Geometry.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].LSIntersection( wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from, skillshot.End); if (inter.Intersects) { intersections.Add(inter.Point); } } if (intersections.Count > 0) { intersection = intersections.OrderBy(item => item.LSDistance(from)).ToList()[0]; var collisionT = Utils.TickCount + Math.Max( 0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)) + 100 + (1000 * intersection.LSDistance(from)) / skillshot.SpellData.MissileSpeed; if (collisionT - WallCastT < 4000) { if (skillshot.SpellData.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); }