Example #1
0
 /// <summary>
 /// Gets the possible targets.
 /// </summary>
 /// <param name="input">The input.</param>
 /// <returns>List&lt;PossibleTarget&gt;.</returns>
 internal static List<PossibleTarget> GetPossibleTargets(PredictionInput input)
 {
     var result = new List<PossibleTarget>();
     var originalUnit = input.Unit;
     foreach (var enemy in
         EntityManager.Heroes.Enemies.FindAll(
             h =>
                 h.NetworkId != originalUnit.NetworkId &&
                 h.IsValidTarget((input.Range + 200 + input.RealRadius), true, input.RangeCheckFrom)))
     {
         input.Unit = enemy;
         var prediction = PredictionEx.GetPrediction(input, false, false);
         if (prediction.Hitchance >= HitChanceEx.High)
         {
             result.Add(new PossibleTarget { Position = prediction.UnitPosition.To2D(), Unit = enemy });
         }
     }
     return result;
 }
Example #2
0
        /// <summary>
        /// Gets the standard prediction.
        /// </summary>
        /// <param name="input">The input.</param>
        /// <returns>PredictionOutput.</returns>
        internal static PredictionOutput GetStandardPrediction(PredictionInput input)
        {
            var speed = input.Unit.MoveSpeed;

            if (input.Unit.Distance(input.From, true) < 200 * 200)
            {
                //input.Delay /= 2;
                speed /= 1.5f;
            }

            var result = GetPositionOnPath(input, input.Unit.Path.Select(x => x.To2D()).ToList(), speed);

            if (result.Hitchance >= HitChanceEx.High && input.Unit is AIHeroClient) { }

            return result;
        }
Example #3
0
 /// <summary>
 /// Gets the prediction.
 /// </summary>
 /// <param name="input">The input.</param>
 /// <returns>PredictionOutput.</returns>
 public static PredictionOutput GetPrediction(PredictionInput input)
 {
     switch (input.TypeEx)
     {
         case SkillshotTypeEx.SkillshotCircle:
             return Circle.GetPrediction(input);
         case SkillshotTypeEx.SkillshotCone:
             return Cone.GetPrediction(input);
         case SkillshotTypeEx.SkillshotLine:
             return Line.GetPrediction(input);
     }
     return new PredictionOutput();
 }
Example #4
0
        /// <summary>
        /// Gets the position on path.
        /// </summary>
        /// <param name="input">The input.</param>
        /// <param name="path">The path.</param>
        /// <param name="speed">The speed.</param>
        /// <returns>PredictionOutput.</returns>
        internal static PredictionOutput GetPositionOnPath(PredictionInput input, List<Vector2> path, float speed = -1)
        {
            speed = (Math.Abs(speed - (-1)) < float.Epsilon) ? input.Unit.MoveSpeed : speed;

            if (path.Count <= 1)
            {
                return new PredictionOutput
                {
                    Input = input,
                    UnitPosition = input.Unit.ServerPosition,
                    CastPosition = input.Unit.ServerPosition,
                    Hitchance = HitChanceEx.VeryHigh
                };
            }

            var pLength = PathLength(path);

            //Skillshots with only a delay
            if (pLength >= input.Delay * speed - input.RealRadius && Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
            {
                var tDistance = input.Delay * speed - input.RealRadius;

                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 >= tDistance)
                    {
                        var direction = (b - a).Normalized();

                        var cp = a + direction * tDistance;
                        var p = a +
                                direction *
                                ((i == path.Count - 2)
                                    ? Math.Min(tDistance + input.RealRadius, d)
                                    : (tDistance + input.RealRadius));

                        return new PredictionOutput
                        {
                            Input = input,
                            CastPosition = cp.To3D(),
                            UnitPosition = p.To3D(),
                            Hitchance =
                                PathTracker.GetCurrentPath(input.Unit).Time < 0.1d ? HitChanceEx.VeryHigh : HitChanceEx.High
                        };
                    }

                    tDistance -= d;
                }
            }

            //Skillshot with a delay and speed.
            if (pLength >= input.Delay * speed - input.RealRadius &&
                Math.Abs(input.Speed - float.MaxValue) > float.Epsilon)
            {
                var d = input.Delay * speed - input.RealRadius;
                if (input.TypeEx == SkillshotTypeEx.SkillshotLine || input.TypeEx == SkillshotTypeEx.SkillshotCone)
                {
                    if (input.From.Distance(input.Unit.ServerPosition, true) < 200 * 200)
                    {
                        d = input.Delay * speed;
                    }
                }

                path = path.CutPath(d);
                var tT = 0f;
                for (var i = 0; i < path.Count - 1; i++)
                {
                    var a = path[i];
                    var b = path[i + 1];
                    var tB = a.Distance(b) / speed;
                    var direction = (b - a).Normalized();
                    a = a - speed * tT * direction;
                    var sol = Geometry.VectorMovementCollision(a, b, speed, input.From.To2D(), input.Speed, tT);
                    var t = (float)sol[0];
                    var pos = (Vector2)sol[1];

                    if (pos.IsValid() && t >= tT && t <= tT + tB)
                    {
                        if (pos.Distance(b, true) < 20)
                            break;
                        var p = pos + input.RealRadius * direction;

                        return new PredictionOutput
                        {
                            Input = input,
                            CastPosition = pos.To3D(),
                            UnitPosition = p.To3D(),
                            Hitchance =
                                PathTracker.GetCurrentPath(input.Unit).Time < 0.1d ? HitChanceEx.VeryHigh : HitChanceEx.High
                        };
                    }
                    tT += tB;
                }
            }

            var position = path.Last();
            return new PredictionOutput
            {
                Input = input,
                CastPosition = position.To3D(),
                UnitPosition = position.To3D(),
                Hitchance = HitChanceEx.Medium
            };
        }
Example #5
0
        /// <summary>
        /// Gets the prediction.
        /// </summary>
        /// <param name="input">The input.</param>
        /// <param name="ft">if set to <c>true</c>, will add extra delay to the spell..</param>
        /// <param name="checkCollision">if set to <c>true</c>, checks collision.</param>
        /// <returns>PredictionOutput.</returns>
        internal static PredictionOutput GetPrediction(PredictionInput input, bool ft, bool checkCollision)
        {
            PredictionOutput result = null;

            if (!input.Unit.IsValidTarget(float.MaxValue))
            {
                return new PredictionOutput();
            }

            if (ft)
            {
                //Increase the delay due to the latency and server tick:
                input.Delay += Game.Ping / 2000f + 0.06f;

                if (input.Aoe)
                {
                    return AoePrediction.GetPrediction(input);
                }
            }

            //Target too far away.
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon &&
                input.Unit.Distance(input.RangeCheckFrom, true) > Math.Pow(input.Range * 1.5, 2))
            {
                return new PredictionOutput { Input = input };
            }

            //Unit is dashing.
            if (input.Unit.IsDashing())
            {
                result = GetDashingPrediction(input);
            }
            else
            {
                //Unit is immobile.
                var remainingImmobileT = UnitIsImmobileUntil(input.Unit);
                if (remainingImmobileT >= 0d)
                {
                    result = GetImmobilePrediction(input, remainingImmobileT);
                }
                else
                {
                    input.Range = input.Range * 100 / 100f;
                }
            }

            //Normal prediction
            if (result == null)
            {
                result = GetStandardPrediction(input);
            }

            //Check if the unit position is in range
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon)
            {
                if (result.Hitchance >= HitChanceEx.High &&
                    input.RangeCheckFrom.Distance(input.Unit.Position, true) >
                    Math.Pow(input.Range + input.RealRadius * 3 / 4, 2))
                {
                    result.Hitchance = HitChanceEx.Medium;
                }

                if (input.RangeCheckFrom.Distance(result.UnitPosition, true) >
                    Math.Pow(input.Range + (input.TypeEx == SkillshotTypeEx.SkillshotCircle ? input.RealRadius : 0), 2))
                {
                    result.Hitchance = HitChanceEx.OutOfRange;
                }

                if (input.RangeCheckFrom.Distance(result.CastPosition, true) > Math.Pow(input.Range, 2))
                {
                    if (result.Hitchance != HitChanceEx.OutOfRange)
                    {
                        result.CastPosition = input.RangeCheckFrom +
                                              input.Range *
                                              (result.UnitPosition - input.RangeCheckFrom).To2D().Normalized().To3D();
                    }
                    else
                    {
                        result.Hitchance = HitChanceEx.OutOfRange;
                    }
                }
            }

            //Check for collision
            if (checkCollision && input.Collision)
            {
                var positions = new List<Vector3> { result.UnitPosition, result.CastPosition, input.Unit.Position };
                var originalUnit = input.Unit;
                result.CollisionObjects = Collision.GetCollision(positions, input);
                result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId);
                result.Hitchance = result.CollisionObjects.Count > 0 ? HitChanceEx.Collision : result.Hitchance;
            }

            return result;
        }
Example #6
0
        /// <summary>
        /// Gets the dashing prediction.
        /// </summary>
        /// <param name="input">The input.</param>
        /// <returns>PredictionOutput.</returns>
        internal static PredictionOutput GetDashingPrediction(PredictionInput input)
        {
            var dashData = input.Unit.GetDashInfo();
            var result = new PredictionOutput { Input = input };

            //Normal dashes.
            if (true/*!dashData.IsBlink*/)
            {
                //Mid air:
                var endP = dashData.Path.Last();
                var dashPred = GetPositionOnPath(
                    input, new List<Vector2> { input.Unit.ServerPosition.To2D(), endP }, dashData.Speed);
                if (dashPred.Hitchance >= HitChanceEx.High && dashPred.UnitPosition.To2D().Distance(input.Unit.Position.To2D(), endP, true) < 200)
                {
                    dashPred.CastPosition = dashPred.UnitPosition;
                    dashPred.Hitchance = HitChanceEx.Dashing;
                    return dashPred;
                }

                //At the end of the dash:
                if (PathLength(dashData.Path) > 200)
                {

                    var timeToPoint = input.Delay / 2f + input.From.To2D().Distance(endP) / input.Speed - 0.25f;
                    if (timeToPoint <=
                        input.Unit.Distance(endP) / dashData.Speed + input.RealRadius / input.Unit.MoveSpeed)
                    {
                        return new PredictionOutput
                        {
                            CastPosition = endP.To3D(),
                            UnitPosition = endP.To3D(),
                            Hitchance = HitChanceEx.Dashing
                        };
                    }
                }

                result.CastPosition = dashData.Path.Last().To3D();
                result.UnitPosition = result.CastPosition;

                //Figure out where the unit is going.
            }

            return result;
        }
Example #7
0
        /// <summary>
        /// Gets the immobile prediction.
        /// </summary>
        /// <param name="input">The input.</param>
        /// <param name="remainingImmobileT">The remaining immobile t.</param>
        /// <returns>PredictionOutput.</returns>
        internal static PredictionOutput GetImmobilePrediction(PredictionInput input, double remainingImmobileT)
        {
            var timeToReachTargetPosition = input.Delay + input.Unit.Distance(input.From) / input.Speed;

            if (timeToReachTargetPosition <= remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed)
            {
                return new PredictionOutput
                {
                    CastPosition = input.Unit.ServerPosition,
                    UnitPosition = input.Unit.Position,
                    Hitchance = HitChanceEx.Immobile
                };
            }

            return new PredictionOutput
            {
                Input = input,
                CastPosition = input.Unit.ServerPosition,
                UnitPosition = input.Unit.ServerPosition,
                Hitchance = HitChanceEx.High
                /*timeToReachTargetPosition - remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed < 0.4d ? HitChanceEx.High : HitChanceEx.Medium*/
            };
        }
Example #8
0
 /// <summary>
 /// Gets the prediction.
 /// </summary>
 /// <param name="input">The input.</param>
 /// <returns>PredictionOutput.</returns>
 public static PredictionOutput GetPrediction(PredictionInput input)
 {
     return GetPrediction(input, true, true);
 }
Example #9
0
        /// <summary>
        /// Returns the list of the units that the skillshot will hit before reaching the set positions.
        /// </summary>
        /// <param name="positions">The positions.</param>
        /// <param name="input">The input.</param>
        /// <returns>List&lt;Obj_AI_Base&gt;.</returns>
        public static List<Obj_AI_Base> GetCollision(List<Vector3> positions, PredictionInput input)
        {
            var result = new List<Obj_AI_Base>();

            foreach (var position in positions)
            {
                foreach (var objectType in input.CollisionObjectsEx)
                {
                    switch (objectType)
                    {
                        case CollisionableObjectsEx.Minions:
                            foreach (var minion in
                                ObjectManager.Get<Obj_AI_Minion>()
                                    .Where(
                                        minion =>
                                            minion.IsValidTarget(
                                                Math.Min(input.Range + input.Radius + 100, 2000), true,
                                                input.RangeCheckFrom)))
                            {
                                input.Unit = minion;
                                var minionPrediction = PredictionEx.GetPrediction(input, false, false);
                                if (
                                    minionPrediction.UnitPosition.To2D()
                                        .Distance(input.From.To2D(), position.To2D(), true, true) <=
                                    Math.Pow((input.Radius + 15 + minion.BoundingRadius), 2))
                                {
                                    result.Add(minion);
                                }
                            }
                            break;
                        case CollisionableObjectsEx.Heroes:
                            foreach (var hero in
                                EntityManager.Heroes.Enemies.FindAll(
                                    hero =>
                                        hero.IsValidTarget(
                                            Math.Min(input.Range + input.Radius + 100, 2000), true, input.RangeCheckFrom))
                                )
                            {
                                input.Unit = hero;
                                var prediction = PredictionEx.GetPrediction(input, false, false);
                                if (
                                    prediction.UnitPosition.To2D()
                                        .Distance(input.From.To2D(), position.To2D(), true, true) <=
                                    Math.Pow((input.Radius + 50 + hero.BoundingRadius), 2))
                                {
                                    result.Add(hero);
                                }
                            }
                            break;

                        case CollisionableObjectsEx.Allies:
                            foreach (var hero in
                                EntityManager.Heroes.Allies.FindAll(
                                    hero =>
                                       Vector3.Distance(ObjectManager.Player.ServerPosition, hero.ServerPosition) <= Math.Min(input.Range + input.Radius + 100, 2000))
                                )
                            {
                                input.Unit = hero;
                                var prediction = PredictionEx.GetPrediction(input, false, false);
                                if (
                                    prediction.UnitPosition.To2D()
                                        .Distance(input.From.To2D(), position.To2D(), true, true) <=
                                    Math.Pow((input.Radius + 50 + hero.BoundingRadius), 2))
                                {
                                    result.Add(hero);
                                }
                            }
                            break;

                        case CollisionableObjectsEx.Walls:
                            var step = position.Distance(input.From) / 20;
                            for (var i = 0; i < 20; i++)
                            {
                                var p = input.From.To2D().Extend(position.To2D(), step * i);
                                if (NavMesh.GetCollisionFlags(p.X, p.Y).HasFlag(CollisionFlags.Wall))
                                {
                                    result.Add(ObjectManager.Player);
                                }
                            }
                            break;

                        case CollisionableObjectsEx.YasuoWall:

                            if (Environment.TickCount - _wallCastT > 4000)
                            {
                                break;
                            }

                            GameObject wall = null;
                            foreach (var gameObject in
                                ObjectManager.Get<GameObject>()
                                    .Where(
                                        gameObject =>
                                            gameObject.IsValid &&
                                            Regex.IsMatch(
                                                gameObject.Name, "_w_windwall_enemy_0.\\.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 / 2f * wallDirection;
                            var wallEnd = wallStart - wallWidth * wallDirection;

                            if (wallStart.Intersection(wallEnd, position.To2D(), input.From.To2D()).Intersects)
                            {
                                var t = Environment.TickCount +
                                        (wallStart.Intersection(wallEnd, position.To2D(), input.From.To2D())
                                            .Point.Distance(input.From) / input.Speed + input.Delay) * 1000;
                                if (t < _wallCastT + 4000)
                                {
                                    result.Add(ObjectManager.Player);
                                }
                            }

                            break;
                    }
                }
            }

            return result.Distinct().ToList();
        }
Example #10
0
            /// <summary>
            /// Gets the prediction.
            /// </summary>
            /// <param name="input">The input.</param>
            /// <returns>PredictionOutput.</returns>
            public static PredictionOutput GetPrediction(PredictionInput input)
            {
                var mainTargetPrediction = PredictionEx.GetPrediction(input, false, true);
                var posibleTargets = new List<PossibleTarget>
                {
                    new PossibleTarget { Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit }
                };
                if (mainTargetPrediction.Hitchance >= HitChanceEx.Medium)
                {
                    //Add the posible targets  in range:
                    posibleTargets.AddRange(GetPossibleTargets(input));
                }

                if (posibleTargets.Count > 1)
                {
                    var candidates = new List<Vector2>();
                    foreach (var target in posibleTargets)
                    {
                        var targetCandidates = GetCandidates(
                            input.From.To2D(), target.Position, (input.Radius), input.Range);
                        candidates.AddRange(targetCandidates);
                    }

                    var bestCandidateHits = -1;
                    var bestCandidate = new Vector2();
                    var bestCandidateHitPoints = new List<Vector2>();
                    var positionsList = posibleTargets.Select(t => t.Position).ToList();

                    foreach (var candidate in candidates)
                    {
                        if (
                            GetHits(
                                input.From.To2D(), candidate, (input.Radius + input.Unit.BoundingRadius / 3 - 10),
                                new List<Vector2> { posibleTargets[0].Position }).Count() == 1)
                        {
                            var hits = GetHits(input.From.To2D(), candidate, input.Radius, positionsList).ToList();
                            var hitsCount = hits.Count;
                            if (hitsCount >= bestCandidateHits)
                            {
                                bestCandidateHits = hitsCount;
                                bestCandidate = candidate;
                                bestCandidateHitPoints = hits.ToList();
                            }
                        }
                    }

                    if (bestCandidateHits > 1)
                    {
                        float maxDistance = -1;
                        Vector2 p1 = new Vector2(), p2 = new Vector2();

                        //Center the position
                        for (var i = 0; i < bestCandidateHitPoints.Count; i++)
                        {
                            for (var j = 0; j < bestCandidateHitPoints.Count; j++)
                            {
                                var startP = input.From.To2D();
                                var endP = bestCandidate;
                                var proj1 = positionsList[i].ProjectOn(startP, endP);
                                var proj2 = positionsList[j].ProjectOn(startP, endP);
                                var dist = Vector2.DistanceSquared(bestCandidateHitPoints[i], proj1.LinePoint) +
                                           Vector2.DistanceSquared(bestCandidateHitPoints[j], proj2.LinePoint);
                                if (dist >= maxDistance &&
                                    (proj1.LinePoint - positionsList[i]).AngleBetween(
                                        proj2.LinePoint - positionsList[j]) > 90)
                                {
                                    maxDistance = dist;
                                    p1 = positionsList[i];
                                    p2 = positionsList[j];
                                }
                            }
                        }

                        return new PredictionOutput
                        {
                            Hitchance = mainTargetPrediction.Hitchance,
                            _aoeTargetsHitCount = bestCandidateHits,
                            UnitPosition = mainTargetPrediction.UnitPosition,
                            CastPosition = ((p1 + p2) * 0.5f).To3D(),
                            Input = input
                        };
                    }
                }

                return mainTargetPrediction;
            }
Example #11
0
            /// <summary>
            /// Gets the prediction.
            /// </summary>
            /// <param name="input">The input.</param>
            /// <returns>PredictionOutput.</returns>
            public static PredictionOutput GetPrediction(PredictionInput input)
            {
                var mainTargetPrediction = PredictionEx.GetPrediction(input, false, true);
                var posibleTargets = new List<PossibleTarget>
                {
                    new PossibleTarget { Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit }
                };

                if (mainTargetPrediction.Hitchance >= HitChanceEx.Medium)
                {
                    //Add the posible targets  in range:
                    posibleTargets.AddRange(GetPossibleTargets(input));
                }

                if (posibleTargets.Count > 1)
                {
                    var candidates = new List<Vector2>();

                    foreach (var target in posibleTargets)
                    {
                        target.Position = target.Position - input.From.To2D();
                    }

                    for (var i = 0; i < posibleTargets.Count; i++)
                    {
                        for (var j = 0; j < posibleTargets.Count; j++)
                        {
                            if (i != j)
                            {
                                var p = (posibleTargets[i].Position + posibleTargets[j].Position) * 0.5f;
                                if (!candidates.Contains(p))
                                {
                                    candidates.Add(p);
                                }
                            }
                        }
                    }

                    var bestCandidateHits = -1;
                    var bestCandidate = new Vector2();
                    var positionsList = posibleTargets.Select(t => t.Position).ToList();

                    foreach (var candidate in candidates)
                    {
                        var hits = GetHits(candidate, input.Range, input.Radius, positionsList);
                        if (hits > bestCandidateHits)
                        {
                            bestCandidate = candidate;
                            bestCandidateHits = hits;
                        }
                    }

                    if (bestCandidateHits > 1 && input.From.To2D().Distance(bestCandidate, true) > 50 * 50)
                    {
                        return new PredictionOutput
                        {
                            Hitchance = mainTargetPrediction.Hitchance,
                            _aoeTargetsHitCount = bestCandidateHits,
                            UnitPosition = mainTargetPrediction.UnitPosition,
                            CastPosition = bestCandidate.To3D(),
                            Input = input
                        };
                    }
                }
                return mainTargetPrediction;
            }
Example #12
0
            /// <summary>
            /// Gets the prediction.
            /// </summary>
            /// <param name="input">The input.</param>
            /// <returns>PredictionOutput.</returns>
            public static PredictionOutput GetPrediction(PredictionInput input)
            {
                var mainTargetPrediction = PredictionEx.GetPrediction(input, false, true);
                var posibleTargets = new List<PossibleTarget>
                {
                    new PossibleTarget { Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit }
                };

                if (mainTargetPrediction.Hitchance >= HitChanceEx.Medium)
                {
                    //Add the posible targets  in range:
                    posibleTargets.AddRange(GetPossibleTargets(input));
                }

                while (posibleTargets.Count > 1)
                {
                    var mecCircle = MEC.GetMec(posibleTargets.Select(h => h.Position).ToList());

                    if (mecCircle.Radius <= input.RealRadius - 10 &&
                        Vector2.DistanceSquared(mecCircle.Center, input.RangeCheckFrom.To2D()) <
                        input.Range * input.Range)
                    {
                        return new PredictionOutput
                        {
                            AoeTargetsHit = posibleTargets.Select(h => (AIHeroClient)h.Unit).ToList(),
                            CastPosition = mecCircle.Center.To3D(),
                            UnitPosition = mainTargetPrediction.UnitPosition,
                            Hitchance = mainTargetPrediction.Hitchance,
                            Input = input,
                            _aoeTargetsHitCount = posibleTargets.Count
                        };
                    }

                    float maxdist = -1;
                    var maxdistindex = 1;
                    for (var i = 1; i < posibleTargets.Count; i++)
                    {
                        var distance = Vector2.DistanceSquared(posibleTargets[i].Position, posibleTargets[0].Position);
                        if (distance > maxdist || maxdist.CompareTo(-1) == 0)
                        {
                            maxdistindex = i;
                            maxdist = distance;
                        }
                    }
                    posibleTargets.RemoveAt(maxdistindex);
                }

                return mainTargetPrediction;
            }