Example #1
0
 public static Spells.HitChances GetHiChance(Vector3 From, Obj_AI_Base target, Spells spell)
 {
     if (target == null)
     {
         return(Spells.HitChances.Notarget);
     }
     else
     {
         //Game.PrintChat("1");
         if (target.HasBuffOfType(BuffType.Knockup) || target.HasBuffOfType(BuffType.Snare) || target.HasBuffOfType(BuffType.Stun))
         {
             //Game.PrintChat("2");
             float time = GetImmobileTime(target) - Utils.TickCount;
             if (time / 1000 + (spell.radius + target.BoundingRadius - 20) / target.MoveSpeed >= spell.delay + Game.Ping / 2 / 1000 + From.Distance(target.Position) / spell.speed)
             {
                 return(Spells.HitChances.Immobile);
             }
             else
             {
                 return(Spells.HitChances.VeryLow);
             }
         }
         else
         {
             //Game.PrintChat("3");
             var   predict = Prediction.GetPrediction(target, 100).CastPosition;
             float y       = target.MoveSpeed * 100 / 1000;
             bool  moving  = !(target.Distance(predict) < y);
             var   chuot   = moving == false ? target.Position : target.Position.Extend(predict, y);
             if (chuot == target.Position)
             {
                 return(Spells.HitChances.VeryLow);
             }
             else
             {
                 //Game.PrintChat("4");
                 var cosB = math.CosB(From, target.Position, chuot);
                 var gocB = Math.Acos(cosB) * (180 / Math.PI);
                 if (gocB <= 40)
                 {
                     return(Spells.HitChances.VeryHigh);
                 }
                 else if (gocB <= 90)
                 {
                     return(Spells.HitChances.High);
                 }
                 else if (gocB <= 165)
                 {
                     return(Spells.HitChances.Medium);
                 }
                 else
                 {
                     return(Spells.HitChances.Low);
                 }
             }
         }
     }
 }
Example #2
0
 public static bool IsReady(this Spells spell, int delay = 0)
 {
     return(spell.spellslot.IsReady(delay));
 }
Example #3
0
        public static List <Obj_AI_Base> GetCollision(Vector3 from, Vector3 to, Spells spell)
        {
            var   result = new List <Obj_AI_Base>();
            var   list   = new List <CollisionableObjects>(); list.Add(CollisionableObjects.Minions); list.Add(CollisionableObjects.YasuoWall);
            float time   = spell.delay + Game.Ping / 2 / 1000 + from.Distance(to) / spell.speed;

            foreach (var objectType in list)
            {
                switch (objectType)
                {
                case CollisionableObjects.Minions:
                    foreach (var minion in
                             ObjectManager.Get <Obj_AI_Minion>()
                             .Where(
                                 minion =>
                                 minion.IsValidTarget(
                                     Math.Min(spell.range + spell.radius + 100, 2000), true,
                                     from)))
                    {
                        //var chuot = Prediction.GetPrediction(minion, 100).CastPosition;
                        //float y = minion.MoveSpeed * 100 / 1000;
                        //bool moving = !(minion.Distance(chuot) < y);
                        //var minionPrediction = moving == false ? minion.Position : minion.Position.Extend(chuot, time * minion.MoveSpeed);
                        var minionPrediction = Prediction.GetPrediction(minion, time * 1000).UnitPosition;
                        if (
                            minionPrediction.To2D()
                            .Distance(from.To2D(), to.To2D(), true, true) <=
                            Math.Pow((spell.radius * 2 + 15 + minion.BoundingRadius), 2) ||
                            minion.Position.To2D().Distance(from.To2D(), to.To2D(), true, true) <=
                            Math.Pow((spell.radius * 2 + 15 + minion.BoundingRadius), 2))
                        {
                            result.Add(minion);
                        }
                    }
                    break;
                //case CollisionableObjects.Heroes:
                //    foreach (var hero in
                //        HeroManager.Enemies.FindAll(
                //            hero =>
                //                hero.IsValidTarget(
                //                    Math.Min(input.Range + input.Radius + 100, 2000), true, input.RangeCheckFrom))
                //        )
                //    {
                //        input.Unit = hero;
                //        var prediction = Prediction.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 CollisionableObjects.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 CollisionableObjects.YasuoWall:

                    if (Utils.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, to.To2D(), from.To2D()).Intersects)
                    {
                        var t = Utils.TickCount +
                                (wallStart.Intersection(wallEnd, to.To2D(), from.To2D())
                                 .Point.Distance(from) / spell.speed + spell.delay) * 1000;
                        if (t < _wallCastT + 4000)
                        {
                            result.Add(ObjectManager.Player);
                        }
                    }

                    break;
                }
            }


            return(result.Distinct().ToList());
        }
Example #4
0
 public static bool Cast(this Spells spell, Obj_AI_Base ToTarget, Spells.HitChances minhitchance = Spells.HitChances.VeryLow)
 {
     return(Cast(spell, Player.Position, ToTarget, minhitchance));
 }
Example #5
0
        public static List <Obj_AI_Base> GetCollisions(Vector3 from, Vector3 to, Spells spell)
        {
            var   result = new List <Obj_AI_Base>();
            float t      = spell.delay + Game.Ping / 2 / 1000 + from.Distance(to) / spell.speed;

            foreach (var obj in ObjectManager.Get <Obj_AI_Base>().Where(obj => obj.Type != GameObjectType.obj_AI_Turret && obj.Type != GameObjectType.obj_Building && obj.IsEnemy || obj.Team == GameObjectTeam.Neutral))
            {
                if (obj.IsMoving)
                {
                    var     chuot = Prediction.GetPrediction(obj, 100).CastPosition;
                    Vector3 obj2  = obj.Position.Extend(chuot, t * obj.MoveSpeed);
                    var     x     = Geometry.Intersection(from.To2D(), to.To2D(), obj.Position.To2D(), obj2.To2D());
                    if (x.Intersects == true)
                    {
                        result.Add(obj);
                    }
                    else
                    {
                        Vector2 y;
                        double  d;  math.FindDistanceToSegment(obj2.To2D(), from.To2D(), to.To2D(), out y, out d);
                        if (from.To2D().Distance(y) <= from.To2D().Distance(to.To2D()) && to.To2D().Distance(y) <= from.To2D().Distance(to.To2D()))
                        {
                            if (d <= obj.BoundingRadius + spell.radius)
                            {
                                result.Add(obj);
                            }
                        }
                    }
                }
                else
                {
                    Vector2 y;
                    double  d; math.FindDistanceToSegment(obj.Position.To2D(), from.To2D(), to.To2D(), out y, out d);
                    if (from.To2D().Distance(y) <= from.To2D().Distance(to.To2D()) && to.To2D().Distance(y) <= from.To2D().Distance(to.To2D()))
                    {
                        if (d <= obj.BoundingRadius + spell.radius)
                        {
                            result.Add(obj);
                        }
                    }
                }
            }
            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)))
            {
                if (Utils.TickCount - _wallCastT > 4000)
                {
                    break;
                }
                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;
                var x         = Geometry.Intersection(wallStart, wallEnd, from.To2D(), to.To2D());
                if (x.Intersects == true)
                {
                    result.Add(ObjectManager.Player);
                }
                else
                {
                    Vector2 y;
                    double  d; math.FindDistanceToSegment(wallStart, from.To2D(), to.To2D(), out y, out d);
                    Vector2 y1; double d1; math.FindDistanceToSegment(wallEnd, from.To2D(), to.To2D(), out y1, out d1);
                    if (from.To2D().Distance(y) <= from.To2D().Distance(to.To2D()) && to.To2D().Distance(y) <= from.To2D().Distance(to.To2D()))
                    {
                        if (d <= spell.radius)
                        {
                            result.Add(ObjectManager.Player);
                        }
                    }
                    if (from.To2D().Distance(y1) <= from.To2D().Distance(to.To2D()) && to.To2D().Distance(y1) <= from.To2D().Distance(to.To2D()))
                    {
                        if (d1 <= spell.radius)
                        {
                            result.Add(ObjectManager.Player);
                        }
                    }
                }
            }
            return(result.Distinct().ToList());
        }