Example #1
0
        /// <summary>
        /// Gets prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <param name="width">Vector width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</param>
        /// <param name="path">Waypoints of target</param>
        /// <param name="avgt">Average reaction time (in ms)</param>
        /// <param name="movt">Passed time from last movement change (in ms)</param>
        /// <param name="avgp">Average Path Lenght</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="VectorResult"/></returns>
        public static VectorResult GetPrediction(AIBaseClient target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom)
        {
            var result = new VectorResult();

            //auto aoe hit (2 hits with using one target as from position)
            if (target.Type == GameObjectType.AIHeroClient && target.IsValid)                                                                                                                                                                                                                                                                                                                     //do these calcs if champion kappa
            {
                if (ObjectManager.Player.CountEnemyHeroesInRange(range) > 0 && ObjectManager.Player.CountEnemyHeroesInRange(range + vectorLenght) > 1)                                                                                                                                                                                                                                            //if there is at least 1 enemy in range && at least 2 enemy which laser can hit
                {
                    var predPos1 = PredictionExtensions.GetFastUnitPosition(target, delay);                                                                                                                                                                                                                                                                                                       //get target unit position after delay
                    foreach (var enemy in GameObjects.EnemyHeroes)                                                                                                                                                                                                                                                                                                                                //loop all enemies
                    {
                        if (enemy.NetworkId != target.NetworkId && enemy.Distance(rangeCheckFrom) < range + vectorLenght)                                                                                                                                                                                                                                                                         //if enemy is not given target and enemy is hitable by laser
                        {
                            var predPos2 = PredictionExtensions.GetFastUnitPosition(enemy, delay);                                                                                                                                                                                                                                                                                                //get enemy unit position after delay
                            if (predPos1.Distance(rangeCheckFrom) < range)                                                                                                                                                                                                                                                                                                                        //if target is in range
                            {
                                var predRes = LinePrediction.GetLinePrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), 360, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get enemy prediciton with from = target's position (a bit backward)
                                if (predRes.HitChance >= HitChance.Low)
                                {
                                    var f = predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30;
                                    return(new VectorResult
                                    {
                                        CastSourcePosition = f,
                                        CastTargetPosition = predRes.CastPosition,
                                        UnitPosition = predRes.UnitPosition,
                                        HitChance = predRes.HitChance,
                                        CollisionResult = predRes.CollisionResult,
                                    });
                                }
                            }
                            else if (predPos2.Distance(rangeCheckFrom) < range)                                                                                                                                                                                                                                          //if enemy is in range
                            {
                                var predRes = LinePrediction.GetLinePrediction(target, width, delay, vectorSpeed, vectorLenght, false, path, avgt, movt, avgp, 360, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get target prediction with from = enemy's position (a bit backward)
                                if (predRes.HitChance >= HitChance.Low)
                                {
                                    var f = predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30;
                                    return(new VectorResult
                                    {
                                        CastSourcePosition = f,
                                        CastTargetPosition = predRes.CastPosition,
                                        UnitPosition = predRes.UnitPosition,
                                        HitChance = predRes.HitChance,
                                        CollisionResult = predRes.CollisionResult,
                                    });
                                }
                            }
                        }
                    }
                }
            }

            var immobileFrom = rangeCheckFrom + (target.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * range;

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance          = HitChance.VeryHigh;
                result.CastSourcePosition = immobileFrom;
                result.CastTargetPosition = target.PreviousPosition.ToVector2();
                result.UnitPosition       = result.CastTargetPosition;
                result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                {
                    result.HitChance = HitChance.OutOfRange;
                }

                return(result);
            }

            if (target is AIHeroClient hero)
            {
                if (hero.IsCastingImporantSpell())
                {
                    result.HitChance          = HitChance.VeryHigh;
                    result.CastSourcePosition = immobileFrom;
                    result.CastTargetPosition = hero.PreviousPosition.ToVector2();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * hero.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }

                //to do: find a fuking logic
                if (avgp < 400 && movt < 100)
                {
                    result.HitChance          = HitChance.High;
                    result.CastTargetPosition = hero.PreviousPosition.ToVector2();
                    result.CastSourcePosition = immobileFrom;
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * hero.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }
            }

            if (target.IsDashing())
            {
                var dashPred = PredictionExtensions.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SpellType.Line, immobileFrom, rangeCheckFrom);
                return(new VectorResult
                {
                    CastSourcePosition = immobileFrom,
                    CastTargetPosition = dashPred.CastPosition,
                    UnitPosition = dashPred.UnitPosition,
                    HitChance = dashPred.HitChance,
                    CollisionResult = dashPred.CollisionResult,
                });
            }

            if (target.IsImmobileTarget())
            {
                var immoPred = PredictionExtensions.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SpellType.Line, immobileFrom, rangeCheckFrom);
                return(new VectorResult
                {
                    CastSourcePosition = immobileFrom,
                    CastTargetPosition = immoPred.CastPosition,
                    UnitPosition = immoPred.UnitPosition,
                    HitChance = immoPred.HitChance,
                    CollisionResult = immoPred.CollisionResult,
                });
            }

            for (var i = 0; i < path.Count - 1; i++)
            {
                var point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]);
                if (path[i].Distance(ObjectManager.Player.PreviousPosition) < range)
                {
                    point = path[i];
                }

                var res = PredictionExtensions.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SpellType.Line, path, avgt, movt, avgp, 360, point);
                res.Input = new PredictionInput(target, delay, vectorSpeed, width, range, false, SpellType.Line, rangeCheckFrom.ToVector3World(), rangeCheckFrom.ToVector3World());
                res.Lock();
                if (res.HitChance >= HitChance.Low)
                {
                    return(new VectorResult
                    {
                        CastSourcePosition = point,
                        CastTargetPosition = res.CastPosition,
                        UnitPosition = res.UnitPosition,
                        HitChance = res.HitChance,
                        CollisionResult = res.CollisionResult,
                    });
                }
            }

            result.CastSourcePosition = immobileFrom;
            result.CastTargetPosition = target.PreviousPosition.ToVector2();
            result.HitChance          = HitChance.None;
            return(result);
        }
Example #2
0
        /// <summary>
        /// Gets Aoe Prediction result
        /// </summary>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="SpellAoeResult"/></returns>
        public static VectorAoeResult GetAoePrediction(float width, float delay, float vectorSpeed, float range, float vectorLenght, Vector2 rangeCheckFrom)
        {
            var result  = new VectorAoeResult();
            var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, rangeCheckFrom).Distance(rangeCheckFrom) < range);

            foreach (var enemy in enemies)
            {
                var path = enemy.GetWaypoints();
                if (path.Count <= 1)
                {
                    var from      = rangeCheckFrom + (enemy.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * range;
                    var to        = from + (enemy.PreviousPosition.ToVector2() - from).Normalized() * vectorLenght;
                    var colResult = Collision.GetCollisions(from, to, range, width, delay, vectorSpeed);

                    if (colResult.Objects.HasFlag(CollisionFlags.EnemyChampions))
                    {
                        var collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid);
                        if (collisionCount > result.HitCount)
                        {
                            result = new VectorAoeResult
                            {
                                CastSourcePosition = from,
                                CastTargetPosition = enemy.PreviousPosition.ToVector2(),
                                HitCount           = collisionCount,
                                CollisionResult    = colResult
                            };
                        }
                    }
                }
                else
                {
                    if (!enemy.IsDashing())
                    {
                        for (var i = 0; i < path.Count - 1; i++)
                        {
                            var point      = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]);
                            var prediction = PredictionExtensions.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, SpellType.Line, path, enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), point, rangeCheckFrom);
                            if (prediction.HitChance > HitChance.Medium)
                            {
                                var to        = point + (prediction.CastPosition - point).Normalized() * vectorLenght;
                                var colResult = Collision.GetCollisions(point, to, range, width, delay, vectorSpeed);
                                if (colResult.Objects.HasFlag(CollisionFlags.EnemyChampions))
                                {
                                    var collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid);
                                    if (collisionCount > result.HitCount)
                                    {
                                        result = new VectorAoeResult
                                        {
                                            CastSourcePosition = point,
                                            CastTargetPosition = prediction.CastPosition,
                                            HitCount           = collisionCount,
                                            CollisionResult    = colResult
                                        };
                                    }
                                }
                            }
                        }
                    }
                }
            }

            return(result);
        }
        /// <summary>
        /// Gets prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <param name="width">Vector width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</param>
        /// <param name="path">Waypoints of target</param>
        /// <param name="avgt">Average reaction time (in ms)</param>
        /// <param name="movt">Passed time from last movement change (in ms)</param>
        /// <param name="avgp">Average Path Lenght</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns>
        public static Result GetPrediction(Obj_AI_Base target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom)
        {
            Prediction.AssertInitializationMode();

            Result result = new Result();

            Vector2 immobileFrom = rangeCheckFrom + (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range;

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance          = HitChance.VeryHigh;
                result.CastTargetPosition = target.ServerPosition.To2D();
                result.UnitPosition       = result.CastTargetPosition;
                result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed);


                if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                {
                    result.HitChance = HitChance.OutOfRange;
                }

                return(result);
            }

            if (target is Obj_AI_Hero)
            {
                if (((Obj_AI_Hero)target).IsChannelingImportantSpell())
                {
                    result.HitChance          = HitChance.VeryHigh;
                    result.CastTargetPosition = target.ServerPosition.To2D();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }

                //to do: find a fuking logic
                if (avgp < 400 && movt < 100)
                {
                    result.HitChance          = HitChance.High;
                    result.CastTargetPosition = target.ServerPosition.To2D();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }
            }

            if (target.IsDashing())
            {
                return(Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom));
            }

            if (SPrediction.Utility.IsImmobileTarget(target))
            {
                return(Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom));
            }

            for (int i = 0; i < path.Count - 1; i++)
            {
                Vector2           point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i], path[i + 1]);
                Prediction.Result res   = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.SkillshotLine, path, avgt, movt, avgp, point);
                if (res.HitChance >= HitChance.Low)
                {
                    return(res.AsVectorResult(point));
                }
            }

            result.CastSourcePosition = immobileFrom;
            result.CastTargetPosition = target.ServerPosition.To2D();
            result.HitChance          = HitChance.Impossible;
            return(result);
        }
Example #4
0
        /// <summary>
        ///     Gets prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <param name="width">Vector width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</param>
        /// <param name="path">Waypoints of target</param>
        /// <param name="avgt">Average reaction time (in ms)</param>
        /// <param name="movt">Passed time from last movement change (in ms)</param>
        /// <param name="avgp">Average Path Lenght</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Vector.Result" /></returns>
        public static Result GetPrediction(Obj_AI_Base target, float width, float delay, float vectorSpeed, float range,
                                           float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom)
        {
            Prediction.AssertInitializationMode();

            var result = new Result();

            //auto aoe hit (2 hits with using one target as from position)
            if (target.IsChampion()) //do these calcs if champion kappa
            {
                if (ObjectManager.Player.CountEnemiesInRange(range) > 0 &&
                    ObjectManager.Player.CountEnemiesInRange(range + vectorLenght) > 1)
                //if there is at least 1 enemy in range && at least 2 enemy which laser can hit
                {
                    var predPos1 = Prediction.GetFastUnitPosition(target, delay); //get target unit position after delay
                    foreach (var enemy in HeroManager.Enemies)                    //loop all enemies
                    {
                        if (enemy.NetworkId != target.NetworkId && enemy.Distance(rangeCheckFrom) < range + vectorLenght)
                        //if enemy is not given target and enemy is hitable by laser
                        {
                            var predPos2 = Prediction.GetFastUnitPosition(enemy, delay);
                            //get enemy unit position after delay
                            if (predPos1.Distance(rangeCheckFrom) < range) //if target is in range
                            {
                                var predRes = LinePrediction.GetPrediction(enemy, width, delay, vectorSpeed,
                                                                           vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(),
                                                                           enemy.LastMovChangeTime(), enemy.AvgPathLenght(), 360,
                                                                           predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30,
                                                                           predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30);
                                //get enemy prediciton with from = target's position (a bit backward)
                                if (predRes.HitChance >= HitChance.Low)
                                {
                                    return
                                        (predRes.AsVectorResult(predPos1 -
                                                                (predPos1 - rangeCheckFrom).Normalized().Perpendicular() *
                                                                30));
                                }
                            }
                            else if (predPos2.Distance(rangeCheckFrom) < range) //if enemy is in range
                            {
                                var predRes = LinePrediction.GetPrediction(target, width, delay, vectorSpeed,
                                                                           vectorLenght, false, path, avgt, movt, avgp, 360,
                                                                           predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30,
                                                                           predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30);
                                //get target prediction with from = enemy's position (a bit backward)
                                if (predRes.HitChance >= HitChance.Low)
                                {
                                    return
                                        (predRes.AsVectorResult(predPos2 -
                                                                (predPos2 - rangeCheckFrom).Normalized().Perpendicular() *
                                                                30));
                                }
                            }
                        }
                    }
                }
            }

            var immobileFrom = rangeCheckFrom + (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range;

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance          = HitChance.VeryHigh;
                result.CastSourcePosition = immobileFrom;
                result.CastTargetPosition = target.ServerPosition.To2D();
                result.UnitPosition       = result.CastTargetPosition;
                result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width,
                                                                    delay, vectorSpeed);

                if (immobileFrom.Distance(result.CastTargetPosition) >
                    vectorLenght -
                    Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) *
                    target.MoveSpeed)
                {
                    result.HitChance = HitChance.OutOfRange;
                }

                return(result);
            }

            if (target is AIHeroClient)
            {
                if (((AIHeroClient)target).IsChannelingImportantSpell())
                {
                    result.HitChance          = HitChance.VeryHigh;
                    result.CastSourcePosition = immobileFrom;
                    result.CastTargetPosition = target.ServerPosition.To2D();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range,
                                                                        width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) >
                        range -
                        Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) *
                        target.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }

                //to do: find a fuking logic
                if (avgp < 400 && movt < 100)
                {
                    result.HitChance          = HitChance.High;
                    result.CastTargetPosition = target.ServerPosition.To2D();
                    result.CastSourcePosition = immobileFrom;
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range,
                                                                        width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) >
                        range -
                        Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) *
                        target.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }
            }

            if (target.IsDashing())
            {
                return
                    (Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false,
                                                     SkillshotType.SkillshotLine, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom));
            }

            if (Utility.IsImmobileTarget(target))
            {
                return
                    (Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false,
                                                      SkillshotType.SkillshotLine, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom));
            }

            for (var i = 0; i < path.Count - 1; i++)
            {
                var point = Vector2.Zero;
                point = path[i].Distance(ObjectManager.Player.ServerPosition) < range ? path[i] : Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]);

                var res = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false,
                                                     SkillshotType.SkillshotLine, path, avgt, movt, avgp, 360, point);
                res.Lock();
                if (res.HitChance >= HitChance.Low)
                {
                    return(res.AsVectorResult(point));
                }
            }

            result.CastSourcePosition = immobileFrom;
            result.CastTargetPosition = target.ServerPosition.To2D();
            result.HitChance          = HitChance.Impossible;
            return(result);
        }
        /// <summary>
        /// Gets Aoe Prediction result
        /// </summary>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.AoeResult"/></returns>
        public static AoeResult GetAoePrediction(float width, float delay, float vectorSpeed, float range, float vectorLenght, Vector2 rangeCheckFrom)
        {
            AoeResult result  = new AoeResult();
            var       enemies = HeroManager.Enemies.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, rangeCheckFrom).Distance(rangeCheckFrom) < range);

            foreach (Obj_AI_Hero enemy in enemies)
            {
                List <Vector2> path = enemy.GetWaypoints();
                if (path.Count <= 1)
                {
                    Vector2          from      = rangeCheckFrom + (enemy.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range;
                    Vector2          to        = from + (enemy.ServerPosition.To2D() - from).Normalized() * vectorLenght;
                    Collision.Result colResult = Collision.GetCollisions(from, to, width, delay, vectorSpeed);

                    if (colResult.Objects.HasFlag(Collision.Flags.EnemyChampions))
                    {
                        int collisionCount = colResult.Units.Count(p => p.IsEnemy && p.IsChampion());
                        if (collisionCount > result.HitCount)
                        {
                            result = new AoeResult
                            {
                                CastSourcePosition = from,
                                CastTargetPosition = enemy.ServerPosition.To2D(),
                                HitCount           = collisionCount,
                                CollisionResult    = colResult
                            };
                        }
                    }
                }
                else
                {
                    if (!enemy.IsDashing())
                    {
                        for (int i = 0; i < path.Count - 1; i++)
                        {
                            Vector2           point      = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i], path[i + 1]);
                            Prediction.Result prediction = Prediction.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.SkillshotLine, path, enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), point, rangeCheckFrom);
                            if (prediction.HitChance > HitChance.Medium)
                            {
                                Vector2          to        = point + (prediction.CastPosition - point).Normalized() * vectorLenght;
                                Collision.Result colResult = Collision.GetCollisions(point, to, width, delay, vectorSpeed, false);
                                if (colResult.Objects.HasFlag(Collision.Flags.EnemyChampions))
                                {
                                    int collisionCount = colResult.Units.Count(p => p.IsEnemy && p.IsChampion());
                                    if (collisionCount > result.HitCount)
                                    {
                                        result = new AoeResult
                                        {
                                            CastSourcePosition = point,
                                            CastTargetPosition = prediction.CastPosition,
                                            HitCount           = collisionCount,
                                            CollisionResult    = colResult
                                        };
                                    }
                                }
                            }
                        }
                    }
                }
            }
            return(result);
        }