Exemple #1
0
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
        {
            switch (s.Type)
            {
                case SkillshotType.SkillshotLine:
                    return LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                case SkillshotType.SkillshotCircle:
                    return CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                case SkillshotType.SkillshotCone:
                    return ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
 public Input(Obj_AI_Base _target, Spell s, Vector3 _from, Vector3 _rangeCheckFrom)
 {
     Target             = _target;
     SpellDelay         = s.Delay;
     SpellMissileSpeed  = s.Speed;
     SpellWidth         = s.Width;
     SpellRange         = s.Range;
     SpellCollisionable = s.Collision;
     SpellSkillShotType = s.Type;
     Path = Target.GetWaypoints();
     if (Target is Obj_AI_Hero)
     {
         Obj_AI_Hero t = Target as Obj_AI_Hero;
         AvgReactionTime   = t.AvgMovChangeTime();
         LastMovChangeTime = t.LastMovChangeTime();
         AvgPathLenght     = t.AvgPathLenght();
         LastAngleDiff     = t.LastAngleDiff();
     }
     else
     {
         AvgReactionTime   = 0;
         LastMovChangeTime = 0;
         AvgPathLenght     = 0;
         LastAngleDiff     = 0;
     }
     From           = _from;
     RangeCheckFrom = _rangeCheckFrom;
 }
Exemple #3
0
 public Input(Obj_AI_Base _target, float delay, float speed, float radius, float range, bool collision, SkillshotType type, Vector3 _from, Vector3 _rangeCheckFrom)
 {
     Target             = _target;
     SpellDelay         = delay;
     SpellMissileSpeed  = speed;
     SpellWidth         = radius;
     SpellRange         = range;
     SpellCollisionable = collision;
     SpellSkillShotType = type;
     Path = Target.GetWaypoints();
     if (Target is Obj_AI_Hero)
     {
         Obj_AI_Hero t = Target as Obj_AI_Hero;
         AvgReactionTime   = t.AvgMovChangeTime();
         LastMovChangeTime = t.LastMovChangeTime();
         AvgPathLenght     = t.AvgPathLenght();
         LastAngleDiff     = t.LastAngleDiff();
     }
     else
     {
         AvgReactionTime   = 0;
         LastMovChangeTime = 0;
         AvgPathLenght     = 0;
         LastAngleDiff     = 0;
     }
     From           = _from;
     RangeCheckFrom = _rangeCheckFrom;
 }
 /// <summary>
 /// Gets Prediction result
 /// </summary>
 /// <param name="target">Target for spell</param>
 /// <param name="width">Spell width</param>
 /// <param name="delay">Spell delay</param>
 /// <param name="missileSpeed">Spell missile speed</param>
 /// <param name="range">Spell range</param>
 /// <param name="collisionable">Spell collisionable</param>
 /// <param name="type">Spell skillshot type</param>
 /// <param name="from">Spell casted position</param>
 /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
 public static Prediction.Result GetPrediction(Obj_AI_Hero target, float width, float delay, float missileSpeed, float range, bool collisionable)
 {
     return(GetPrediction(target, width, delay, missileSpeed, range, collisionable, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), ObjectManager.Player.ServerPosition.To2D(), ObjectManager.Player.ServerPosition.To2D()));
 }
 /// <summary>
 /// Gets Prediction result
 /// </summary>
 /// <param name="target">Target for spell</param>
 /// <param name="width">Spell width</param>
 /// <param name="delay">Spell delay</param>
 /// <param name="missileSpeed">Spell missile speed</param>
 /// <param name="range">Spell range</param>
 /// <param name="collisionable">Spell collisionable</param>
 /// <param name="type">Spell skillshot type</param>
 /// <param name="from">Spell casted position</param>
 /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
 public static Prediction.Result GetPrediction(Obj_AI_Hero target, float width, float delay, float missileSpeed, float range, bool collisionable)
 {
     return GetPrediction(target, width, delay, missileSpeed, range, collisionable, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), ObjectManager.Player.ServerPosition.To2D(), ObjectManager.Player.ServerPosition.To2D());
 }
Exemple #6
0
 /// <summary>
 /// Gets Prediction result
 /// </summary>
 /// <param name="target">Target</param>
 /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
 public static Prediction.Result GetArcSPrediction(this Spell s, Obj_AI_Hero target)
 {
     return ArcPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
 }
Exemple #7
0
        /// <summary>
        /// Spell extension for cast arc spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCastArc(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
                throw new NotSupportedException("Arc Prediction not supported in Common prediction");

            if (minHit > 1)
                return SPredictionCastAoeArc(s, minHit);

            if (t.HealthPercent > filterHPPercent)
                return false;

            if (rangeCheckFrom == null)
                rangeCheckFrom = ObjectManager.Player.ServerPosition;

            if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt = t.LastMovChangeTime();
                    float avgp = t.AvgPathLenght();
                    var result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());

                    if (result.HitChance >= hc)
                    {
                        s.Cast(result.CastPosition);
                        return true;
                    }

                    Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                    return false;
                }
                finally
                {
                    Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                }
            }

            return false;
        }
Exemple #8
0
        /// <summary>
        /// Spell extension for cast spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (rangeCheckFrom == null)
                rangeCheckFrom = ObjectManager.Player.ServerPosition;

            if (t == null)
                return s.Cast();

            if (!s.IsSkillshot)
                return s.Cast(t) == Spell.CastStates.SuccessfullyCasted;

            #region if common prediction selected
            if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
            {
                var pout = s.GetPrediction(t, minHit > 1);

                if (minHit > 1)
                    if (pout.AoeTargetsHitCount >= minHit)
                        return s.Cast(pout.CastPosition);
                    else return false;

                if (pout.Hitchance >= hc)
                    return s.Cast(pout.CastPosition);
                else
                    return false;
            }
            #endregion

            if (minHit > 1)
                return SPredictionCastAoe(s, minHit);

            if (t.HealthPercent > filterHPPercent)
                return false;

            if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt = t.LastMovChangeTime();
                    float avgp = t.AvgPathLenght();
                    var waypoints = t.GetWaypoints();

                    Prediction.Result result;

                    switch (s.Type)
                    {
                        case SkillshotType.SkillshotLine: result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                            break;
                        case SkillshotType.SkillshotCircle: result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                            break;
                        case SkillshotType.SkillshotCone: result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                            break;
                        default:
                            throw new InvalidOperationException("Unknown spell type");
                    }

                    Prediction.lastDrawTick = Utils.TickCount;
                    Prediction.lastDrawPos = result.CastPosition;
                    Prediction.lastDrawHitchance = result.HitChance.ToString();
                    Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
                    Prediction.lastDrawWidth = (int)s.Width;

                    if (result.HitChance >= hc)
                    {
                        s.Cast(result.CastPosition);
                        return true;
                    }

                    Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                    return false;
                }
                finally
                {
                    Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                }
            }

            return false;
        }
 /// <summary>
 /// Gets Prediction result
 /// </summary>
 /// <param name="target">Target</param>
 /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
 public static Prediction.Result GetArcSPrediction(this Spell s, Obj_AI_Hero target)
 {
     return(ArcPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));
 }
        /// <summary>
        /// Spell extension for cast arc spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCastArc(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue <StringList>().SelectedIndex == 1)
            {
                throw new NotSupportedException("Arc Prediction not supported in Common prediction");
            }

            if (minHit > 1)
            {
                return(SPredictionCastAoeArc(s, minHit));
            }

            if (t.HealthPercent > filterHPPercent)
            {
                return(false);
            }

            if (rangeCheckFrom == null)
            {
                rangeCheckFrom = ObjectManager.Player.ServerPosition;
            }

            if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    float avgt   = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt   = t.LastMovChangeTime();
                    float avgp   = t.AvgPathLenght();
                    var   result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());

                    if (result.HitChance >= hc)
                    {
                        s.Cast(result.CastPosition);
                        return(true);
                    }

                    Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                    return(false);
                }
                finally
                {
                    Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                }
            }

            return(false);
        }
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
        {
            switch (s.Type)
            {
            case SkillshotType.SkillshotLine:
                return(LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCircle:
                return(CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCone:
                return(ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
        /// <summary>
        /// Spell extension for cast spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (rangeCheckFrom == null)
            {
                rangeCheckFrom = ObjectManager.Player.ServerPosition;
            }

            if (t == null)
            {
                return(s.Cast());
            }

            if (!s.IsSkillshot)
            {
                return(s.Cast(t) == Spell.CastStates.SuccessfullyCasted);
            }

            #region if common prediction selected
            if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue <StringList>().SelectedIndex == 1)
            {
                var pout = s.GetPrediction(t, minHit > 1);

                if (minHit > 1)
                {
                    if (pout.AoeTargetsHitCount >= minHit)
                    {
                        return(s.Cast(pout.CastPosition));
                    }
                    else
                    {
                        return(false);
                    }
                }

                if (pout.Hitchance >= hc)
                {
                    return(s.Cast(pout.CastPosition));
                }
                else
                {
                    return(false);
                }
            }
            #endregion

            if (minHit > 1)
            {
                return(SPredictionCastAoe(s, minHit));
            }

            if (t.HealthPercent > filterHPPercent)
            {
                return(false);
            }

            if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    float avgt      = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt      = t.LastMovChangeTime();
                    float avgp      = t.AvgPathLenght();
                    var   waypoints = t.GetWaypoints();

                    Prediction.Result result;

                    switch (s.Type)
                    {
                    case SkillshotType.SkillshotLine: result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    case SkillshotType.SkillshotCircle: result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    case SkillshotType.SkillshotCone: result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    default:
                        throw new InvalidOperationException("Unknown spell type");
                    }

                    Prediction.lastDrawTick      = Utils.TickCount;
                    Prediction.lastDrawPos       = result.CastPosition;
                    Prediction.lastDrawHitchance = result.HitChance.ToString();
                    Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
                    Prediction.lastDrawWidth     = (int)s.Width;

                    if (result.HitChance >= hc)
                    {
                        s.Cast(result.CastPosition);
                        return(true);
                    }

                    Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                    return(false);
                }
                finally
                {
                    Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                }
            }

            return(false);
        }
        /// <summary>
        /// Spell extension for cast arc spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCastArc(this Spell s, Obj_AI_Hero t, HitChance hc, bool arconly = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
                throw new NotSupportedException("Arc Prediction not supported in Common prediction");

            if (minHit > 1)
                return SPredictionCastAoeArc(s, minHit);

            if (t.HealthPercent > filterHPPercent)
                return false;

            if (rangeCheckFrom == null)
                rangeCheckFrom = ObjectManager.Player.ServerPosition;

            float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
            float movt = t.LastMovChangeTime();
            float avgp = t.AvgPathLenght();
            var result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D(), arconly);

            if (result.HitChance >= hc)
            {
                s.Cast(result.CastPosition);
                return true;
            }

            return false;
        }
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
        {
            #region if common prediction selected
            if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
            {
                var pred = s.GetPrediction(target);
                var result = new Prediction.Result(new Prediction.Input(target, s), target, pred.CastPosition.To2D(), pred.UnitPosition.To2D(), pred.Hitchance, default(Collision.Result));
                result.Lock(false);
                return result;
            }
            #endregion

            switch (s.Type)
            {
                case SkillshotType.SkillshotLine:
                    return LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                case SkillshotType.SkillshotCircle:
                    return CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                case SkillshotType.SkillshotCone:
                    return ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
Exemple #15
0
        /// <summary>
        /// Spell extension for cast arc spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCastArc(this Spell s, Obj_AI_Hero t, HitChance hc, bool arconly = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
            {
                throw new NotSupportedException("Arc Prediction not supported in Common prediction");
            }

            if (minHit > 1)
            {
                return(SPredictionCastAoeArc(s, minHit));
            }

            if (t.HealthPercent > filterHPPercent)
            {
                return(false);
            }

            if (rangeCheckFrom == null)
            {
                rangeCheckFrom = ObjectManager.Player.ServerPosition;
            }


            float avgt   = t.AvgMovChangeTime() + reactionIgnoreDelay;
            float movt   = t.LastMovChangeTime();
            float avgp   = t.AvgPathLenght();
            var   result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D(), arconly);

            if (result.HitChance >= hc)
            {
                s.Cast(result.CastPosition);
                return(true);
            }

            return(false);
        }
Exemple #16
0
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
        {
            #region if common prediction selected
            if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
            {
                var pred   = s.GetPrediction(target);
                var result = new Prediction.Result(new Prediction.Input(target, s), target, pred.CastPosition.To2D(), pred.UnitPosition.To2D(), pred.Hitchance, default(Collision.Result));
                result.Lock(false);
                return(result);
            }
            #endregion

            switch (s.Type)
            {
            case SkillshotType.SkillshotLine:
                return(LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCircle:
                return(CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCone:
                return(ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));
            }

            throw new NotSupportedException("Unknown skill shot type");
        }