Exemple #1
0
        public static void FightHard()
        {
            // Initialize spells
            var Target = TargetSelector.GetTarget(600, TargetSelector.DamageType.Magical);

            // Chase if not in range
            if (Target != null && Target.IsValid && Player.Distance(Target.Position) < 600)
            {
                var pr = Q.GetPrediction(Target);
                if (pr.Hitchance >= HitChance.Medium && Q.IsReady() && Q.IsInRange(Target))
                {
                    Q.Cast(Target.Position);
                }

                if (W.IsReady() && W.IsInRange(Target))
                {
                    W.Cast(Target);
                }

                if (E.IsReady() && E.IsInRange(Target))
                {
                    E.Cast(Target);
                }
                if (R.IsReady())
                {
                    R.Cast();
                }
            }
            else
            {
                Player.IssueOrder(GameObjectOrder.MoveTo, Target.Position);
                Orb.SetOrbwalkingPoint(Target.Position);
            }
        } //Fight
Exemple #2
0
        public static void FightHard()
        {
            // Initialize spells
            var Target = TargetSelector.GetTarget(600, TargetSelector.DamageType.Magical);

            // Chase if not in range
            if (Target != null && Target.IsValid)
            {
                if (Target != null && W.IsReady())
                {
                    W.Cast();
                }

                if (Target != null && R.IsReady() && R.IsInRange(Target))
                {
                    R.Cast(Target);
                }

                if (Target != null && Q.IsReady() && Q.IsInRange(Target))
                {
                    Q.Cast(Target);
                }
            }
            else
            {
                Player.IssueOrder(GameObjectOrder.MoveTo, Target.Position);
                Orb.SetOrbwalkingPoint(Target.Position);
            }
        } //Fight
Exemple #3
0
        public static void MoveBase()

        {
//            if (Player.Distance(TEAM_POS) > 100 && Player.CountEnemiesInRange(1800) == 0)
            // recall if no enemy near
//            {
//              Player.Spellbook.CastSpell(SpellSlot.Recall);
//            }
//            else
//            {

            Player.IssueOrder(GameObjectOrder.MoveTo, TEAM_POS);
            Orb.SetOrbwalkingPoint(TEAM_POS);
//            }
        } //MoveBase
Exemple #4
0
        /// <summary>
        /// Find the nearest Tower where there are enemies, to walk.
        /// </summary>
        public static void WalkAndFight()
        {
            List <Obj_AI_Hero> Enemies = ObjectHandler.Get <Obj_AI_Hero>().Enemies;

            int   Index = -1;
            float Dist  = 100000;

            for (int i = 0; i < Enemies.Count; i++)
            {
                if (Enemies[i] != null &&
                    !Enemies[i].IsDead &&
                    Enemies[i].IsVisible)
                {
                    float D = Player.Distance(Enemies[i].Position);
                    if (Dist > D)
                    {
                        Index = i;
                        Dist  = D;
                    }
                }
            }// For

            if (Index != -1)
            {
                if (Player.Distance(Enemies[Index].Position) < 600)
                {
                    Console.WriteLine("ARRIVED");
                    //Plugins.Warwick.FightHard();
                    Base.GetCombo(Player.ChampionName);
                }
                else
                {
                    Console.WriteLine("WALKING_TO_HIM");
                    Player.IssueOrder(GameObjectOrder.MoveTo, Enemies[Index].Position);
                    Orb.SetOrbwalkingPoint(Enemies[Index].Position);
                }
            }
            else
            {
                Console.WriteLine("ERROR!");
                RandomWalk.Walk();
            }
        } // WalkAndFight()
Exemple #5
0
        public static void FightHard()
        {
            // Initialize spells
            var Target = TargetSelector.GetTarget(600, TargetSelector.DamageType.Magical);

            // Chase if not in range
            bool AnySpellReady = Q.IsReady() || W.IsReady() || R.IsReady();

            if (!AnySpellReady)
            {
                Player.IssueOrder(GameObjectOrder.MoveTo, TEAM_POS);
                Orb.SetOrbwalkingPoint(TEAM_POS);
            }
            else if (Target != null && Target.IsValidTarget(550))
            {
                if (Q.IsReady() && Target.IsValidTarget(Q.Range))
                {
                    Q.Cast(Target);
                }
                if (E.IsReady())
                {
                    E.Cast();
                }
                if (W.IsReady() && Target.IsValidTarget(W.Range))
                {
                    W.Cast(Target.Position);
                }
                if (R.IsReady() && Target.IsValidTarget(R.Range))
                {
                    R.Cast(Target.Position);
                }
            }
            else
            {
                Player.IssueOrder(GameObjectOrder.MoveTo, Target.Position);
                Orb.SetOrbwalkingPoint(Target.Position);
            }
        } //Fight
Exemple #6
0
        /// <summary>
        /// Implement the auto-walking to random points
        /// </summary>
        public static void Walk()
        {
            Vector3 Pos = Points[Index];

            if (!Walking)
            {
                Walking = true;
                Index   = R.Next(0, Points.Count - 1);

                // Prevent Circular
                if (LastIndex != -1 && LastIndex == Index)
                {
                    if (Index < Points.Count - 1)
                    {
                        Index++;
                    }
                    else
                    {
                        Index--;
                    }
                }
                else
                {
                    LastIndex = Index;
                }
            }
            else
            {
                Walking = Player.Distance(Pos) > 100 ? true : false;
                if (Walking)
                {
                    Player.IssueOrder(GameObjectOrder.MoveTo, Pos);
                    Orb.SetOrbwalkingPoint(Pos);
                }
            }
        } //Walk