Exemple #1
0
        /// Returns the posible evade points.
        public static List <Vector2> GetEvadePoints(int speed = -1, int delay = 0, bool isBlink = false, bool onlyGood = false)
        {
            speed = speed == -1 ? (int)ObjectManager.Player.MoveSpeed : speed;

            var goodCandidates = new List <Vector2>();
            var badCandidates  = new List <Vector2>();
            var polygonList    = new List <Geometry.Polygon>();

            var takeClosestPath = false;

            foreach (var skillshot in Program.DetectedSkillshots)
            {
                if (skillshot.Evade())
                {
                    if (skillshot.SpellData.TakeClosestPath && skillshot.IsDanger(Program.PlayerPosition))
                    {
                        takeClosestPath = true;
                    }

                    polygonList.Add(skillshot.EvadePolygon);
                }
            }

            //Create the danger polygon:
            var dangerPolygons = Geometry.ClipPolygons(polygonList).ToPolygons();
            var myPosition     = Program.PlayerPosition;

            //Scan the sides of each polygon to find the safe point.
            foreach (var poly in dangerPolygons)
            {
                for (var i = 0; i <= poly.Points.Count - 1; i++)
                {
                    var sideStart            = poly.Points[i];
                    var sideEnd              = poly.Points[(i == poly.Points.Count - 1) ? 0 : i + 1];
                    var originalCandidate    = myPosition.ProjectOn(sideStart, sideEnd).SegmentPoint;
                    var distanceToEvadePoint = Vector2.DistanceSquared(originalCandidate, myPosition);

                    if (distanceToEvadePoint < 600 * 600)
                    {
                        var sideDistance = Vector2.DistanceSquared(sideEnd, sideStart);
                        var direction    = (sideEnd - sideStart).Normalized();

                        var s = (distanceToEvadePoint < 200 * 200 && sideDistance > 90 * 90) ? Config.DiagonalEvadePointsCount : 0;
                        for (var j = -s; j <= s; j++)
                        {
                            //bool foundWall;
                            var candidate   = (originalCandidate + j * Config.DiagonalEvadePointsStep * direction) /*.CutVectorWall(myPosition, out foundWall)*/;
                            var pathToPoint = Orbwalking.GetPath(candidate.To3D()).To2DList();

                            if (!isBlink)
                            {
                                if (Program.IsSafePath(pathToPoint, Config.EvadingFirstTimeOffset, speed, delay).IsSafe)
                                {
                                    goodCandidates.Add(candidate);
                                }

                                if (Program.IsSafePath(pathToPoint, Config.EvadingSecondTimeOffset, speed, delay).IsSafe&& j == 0)
                                {
                                    badCandidates.Add(candidate);
                                }
                            }
                            else
                            {
                                if (Program.IsSafeToBlink(pathToPoint[pathToPoint.Count - 1], Config.EvadingFirstTimeOffset, delay))
                                {
                                    goodCandidates.Add(candidate);
                                }

                                if (Program.IsSafeToBlink(pathToPoint[pathToPoint.Count - 1], Config.EvadingSecondTimeOffset, delay))
                                {
                                    badCandidates.Add(candidate);
                                }
                            }
                        }
                    }
                }
            }

            if (takeClosestPath)
            {
                if (goodCandidates.Count > 0)
                {
                    goodCandidates = new List <Vector2> {
                        goodCandidates.MinOrDefault(vector2 => ObjectManager.Player.Distance(vector2, true))
                    }
                }
                ;

                if (badCandidates.Count > 0)
                {
                    badCandidates = new List <Vector2> {
                        badCandidates.MinOrDefault(vector2 => ObjectManager.Player.Distance(vector2, true))
                    }
                }
                ;
            }
            return((goodCandidates.Count > 0) ? goodCandidates : (onlyGood ? new List <Vector2>() : badCandidates));
        }