public static Vector3 GetTumblePos(this Obj_AI_Base target)
        {
            var cursorPos = Game.CursorPos;

            if (!cursorPos.IsDangerousPosition())
            {
                return(cursorPos);
            }
            //if the target is not a melee and he's alone he's not really a danger to us, proceed to 1v1 him :^ )
            if (!target.IsMelee && Program.myHero.CountEnemiesInRange2(800) == 1)
            {
                return(cursorPos);
            }

            var aRC                = new QGeometry.Circle(Program.myHero.ServerPosition.To2D2(), 300).ToPolygon().ToClipperPath();
            var targetPosition     = target.ServerPosition;
            var pList              = new List <Vector3>();
            var additionalDistance = (0.106 + Game.Ping / 2000f) * target.MoveSpeed;


            foreach (var p in aRC)
            {
                var v3 = new Vector2(p.X, p.Y).To3D();

                if (target.IsFacing2(Program.myHero))
                {
                    if (!v3.IsDangerousPosition() && v3.Distance6(targetPosition) < 550)
                    {
                        pList.Add(v3);
                    }
                }
                else
                {
                    if (!v3.IsDangerousPosition() && v3.Distance6(targetPosition) < 550 - additionalDistance)
                    {
                        pList.Add(v3);
                    }
                }
            }
            if (Program.myHero.UnderTurret() || Program.myHero.CountEnemiesInRange2(800) == 1)
            {
                return(pList.Count > 1 ? pList.OrderBy(el => el.Distance6(cursorPos)).FirstOrDefault() : Vector3.Zero);
            }
            if (!cursorPos.IsDangerousPosition())
            {
                return(pList.Count > 1 ? pList.OrderBy(el => el.Distance6(cursorPos)).FirstOrDefault() : Vector3.Zero);
            }
            return(pList.Count > 1 ? pList.OrderByDescending(el => el.Distance6(cursorPos)).FirstOrDefault() : Vector3.Zero);
        }
Exemple #2
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        public static Vector3 GetTumblePos(this Obj_AI_Base target)
        {
            var cursorPos = Game.CursorPos;

            if (!cursorPos.IsDangerousPosition()) return cursorPos;
            //if the target is not a melee and he's alone he's not really a danger to us, proceed to 1v1 him :^ )
            if (!target.IsMelee && Program.myHero.CountEnemiesInRange2(800) == 1) return cursorPos;

            var aRC = new QGeometry.Circle(Program.myHero.ServerPosition.To2D2(), 300).ToPolygon().ToClipperPath();
            var targetPosition = target.ServerPosition;
            var pList = new List<Vector3>();
            var additionalDistance = (0.106 + Game.Ping / 2000f) * target.MoveSpeed;

            foreach (var p in aRC)
            {
                var v3 = new Vector2(p.X, p.Y).To3D();

                if (target.IsFacing2(Program.myHero))
                {
                    if (!v3.IsDangerousPosition() && v3.Distance6(targetPosition) < 550) pList.Add(v3);
                }
                else
                {
                    if (!v3.IsDangerousPosition() && v3.Distance6(targetPosition) < 550 - additionalDistance) pList.Add(v3);
                }
            }
            if (Program.myHero.UnderTurret() || Program.myHero.CountEnemiesInRange2(800) == 1)
            {
                return pList.Count > 1 ? pList.OrderBy(el => el.Distance6(cursorPos)).FirstOrDefault() : Vector3.Zero;
            }
            if (!cursorPos.IsDangerousPosition())
            {
                return pList.Count > 1 ? pList.OrderBy(el => el.Distance6(cursorPos)).FirstOrDefault() : Vector3.Zero;
            }
            return pList.Count > 1 ? pList.OrderByDescending(el => el.Distance6(cursorPos)).FirstOrDefault() : Vector3.Zero;
        }