/// <summary> /// Gets Aoe Prediction result /// </summary> /// <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="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="SpellAoeResult"/></returns> public static SpellAoeResult GetLineAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new SpellAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { var prediction = GetLinePrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { var to = from + (prediction.CastPosition - from).Normalized() * range; var colResult = Collision.GetCollisions(from, to, range, width, delay, missileSpeed); if (colResult.Objects.HasFlag(CollisionFlags.EnemyChampions)) { var collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid); if (collisionCount > result.HitCount) { return(new SpellAoeResult { CastPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = colResult }); } } } } return(result); }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <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="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="PredictionExtensions.AoeResult"/></returns> public static SpellAoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new SpellAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { var prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { var multp = (result.CastPosition.Distance(from) / 875.0f); var spellHitBox = new Geometry.Polygon( ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition, (float)Math.PI * multp, 410, 200 * multp), ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition, (float)Math.PI * multp, 410, 320 * multp)); var collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), ClipperWrapper.MakePaths(spellHitBox))).ToList(); var collisionCount = collidedEnemies.Count; if (collisionCount > result.HitCount) { var collisionResult = new CollisionResult(collidedEnemies.ToList <AIBaseClient>(), CollisionFlags.EnemyChampions); return(new SpellAoeResult { CastPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = collisionResult }); } } } return(result); }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <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="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="SpellAoeResult"/></returns> public static SpellAoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new SpellAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { var prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { var to = from + (prediction.CastPosition - from).Normalized() * range; var spellHitBox = ClipperWrapper.DefineSector(from, to, width, range); var collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => !spellHitBox.IsOutside(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed, from))).ToList(); var collisionCount = collidedEnemies.Count; if (collisionCount > result.HitCount) { var collisionResult = new CollisionResult(collidedEnemies.ToList <AIBaseClient>(), CollisionFlags.EnemyChampions); return(new SpellAoeResult { CastPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = collisionResult }); } } } return(result); }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <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="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="SpellAoeResult"/></returns> public static SpellAoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new SpellAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range).ToList(); if (enemies.Count > 0) { var posSummary = Vector2.Zero; // ReSharper disable once AccessToModifiedClosure enemies.AsParallel().ForAll(p => posSummary += PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed, from)); var center = posSummary / enemies.Count; float flyTime = 0; if (missileSpeed != 0) { flyTime = from.Distance(center) / missileSpeed; } posSummary = Vector2.Zero; var predictionResults = new List <Tuple <PredictionResult, float> >(); foreach (var enemy in enemies) { var prediction = GetPrediction(enemy, width, delay + flyTime, 0, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { posSummary += prediction.UnitPosition; predictionResults.Add(new Tuple <PredictionResult, float>(prediction, enemy.BoundingRadius)); } } if (predictionResults.Count > 0) { center = posSummary / predictionResults.Count; result.CastPosition = center; foreach (var unused in predictionResults.Where(res => center.CircleCircleIntersection(res.Item1.UnitPosition, width, res.Item2).Length > 1)) { result.HitCount++; } } predictionResults.Clear(); GC.Collect(GC.GetGeneration(predictionResults)); } return(result); }
/// <summary> /// Gets fast-predicted unit position /// </summary> /// <param name="target">Target</param> /// <param name="path">Path</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="from">Spell casted position</param> /// <param name="moveSpeed">Move speed</param> /// <param name="distanceSet"></param> /// <returns></returns> public Vector2 GetFastUnitPosition(AIBaseClient target, List <Vector2> path, float delay, float missileSpeed = 0, Vector2?from = null, float moveSpeed = 0, float distanceSet = 0) { return(PredictionExtensions.GetFastUnitPosition(target, path, delay, missileSpeed, from, moveSpeed, distanceSet)); }
/// <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); }
/// <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 collided units & flags /// </summary> /// <param name="from">Start position</param> /// <param name="to">End position</param> /// <param name="range"></param> /// <param name="width">Rectangle scale</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="isArc"></param> /// <returns>Collision result as <see cref="CollisionResult"/></returns> public static CollisionResult GetCollisions(Vector2 from, Vector2 to, float range, float width, float delay, float missileSpeed = 0, bool isArc = false) { var collidedUnits = new List <AIBaseClient>(); var spellHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to.Extend(from, -width), width)); if (isArc) { spellHitBox = ClipperWrapper.MakePaths(new Geometry.Polygon( ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 200 * (to.Distance(from) / 900)), ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 320 * (to.Distance(from) / 900)))); } var _colFlags = CollisionFlags.None; var collidedMinions = GameObjects.GetMinions(range + 100).AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius + 15)), spellHitBox)).ToList(); var collidedJungles = GameObjects.GetJungles(range + 100).AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius + 15)), spellHitBox)).ToList(); var collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox)).ToList(); var collidedAllies = GameObjects.AllyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox)).ToList(); if (collidedMinions.Count != 0) { collidedUnits.AddRange(collidedMinions); _colFlags |= CollisionFlags.Minions; } if (collidedJungles.Count != 0) { collidedUnits.AddRange(collidedJungles); _colFlags |= CollisionFlags.Minions; } if (collidedEnemies.Count != 0) { collidedUnits.AddRange(collidedEnemies); _colFlags |= CollisionFlags.EnemyChampions; } if (collidedAllies.Count != 0) { collidedUnits.AddRange(collidedAllies); _colFlags |= CollisionFlags.AllyChampions; } if (CheckWallCollision(from, to)) { _colFlags |= CollisionFlags.Wall; } if (CheckYasuoWallCollision(from, to, width)) { _colFlags |= CollisionFlags.YasuoWall; } return(new CollisionResult(collidedUnits, _colFlags)); }