/// <summary> /// Gets Prediction result while unit is immobile /// </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></returns> internal static Result GetImmobilePrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from, Vector2 rangeCheckFrom) { Result result = new Result(); result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2()); result.Unit = target; result.CastPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastPosition; //calculate spell arrival time float t = delay + Game.Ping / 2000f; if (missileSpeed != 0) t += from.Distance(target.ServerPosition) / missileSpeed; if (type == SkillshotType.SkillshotCircle) t += width / target.MoveSpeed / 2f; if (t >= Utility.LeftImmobileTime(target)) { result.HitChance = HitChance.Immobile; result.Lock(); return result; } if (target is Obj_AI_Hero) result.HitChance = GetHitChance(t - Utility.LeftImmobileTime(target), ((Obj_AI_Hero)target).AvgMovChangeTime(), 0, 0, 0); else result.HitChance = HitChance.High; result.Lock(); return result; }
/// <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="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="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.Result"/></returns> internal static Result GetPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, List<Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom) { Prediction.AssertInitializationMode(); Result result = new Result(); result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2()); result.Unit = target; try { if (type == SkillshotType.SkillshotCircle) range += width; //to do: hook logic ? by storing average movement direction etc if (path.Count <= 1 && movt > 100 && (Environment.TickCount - PathTracker.EnemyInfo[target.NetworkId].LastAATick > 300 || !ConfigMenu.CheckAAWindUp)) //if target is not moving, easy to hit (and not aaing) { result.HitChance = HitChance.VeryHigh; result.CastPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastPosition; result.Lock(); return result; } if (target is Obj_AI_Hero) { if (((Obj_AI_Hero)target).IsChannelingImportantSpell()) { result.HitChance = HitChance.VeryHigh; result.CastPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastPosition; result.Lock(); return result; } if (Environment.TickCount - PathTracker.EnemyInfo[target.NetworkId].LastAATick < 300 && ConfigMenu.CheckAAWindUp) { if (target.AttackCastDelay * 1000 + PathTracker.EnemyInfo[target.NetworkId].AvgOrbwalkTime + avgt - width / 2f / target.MoveSpeed >= GetArrivalTime(target.ServerPosition.To2D().Distance(from), delay, missileSpeed)) { result.HitChance = HitChance.High; result.CastPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastPosition; result.Lock(); return result; } } //to do: find a fuking logic if (avgp < 400 && movt < 100 && path.PathLength() <= avgp) { result.HitChance = HitChance.High; result.CastPosition = path.Last(); result.UnitPosition = result.CastPosition; result.Lock(); return result; } } if (target.IsDashing()) //if unit is dashing return GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom); if (Utility.IsImmobileTarget(target)) //if unit is immobile return GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom); result = WaypointAnlysis(target, width, delay, missileSpeed, range, collisionable, type, path, avgt, movt, avgp, anglediff, from); float d = result.CastPosition.Distance(target.ServerPosition.To2D()); if (d >= (avgt - movt) * target.MoveSpeed && d >= avgp) result.HitChance = HitChance.Medium; result.Lock(); return result; } finally { //check if movement changed while prediction calculations if (!target.GetWaypoints().SequenceEqual(path)) result.HitChance = HitChance.Medium; } }
/// <summary> /// Gets Prediction result while unit is dashing /// </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></returns> internal static Result GetDashingPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from, Vector2 rangeCheckFrom) { Result result = new Result(); result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2()); result.Unit = target; if (target.IsDashing()) { var dashInfo = target.GetDashInfo(); if (dashInfo.IsBlink) { result.HitChance = HitChance.Impossible; result.CastPosition = dashInfo.EndPos; return result; } result.CastPosition = GetFastUnitPosition(target, dashInfo.Path, delay, missileSpeed, from, dashInfo.Speed); result.HitChance = HitChance.Dashing; result.Lock(false); } else { result = GetPrediction(target, width, delay, missileSpeed, range, collisionable, type, target.GetWaypoints(), 0, 0, 0, 0, from, rangeCheckFrom); result.Lock(false); } return result; }