/// <summary> /// <c>OnDraw</c> subscribed event function. /// </summary> /// <param name="args"> /// The event data /// </param> public override void OnDraw(EventArgs args) { var drakeWallQPos = new Vector2(11514, 4462); if (this.GetItemValue<bool>("com.iseries.vayne.drawE")) { Render.Circle.DrawCircle(ObjectManager.Player.Position, this.spells[SpellSlot.E].Range, Color.Red); } if (this.GetItemValue<bool>("com.iseries.vayne.drawSpots")) { if (ObjectManager.Player.Distance(drakeWallQPos) <= 1500f && this.IsSummonersRift()) { Render.Circle.DrawCircle(drakeWallQPos.To3D2(), 65f, Color.AliceBlue); } } }
/// <summary> /// Delegate used for drawings. /// </summary> /// <param name="args">The event's args.</param> private static void Drawing_OnDraw(EventArgs args) { var drawE = Menu.Item("VayneDrawE").GetValue<Circle>(); var drakeWallQPos = new Vector2(11514, 4462); if (drawE.Active) { Render.Circle.DrawCircle(ObjectManager.Player.Position, _spells[SpellSlot.E].Range, drawE.Color); } if (MenuHelper.isMenuEnabled("dz191.vhr.drawing.drawstun")) { Obj_AI_Hero myTarget; } if (MenuHelper.isMenuEnabled("dz191.vhr.drawing.drawspots")) { if (ObjectManager.Player.Distance(drakeWallQPos) <= 1500f && Helpers.IsSummonersRift()) { Render.Circle.DrawCircle(drakeWallQPos.To3D2(), 65f, Color.AliceBlue); } } }
/// <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 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 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; }
public static bool IsValidTarget(Obj_AI_Hero target) { if (!IsWhitelisted(target)) return false; var targetPosition = Geometry.PositionAfter(target.GetWaypoints(), 300, (int)target.MoveSpeed); if (target.Distance(ObjectManager.Player.ServerPosition) < 650f && IsCondemnable(ObjectManager.Player.ServerPosition.To2D(), targetPosition, target.BoundingRadius)) { if (target.Path.Length == 0) { var outRadius = (0.3f * target.MoveSpeed) / (float)Math.Cos(2 * Math.PI / Accuracy); int count = 0; for (int i = 1; i <= Accuracy; i++) { if (count + (Accuracy - i) < Accuracy / 3) return false; var angle = i * 2 * Math.PI / Accuracy; float x = target.Position.X + outRadius * (float)Math.Cos(angle); float y = target.Position.Y + outRadius * (float)Math.Sin(angle); if (IsCondemnable(ObjectManager.Player.ServerPosition.To2D(), new Vector2(x, y), target.BoundingRadius)) count++; } return count >= Accuracy / 3; } else return true; } else { if (TumbleCondemn && s_Champion.Spells[Champion.Q].IsReady()) { var outRadius = 300 / (float)Math.Cos(2 * Math.PI / TumbleCondemnCount); for (int i = 1; i <= TumbleCondemnCount; i++) { var angle = i * 2 * Math.PI / TumbleCondemnCount; float x = ObjectManager.Player.Position.X + outRadius * (float)Math.Cos(angle); float y = ObjectManager.Player.Position.Y + outRadius * (float)Math.Sin(angle); targetPosition = Geometry.PositionAfter(target.GetWaypoints(), 300, (int)target.MoveSpeed); var vec = new Vector2(x, y); if (targetPosition.Distance(vec) < 550f && IsCondemnable(vec, targetPosition, target.BoundingRadius, 300f)) { if (!TumbleCondemnSafe || Tumble.IsSafe(target, vec.To3D2(), false).IsValid()) { s_Champion.Spells[Champion.Q].Cast(vec); break; } } } return false; } } return false; }
void Drawing_OnDraw(EventArgs args) { var drawE = Menu.Item("VayneDrawE").GetValue<Circle>(); var midWallQPos = new Vector2(6707.485f, 8802.744f); var drakeWallQPos = new Vector2(11514, 4462); if (drawE.Active) { Render.Circle.DrawCircle(ObjectManager.Player.Position,_spells[SpellSlot.E].Range,drawE.Color); } if (MenuHelper.isMenuEnabled("dz191.vhr.drawing.drawstun")) { Obj_AI_Hero myTarget; if (CondemnCheck(ObjectManager.Player.ServerPosition, out myTarget)) { if (myTarget != null) { Drawing.DrawText(myTarget.Position.X, myTarget.Position.Y, Color.Aqua, "Stunnable!"); } } } if (MenuHelper.isMenuEnabled("dz191.vhr.drawing.drawspots")) { if (ObjectManager.Player.Distance(midWallQPos) <= 1500f) { Render.Circle.DrawCircle(midWallQPos.To3D2(), 65f, Color.AliceBlue); } if (ObjectManager.Player.Distance(drakeWallQPos) <= 1500f) { Render.Circle.DrawCircle(drakeWallQPos.To3D2(), 65f, Color.AliceBlue); } } }