Exemple #1
0
            public static PredictionOutput GetPrediction(PredictionInput input)
            {
                var mainTargetPrediction = Prediction.GetPrediction(input, false, true);
                var posibleTargets = new List<PossibleTarget>
                {
                    new PossibleTarget { Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit }
                };

                if (mainTargetPrediction.Hitchance >= HitChance.Medium)
                {
                    //Add the posible targets  in range:
                    posibleTargets.AddRange(GetPossibleTargets(input));
                }

                while (posibleTargets.Count > 1)
                {
                    var mecCircle = MEC.GetMec(posibleTargets.Select(h => h.Position).ToList());

                    if (mecCircle.Radius <= input.RealRadius - 10 &&
                        Vector2.DistanceSquared(mecCircle.Center, input.RangeCheckFrom.To2D()) <
                        input.Range * input.Range)
                    {
                        return new PredictionOutput
                        {
                            AoeTargetsHit = posibleTargets.Select(h => (AIHeroClient)h.Unit).ToList(),
                            CastPosition = mecCircle.Center.To3D(),
                            UnitPosition = mainTargetPrediction.UnitPosition,
                            Hitchance = mainTargetPrediction.Hitchance,
                            Input = input,
                            _aoeTargetsHitCount = posibleTargets.Count
                        };
                    }

                    float maxdist = -1;
                    var maxdistindex = 1;
                    for (var i = 1; i < posibleTargets.Count; i++)
                    {
                        var distance = Vector2.DistanceSquared(posibleTargets[i].Position, posibleTargets[0].Position);
                        if (distance > maxdist || maxdist.CompareTo(-1) == 0)
                        {
                            maxdistindex = i;
                            maxdist = distance;
                        }
                    }
                    posibleTargets.RemoveAt(maxdistindex);
                }

                return mainTargetPrediction;
            }
Exemple #2
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            public static PredictionOutput GetPrediction(PredictionInput input)
            {
                var mainTargetPrediction = Prediction.GetPrediction(input, false, true);
                var posibleTargets = new List<PossibleTarget>
                {
                    new PossibleTarget { Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit }
                };

                if (mainTargetPrediction.Hitchance >= HitChance.Medium)
                {
                    //Add the posible targets  in range:
                    posibleTargets.AddRange(GetPossibleTargets(input));
                }

                if (posibleTargets.Count > 1)
                {
                    var candidates = new List<Vector2>();

                    foreach (var target in posibleTargets)
                    {
                        target.Position = target.Position - input.From.To2D();
                    }

                    for (var i = 0; i < posibleTargets.Count; i++)
                    {
                        for (var j = 0; j < posibleTargets.Count; j++)
                        {
                            if (i != j)
                            {
                                var p = (posibleTargets[i].Position + posibleTargets[j].Position) * 0.5f;
                                if (!candidates.Contains(p))
                                {
                                    candidates.Add(p);
                                }
                            }
                        }
                    }

                    var bestCandidateHits = -1;
                    var bestCandidate = new Vector2();
                    var positionsList = posibleTargets.Select(t => t.Position).ToList();

                    foreach (var candidate in candidates)
                    {
                        var hits = GetHits(candidate, input.Range, input.Radius, positionsList);
                        if (hits > bestCandidateHits)
                        {
                            bestCandidate = candidate;
                            bestCandidateHits = hits;
                        }
                    }

                    bestCandidate = bestCandidate + input.From.To2D();

                    if (bestCandidateHits > 1 && input.From.To2D().Distance(bestCandidate, true) > 50 * 50)
                    {
                        return new PredictionOutput
                        {
                            Hitchance = mainTargetPrediction.Hitchance,
                            _aoeTargetsHitCount = bestCandidateHits,
                            UnitPosition = mainTargetPrediction.UnitPosition,
                            CastPosition = bestCandidate.To3D(),
                            Input = input
                        };
                    }
                }
                return mainTargetPrediction;
            }
Exemple #3
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 public static PredictionOutput GetPrediction(PredictionInput input)
 {
     switch (input.Type)
     {
         case SkillshotType.SkillshotCircle:
             return Circle.GetPrediction(input);
         case SkillshotType.SkillshotCone:
             return Cone.GetPrediction(input);
         case SkillshotType.SkillshotLine:
             return Line.GetPrediction(input);
     }
     return new PredictionOutput();
 }
Exemple #4
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 internal static List<PossibleTarget> GetPossibleTargets(PredictionInput input)
 {
     var result = new List<PossibleTarget>();
     var originalUnit = input.Unit;
     foreach (var enemy in
         EntityManager.Heroes.Enemies.FindAll(
             h =>
                 h.NetworkId != originalUnit.NetworkId &&
                 h.IsValidTarget((input.Range + 200 + input.RealRadius), true, input.RangeCheckFrom)))
     {
         input.Unit = enemy;
         var prediction = Prediction.GetPrediction(input, false, false);
         if (prediction.Hitchance >= HitChance.High)
         {
             result.Add(new PossibleTarget { Position = prediction.UnitPosition.To2D(), Unit = enemy });
         }
     }
     return result;
 }
Exemple #5
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        internal static PredictionOutput WayPointAnalysis(PredictionOutput result, PredictionInput input)
        {
            if (!(input.Unit is AIHeroClient && input.Unit.IsValid) || input.Radius == 1)
            {
                result.Hitchance = HitChance.VeryHigh;
                return result;
            }

            //Program.debug("PRED: FOR CHAMPION " + input.Unit.BaseSkinName);

            // CAN'T MOVE SPELLS ///////////////////////////////////////////////////////////////////////////////////

            if (UnitTracker.GetSpecialSpellEndTime(input.Unit) > 0 || input.Unit.HasBuff("Recall"))
            {

                result.Hitchance = HitChance.VeryHigh;
                return result;

            }

            // PREPARE MATH ///////////////////////////////////////////////////////////////////////////////////

            result.Hitchance = HitChance.High;

            var lastWaypiont = input.Unit.GetWaypoints().Last();
            var distanceUnitToWaypoint = lastWaypiont.Distance(input.Unit.ServerPosition);
            var distanceFromToUnit = input.From.Distance(input.Unit.ServerPosition);
            var distanceFromToWaypoint = lastWaypiont.Distance(input.From);

            float speedDelay = distanceFromToUnit / input.Speed;

            if (Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
                speedDelay = 0;
            else
                speedDelay = distanceFromToUnit / input.Speed;

            float totalDelay = speedDelay + input.Delay;
            float moveArea = input.Unit.MoveSpeed * totalDelay;
            float fixRange = moveArea * 0.5f;
            double angleMove = 30 + (input.Radius / 17) - (totalDelay * 2);
            float backToFront = moveArea * 1.5f;
            float pathMinLen = 900f;

            if (angleMove < 31)
                angleMove = 31;

            if (UnitTracker.GetLastNewPathTime(input.Unit) < 0.1d)
            {
                pathMinLen = 600f + backToFront;
                result.Hitchance = HitChance.High;
            }

            if (input.Type == SkillshotType.SkillshotCircle)
            {
                fixRange -= input.Radius / 2;
            }

            // SPAM CLICK ///////////////////////////////////////////////////////////////////////////////////

            if (UnitTracker.PathCalc(input.Unit))
            {
                Console.WriteLine("PRED: SPAM CLICK");
                if (distanceFromToUnit < input.Range - fixRange)
                {
                    result.Hitchance = HitChance.VeryHigh;
                    return result;
                }

                result.Hitchance = HitChance.High;
                return result;
            }

            // NEW VISABLE ///////////////////////////////////////////////////////////////////////////////////

            if (UnitTracker.GetLastVisableTime(input.Unit) < 0.1d)
            {
                Console.WriteLine("PRED: NEW VISABLE");
                result.Hitchance = HitChance.Medium;
                return result;
            }

            // SPECIAL CASES ///////////////////////////////////////////////////////////////////////////////////

            if (distanceFromToUnit < 300 || distanceFromToWaypoint < 200)
            {
                Console.WriteLine("PRED: SPECIAL CASES");
                result.Hitchance = HitChance.VeryHigh;
                return result;

            }

            // LONG CLICK DETECTION ///////////////////////////////////////////////////////////////////////////////////

            if (distanceUnitToWaypoint > pathMinLen)
            {
                Console.WriteLine("PRED: LONG CLICK DETECTION");
                result.Hitchance = HitChance.VeryHigh;
                return result;
            }

            // RUN IN LANE DETECTION ///////////////////////////////////////////////////////////////////////////////////

            if (distanceFromToWaypoint > fixRange && GetAngle(input.From, input.Unit) < angleMove)
            {
                Console.WriteLine(GetAngle(input.From, input.Unit) + " PRED: RUN IN LANE DETECTION " + angleMove);
                result.Hitchance = HitChance.VeryHigh;
                return result;
            }

            // FIX RANGE ///////////////////////////////////////////////////////////////////////////////////

            if (distanceFromToWaypoint <= input.Unit.Distance(input.From) && distanceFromToUnit > input.Range - fixRange)
            {
                //debug("PRED: FIX RANGE");
                result.Hitchance = HitChance.Medium;
                return result;
            }

            // AUTO ATTACK LOGIC ///////////////////////////////////////////////////////////////////////////////////

            if (UnitTracker.GetLastAutoAttackTime(input.Unit) < 0.1d)
            {
                if (input.Type == SkillshotType.SkillshotLine && totalDelay < 0.6 + (input.Radius * 0.001))
                    result.Hitchance = HitChance.VeryHigh;
                else if (input.Type == SkillshotType.SkillshotCircle && totalDelay < 0.7 + (input.Radius * 0.001))
                    result.Hitchance = HitChance.VeryHigh;
                else
                    result.Hitchance = HitChance.High;

                Console.WriteLine("PRED: AUTO ATTACK DETECTION");
                return result;
            }

            // STOP LOGIC ///////////////////////////////////////////////////////////////////////////////////

            else
            {
                if (input.Unit.Spellbook.IsAutoAttacking || input.Unit.Spellbook.IsChanneling || input.Unit.Spellbook.IsCharging)
                {
                    result.Hitchance = HitChance.High;
                    return result;
                }
                else if (input.Unit.Path.Count() == 0 && !input.Unit.IsMoving)
                {
                    if (distanceFromToUnit > input.Range - fixRange)
                        result.Hitchance = HitChance.Medium;
                    else if (UnitTracker.GetLastStopMoveTime(input.Unit) < 0.8d)
                        result.Hitchance = HitChance.High;
                    else
                        result.Hitchance = HitChance.VeryHigh;

                    Console.WriteLine("PRED: STOP LOGIC");
                    return result;
                }
            }

            // ANGLE HIT CHANCE ///////////////////////////////////////////////////////////////////////////////////

            if (input.Type == SkillshotType.SkillshotLine && input.Unit.Path.Count() > 0 && input.Unit.IsMoving)
            {
                if (UnitTracker.GetLastNewPathTime(input.Unit) < 0.1d && GetAngle(input.From, input.Unit) < angleMove && distanceUnitToWaypoint > moveArea * 0.6)
                {
                    Console.WriteLine("PRED: ANGLE HIT CHANCE " + angleMove + " > " + GetAngle(input.From, input.Unit));
                    result.Hitchance = HitChance.VeryHigh;
                    return result;

                }
            }

            // CIRCLE NEW PATH ///////////////////////////////////////////////////////////////////////////////////

            if (input.Type == SkillshotType.SkillshotCircle)
            {
                if (UnitTracker.GetLastNewPathTime(input.Unit) < 0.1d && distanceUnitToWaypoint > fixRange && distanceFromToUnit < input.Range - fixRange && distanceUnitToWaypoint > fixRange)
                {
                    Console.WriteLine("PRED: CIRCLE NEW PATH");
                    result.Hitchance = HitChance.VeryHigh;
                    return result;
                }
            }
            //Program.debug("PRED: NO DETECTION");

            return result;
        }
Exemple #6
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        /// <summary>
        ///     Returns the list of the units that the skillshot will hit before reaching the set positions.
        /// </summary>
        public static List<Obj_AI_Base> GetCollision(List<Vector3> positions, PredictionInput input)
        {
            var result = new List<Obj_AI_Base>();
            foreach (var position in positions)
            {
                foreach (var objectType in input.CollisionObjects)
                {
                    switch (objectType)
                    {
                        case CollisionableObjects.Minions:
                            foreach (var minion in ObjectManager.Get<Obj_AI_Minion>().Where(minion =>
                                            minion.IsValidTarget(Math.Min(input.Range + input.Radius + 100, 2000), true, input.From)))
                            {
                                input.Unit = minion;

                                if (minion.ServerPosition.To2D().Distance(input.From.To2D()) < input.Radius)
                                    result.Add(minion);
                                else
                                {
                                    var minionPos = minion.ServerPosition;
                                    int bonusRadius = 20;
                                    if (minion.IsMoving)
                                    {
                                        minionPos = Prediction.GetPrediction(input, false, false).CastPosition;
                                        bonusRadius = 100;
                                    }

                                    if (minionPos.To2D().Distance(input.From.To2D(), position.To2D(), true, true) <= Math.Pow((input.Radius + bonusRadius + minion.BoundingRadius), 2))
                                    {
                                        result.Add(minion);
                                    }
                                }
                            }
                            break;
                        case CollisionableObjects.Heroes:
                            foreach (var hero in
                                EntityManager.Heroes.Enemies.FindAll(
                                    hero =>
                                        hero.IsValidTarget(
                                            Math.Min(input.Range + input.Radius + 100, 2000), true, input.RangeCheckFrom))
                                )
                            {
                                input.Unit = hero;
                                var prediction = Prediction.GetPrediction(input, false, false);
                                if (
                                    prediction.UnitPosition.To2D()
                                        .Distance(input.From.To2D(), position.To2D(), true, true) <=
                                    Math.Pow((input.Radius + 50 + hero.BoundingRadius), 2))
                                {
                                    result.Add(hero);
                                }
                            }
                            break;

                        case CollisionableObjects.Walls:
                            var step = position.Distance(input.From) / 20;
                            for (var i = 0; i < 20; i++)
                            {
                                var p = input.From.To2D().Extend(position.To2D(), step * i);
                                if (NavMesh.GetCollisionFlags(p.X, p.Y).HasFlag(CollisionFlags.Wall))
                                {
                                    result.Add(ObjectManager.Player);
                                }
                            }
                            break;
                    }
                }
            }
            return result.Distinct().ToList();
        }
Exemple #7
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        internal static PredictionOutput GetPrediction(PredictionInput input, bool ft, bool checkCollision)
        {
            PredictionOutput result = null;

            if (!input.Unit.IsValidTarget(float.MaxValue, false))
            {
                return new PredictionOutput();
            }

            if (ft)
            {
                //Increase the delay due to the latency and server tick:
                input.Delay += Game.Ping / 2000f + 0.06f;

                if (input.Aoe)
                {
                    return AoePrediction.GetPrediction(input);
                }
            }

            //Target too far away.
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon &&
                input.Unit.Distance(input.RangeCheckFrom, true) > Math.Pow(input.Range * 1.5, 2))
            {
                return new PredictionOutput { Input = input };
            }

            //Unit is dashing.
            if (input.Unit.IsDashing())
            {
                result = GetDashingPrediction(input);
            }
            else
            {
                //Unit is immobile.
                var remainingImmobileT = UnitIsImmobileUntil(input.Unit);
                if (remainingImmobileT >= 0d)
                {
                    result = GetImmobilePrediction(input, remainingImmobileT);
                }
            }

            //Normal prediction
            if (result == null)
            {
                result = GetStandardPrediction(input);
            }

            //Check if the unit position is in range
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon)
            {
                if (result.Hitchance >= HitChance.High &&
                    input.RangeCheckFrom.Distance(input.Unit.Position, true) >
                    Math.Pow(input.Range + input.RealRadius * 3 / 4, 2))
                {
                    result.Hitchance = HitChance.Medium;
                }

                if (input.RangeCheckFrom.Distance(result.UnitPosition, true) >
                    Math.Pow(input.Range + (input.Type == SkillshotType.SkillshotCircle ? input.RealRadius : 0), 2))
                {
                    result.Hitchance = HitChance.OutOfRange;
                }

                /* This does not need to be handled for the updated predictions, but left as a reference.*/
                if (input.RangeCheckFrom.Distance(result.CastPosition, true) > Math.Pow(input.Range, 2))
                {
                    if (result.Hitchance != HitChance.OutOfRange)
                    {
                        result.CastPosition = input.RangeCheckFrom +
                                              input.Range *
                                              (result.UnitPosition - input.RangeCheckFrom).To2D().Normalized().To3D();
                    }
                    else
                    {
                        result.Hitchance = HitChance.OutOfRange;
                    }
                }
            }

            //Set hit chance
            if (result.Hitchance == HitChance.High || result.Hitchance == HitChance.VeryHigh)
            {
                result = WayPointAnalysis(result, input);
                //.debug(input.Unit.BaseSkinName + result.Hitchance);
            }

            //Check for collision
            if (checkCollision && input.Collision && result.Hitchance > HitChance.Impossible)
            {
                var positions = new List<Vector3> { result.CastPosition };
                var originalUnit = input.Unit;
                result.CollisionObjects = Collision.GetCollision(positions, input);
                result.CollisionObjects.RemoveAll(i => i.NetworkId == originalUnit.NetworkId);
                result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance;
            }
            return result;
        }
Exemple #8
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        internal static PredictionOutput GetStandardPrediction(PredictionInput input)
        {
            var speed = input.Unit.MoveSpeed;

            if (input.Unit.Distance(input.From, true) < 200 * 200)
            {
                //input.Delay /= 2;
                speed /= 1.5f;
            }

            if (input.Unit is AIHeroClient && input.Unit.IsValid && UnitTracker.PathCalc(input.Unit))
            {

                return GetPositionOnPath(input, UnitTracker.GetPathWayCalc(input.Unit), speed);

            }
            else
                return GetPositionOnPath(input, input.Unit.GetWaypoints(), speed);
        }
Exemple #9
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        internal static PredictionOutput GetImmobilePrediction(PredictionInput input, double remainingImmobileT)
        {
            var timeToReachTargetPosition = input.Delay + input.Unit.Distance(input.From) / input.Speed;

            if (timeToReachTargetPosition <= remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed)
            {
                return new PredictionOutput
                {
                    CastPosition = input.Unit.ServerPosition,
                    UnitPosition = input.Unit.Position,
                    Hitchance = HitChance.Immobile
                };
            }

            return new PredictionOutput
            {
                Input = input,
                CastPosition = input.Unit.ServerPosition,
                UnitPosition = input.Unit.ServerPosition,
                Hitchance = HitChance.High
                /*timeToReachTargetPosition - remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed < 0.4d ? HitChance.High : HitChance.Medium*/
            };
        }
Exemple #10
0
        internal static PredictionOutput GetPositionOnPath(PredictionInput input, List<Vector2> path, float speed = -1)
        {
            speed = (Math.Abs(speed - (-1)) < float.Epsilon) ? input.Unit.MoveSpeed : speed;

            if (path.Count <= 1)
            {
                return new PredictionOutput
                {
                    Input = input,
                    UnitPosition = input.Unit.ServerPosition,
                    CastPosition = input.Unit.ServerPosition,
                    Hitchance = HitChance.VeryHigh
                };
            }

            var pLength = path.GetPathLength();

            //Skillshots with only a delay
            if (pLength >= input.Delay * speed - input.RealRadius && Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
            {
                var tDistance = input.Delay * speed - input.RealRadius;

                for (var i = 0; i < path.Count - 1; i++)
                {
                    var a = path[i];
                    var b = path[i + 1];
                    var d = a.Distance(b);

                    if (d >= tDistance)
                    {
                        var direction = (b - a).Normalized();

                        var cp = a + direction * tDistance;
                        var p = a +
                                direction *
                                ((i == path.Count - 2)
                                    ? Math.Min(tDistance + input.RealRadius, d)
                                    : (tDistance + input.RealRadius));

                        return new PredictionOutput
                        {
                            Input = input,
                            CastPosition = cp.To3D(),
                            UnitPosition = p.To3D(),
                            Hitchance = HitChance.High
                        };
                    }

                    tDistance -= d;
                }
            }

            //Skillshot with a delay and speed.
            if (pLength >= input.Delay * speed - input.RealRadius &&
                Math.Abs(input.Speed - float.MaxValue) > float.Epsilon)
            {
                var d = input.Delay * speed - input.RealRadius;
                if (input.Type == SkillshotType.SkillshotLine || input.Type == SkillshotType.SkillshotCone)
                {
                    if (input.From.Distance(input.Unit.ServerPosition, true) < 200 * 200)
                    {
                        d = input.Delay * speed;
                    }
                }

                path = path.CutPath(d);
                var tT = 0f;
                for (var i = 0; i < path.Count - 1; i++)
                {
                    var a = path[i];
                    var b = path[i + 1];
                    var tB = a.Distance(b) / speed;
                    var direction = (b - a).Normalized();
                    a = a - speed * tT * direction;
                    var sol = Geometry.VectorMovementCollision(a, b, speed, input.From.To2D(), input.Speed, tT);
                    var t = (float)sol[0];
                    var pos = (Vector2)sol[1];

                    if (pos.IsValid() && t >= tT && t <= tT + tB)
                    {
                        if (pos.Distance(b, true) < 20)
                            break;
                        var p = pos + input.RealRadius * direction;

                        if (input.Type != SkillshotType.SkillshotLine)
                        {
                            var alpha = (input.From.To2D() - p).AngleBetween(a - b);
                            if (alpha > 30 && alpha < 180 - 30)
                            {
                                var beta = (float)Math.Asin(input.RealRadius / p.Distance(input.From));
                                var cp1 = input.From.To2D() + (p - input.From.To2D()).Rotated(beta);
                                var cp2 = input.From.To2D() + (p - input.From.To2D()).Rotated(-beta);

                                pos = cp1.Distance(pos, true) < cp2.Distance(pos, true) ? cp1 : cp2;
                            }
                        }

                        return new PredictionOutput
                        {
                            Input = input,
                            CastPosition = pos.To3D(),
                            UnitPosition = p.To3D(),
                            Hitchance = HitChance.High
                        };
                    }
                    tT += tB;
                }
            }

            var position = path.Last();
            return new PredictionOutput
            {
                Input = input,
                CastPosition = position.To3D(),
                UnitPosition = position.To3D(),
                Hitchance = HitChance.Medium
            };
        }
Exemple #11
0
        internal static PredictionOutput GetDashingPrediction(PredictionInput input)
        {
            var dashData = Dash.GetDashInfo(input.Unit);
            var result = new PredictionOutput { Input = input };
            //Normal dashes.
            if (!dashData.IsBlink)
            {
                //Mid air:
                var endP = dashData.Path.Last();
                var dashPred = GetPositionOnPath(
                    input, new List<Vector2> { input.Unit.ServerPosition.To2D(), endP }, dashData.Speed);
                if (dashPred.Hitchance >= HitChance.High && dashPred.UnitPosition.To2D().Distance(input.Unit.Position.To2D(), endP, true) < 200)
                {
                    dashPred.CastPosition = dashPred.UnitPosition;
                    dashPred.Hitchance = HitChance.Dashing;
                    return dashPred;
                }

                //At the end of the dash:
                if (dashData.Path.GetPathLength() > 200)
                {
                    var timeToPoint = input.Delay / 2f + input.From.To2D().Distance(endP) / input.Speed - 0.25f;
                    if (timeToPoint <=
                        input.Unit.Distance(endP) / dashData.Speed + input.RealRadius / input.Unit.MoveSpeed)
                    {
                        return new PredictionOutput
                        {
                            CastPosition = endP.To3D(),
                            UnitPosition = endP.To3D(),
                            Hitchance = HitChance.Dashing
                        };
                    }
                }
                result.CastPosition = dashData.Path.Last().To3D();
                result.UnitPosition = result.CastPosition;

                //Figure out where the unit is going.
            }

            return result;
        }
Exemple #12
0
 public static PredictionOutput GetPrediction(PredictionInput input)
 {
     return GetPrediction(input, true, true);
 }
Exemple #13
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            public static PredictionOutput GetPrediction(PredictionInput input)
            {
                var mainTargetPrediction = Prediction.GetPrediction(input, false, true);
                var posibleTargets = new List<PossibleTarget>
                {
                    new PossibleTarget { Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit }
                };
                if (mainTargetPrediction.Hitchance >= HitChance.Medium)
                {
                    //Add the posible targets  in range:
                    posibleTargets.AddRange(GetPossibleTargets(input));
                }

                if (posibleTargets.Count > 1)
                {
                    var candidates = new List<Vector2>();
                    foreach (var target in posibleTargets)
                    {
                        var targetCandidates = GetCandidates(
                            input.From.To2D(), target.Position, (input.Radius), input.Range);
                        candidates.AddRange(targetCandidates);
                    }

                    var bestCandidateHits = -1;
                    var bestCandidate = new Vector2();
                    var bestCandidateHitPoints = new List<Vector2>();
                    var positionsList = posibleTargets.Select(t => t.Position).ToList();

                    foreach (var candidate in candidates)
                    {
                        if (
                            GetHits(
                                input.From.To2D(), candidate, (input.Radius + input.Unit.BoundingRadius / 3 - 10),
                                new List<Vector2> { posibleTargets[0].Position }).Count() == 1)
                        {
                            var hits = GetHits(input.From.To2D(), candidate, input.Radius, positionsList).ToList();
                            var hitsCount = hits.Count;
                            if (hitsCount >= bestCandidateHits)
                            {
                                bestCandidateHits = hitsCount;
                                bestCandidate = candidate;
                                bestCandidateHitPoints = hits.ToList();
                            }
                        }
                    }

                    if (bestCandidateHits > 1)
                    {
                        float maxDistance = -1;
                        Vector2 p1 = new Vector2(), p2 = new Vector2();

                        //Center the position
                        for (var i = 0; i < bestCandidateHitPoints.Count; i++)
                        {
                            for (var j = 0; j < bestCandidateHitPoints.Count; j++)
                            {
                                var startP = input.From.To2D();
                                var endP = bestCandidate;
                                var proj1 = positionsList[i].ProjectOn(startP, endP);
                                var proj2 = positionsList[j].ProjectOn(startP, endP);
                                var dist = Vector2.DistanceSquared(bestCandidateHitPoints[i], proj1.LinePoint) +
                                           Vector2.DistanceSquared(bestCandidateHitPoints[j], proj2.LinePoint);
                                if (dist >= maxDistance &&
                                    (proj1.LinePoint - positionsList[i]).AngleBetween(
                                        proj2.LinePoint - positionsList[j]) > 90)
                                {
                                    maxDistance = dist;
                                    p1 = positionsList[i];
                                    p2 = positionsList[j];
                                }
                            }
                        }

                        return new PredictionOutput
                        {
                            Hitchance = mainTargetPrediction.Hitchance,
                            _aoeTargetsHitCount = bestCandidateHits,
                            UnitPosition = mainTargetPrediction.UnitPosition,
                            CastPosition = ((p1 + p2) * 0.5f).To3D(),
                            Input = input
                        };
                    }
                }

                return mainTargetPrediction;
            }
Exemple #14
0
        private static void CastSpell(Spell.Skillshot QWER, Obj_AI_Base target, HitChance hitchance, int MaxRange)
        {
            var coreType2 = SkillshotType.SkillshotLine;
            var aoe2 = false;
            if ((int)QWER.Type == (int)SkillshotType.SkillshotCircle)
            {
                coreType2 = SkillshotType.SkillshotCircle;
                aoe2 = true;
            }
            if (QWER.Width > 80 && QWER.AllowedCollisionCount < 100)
                aoe2 = true;
            var predInput2 = new PredictionInput
            {
                Aoe = aoe2,
                Collision = QWER.AllowedCollisionCount < 100,
                Speed = QWER.Speed,
                Delay = QWER.CastDelay,
                Range = MaxRange,
                From = Player.ServerPosition,
                Radius = QWER.Radius,
                Unit = target,
                Type = coreType2
            };
            var poutput2 = Prediction.GetPrediction(predInput2);
            Chat.Print(QWER.Slot + " " + predInput2.Collision + poutput2.Hitchance);
            if (QWER.Speed < float.MaxValue && Utils.CollisionYasuo(Player.ServerPosition, poutput2.CastPosition))
                return;

            if (hitchance == HitChance.VeryHigh)
            {
                if (poutput2.Hitchance >= HitChance.VeryHigh)
                    QWER.Cast(poutput2.CastPosition);
                else if (predInput2.Aoe && poutput2.AoeTargetsHitCount > 1 &&
                         poutput2.Hitchance >= HitChance.High)
                {
                    QWER.Cast(poutput2.CastPosition);
                }
            }
            else if (hitchance == HitChance.High)
            {
                if (poutput2.Hitchance >= HitChance.High)
                    QWER.Cast(poutput2.CastPosition);
            }
            else if (hitchance == HitChance.Medium)
            {
                if (poutput2.Hitchance >= HitChance.Medium)
                    QWER.Cast(poutput2.CastPosition);
            }
            else if (hitchance == HitChance.Low)
            {
                if (poutput2.Hitchance >= HitChance.Low)
                    QWER.Cast(poutput2.CastPosition);
            }
        }
Exemple #15
0
 private static void CastE(bool pull, AIHeroClient target)
 {
     var coreType2 = SkillshotType.SkillshotLine;
     var aoe2 = false;
     if ((int)E.Type == (int)SkillshotType.SkillshotCircle)
     {
         coreType2 = SkillshotType.SkillshotCircle;
         aoe2 = true;
     }
     if (E.Width > 80 && E.AllowedCollisionCount < 100)
         aoe2 = true;
     var predInput2 = new PredictionInput
     {
         Aoe = aoe2,
         Collision = E.AllowedCollisionCount < 100,
         Speed = E.Speed,
         Delay = E.CastDelay,
         Range = E.Range,
         From = Player.ServerPosition,
         Radius = E.Radius,
         Unit = target,
         Type = coreType2
     };
     var eprediction = Utility.Prediction.GetPrediction(predInput2);
     if (pull && eprediction.Hitchance >= predE())
     {
         CastSpell(E, target, predE(), (int) E.Range);
     }
     else
     {
         var position = Player.ServerPosition - (eprediction.CastPosition - Player.ServerPosition);
         E.Cast(position);
     }
 }