Exemple #1
0
        public Skillshot(DetectionType detectionType,
                         SpellData spellData,
                         int startT,
                         Vector2 start,
                         Vector2 end,
                         Obj_AI_Base unit)
        {
            DetectionType = detectionType;
            SpellData     = spellData;
            StartTick     = startT;
            Start         = start;
            End           = end;
            Direction     = (end - start).Normalized();
            Unit          = unit;
            switch (spellData.Type)
            {
            case SkillShotType.SkillshotCircle:
                Circle = new Geometry.Circle(CollisionEnd, spellData.Radius);
                break;

            case SkillShotType.SkillshotLine:
                Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
                break;

            case SkillShotType.SkillshotMissileLine:
                Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
                break;

            case SkillShotType.SkillshotCone:
                Sector = new Geometry.Sector(
                    start, CollisionEnd - start, spellData.Radius * (float)Math.PI / 180, spellData.Range);
                break;

            case SkillShotType.SkillshotRing:
                Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius);
                break;

            case SkillShotType.SkillshotArc:
                Arc = new Geometry.Arc(
                    start, end, Config.SkillShotsExtraRadius + (int)ObjectManager.Player.BoundingRadius);
                break;
            }
            UpdatePolygon();
        }
Exemple #2
0
        public static Vector2 GetCollisionPoint(Skillshot skillshot)
        {
            var collisions = new List <DetectedCollision>();
            var from       = skillshot.GetMissilePosition(0);

            skillshot.ForceDisabled = false;
            foreach (var cObject in skillshot.SpellData.CollisionObjects)
            {
                switch (cObject)
                {
                case CollisionObjectTypes.Minion:
                    var minions = new List <Obj_AI_Minion>();
                    minions.AddRange(
                        ObjectManager.Get <Obj_AI_Minion>()
                        .Where(x => x.Team == GameObjectTeam.Neutral)
                        .Where(i => i.IsValidTarget(1200, true, from.To3D())));
                    minions.AddRange(
                        ObjectManager.Get <Obj_AI_Minion>()
                        .Where(
                            i =>
                            i.IsValidTarget(1200, false, @from.To3D()) &&
                            (skillshot.Unit.Team == ObjectManager.Player.Team
                                            ? i.Team != ObjectManager.Player.Team
                                            : i.Team == ObjectManager.Player.Team) && MinionManager.IsMinion(i)));
                    collisions.AddRange(
                        from minion in minions
                        let pred =
                            FastPrediction(
                                @from, minion,
                                Math.Max(
                                    0, skillshot.SpellData.Delay - (Utils.GameTimeTickCount - skillshot.StartTick)),
                                skillshot.SpellData.MissileSpeed)
                            let pos                 = pred.PredictedPos
                                              let w =
                                skillshot.SpellData.RawRadius + (!pred.IsMoving ? minion.BoundingRadius - 15 : 0) -
                                pos.LSDistance(@from, skillshot.End, true)
                                where w > 0
                                select
                                new DetectedCollision
                    {
                        Position =
                            pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint +
                            skillshot.Direction * 30,
                        Unit     = minion,
                        Type     = CollisionObjectTypes.Minion,
                        Distance = pos.LSDistance(@from),
                        Diff     = w
                    });
                    break;

                case CollisionObjectTypes.Champion:
                    collisions.AddRange(
                        from hero in HeroManager.Allies.Where(i => i.IsValidTarget(1200, false) && !i.IsMe)
                        let pred =
                            FastPrediction(
                                @from, hero,
                                Math.Max(
                                    0, skillshot.SpellData.Delay - (Utils.GameTimeTickCount - skillshot.StartTick)),
                                skillshot.SpellData.MissileSpeed)
                            let pos                 = pred.PredictedPos
                                              let w = skillshot.SpellData.RawRadius + 30 - pos.LSDistance(@from, skillshot.End, true)
                                                      where w > 0
                                                      select
                                                      new DetectedCollision
                    {
                        Position =
                            pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint +
                            skillshot.Direction * 30,
                        Unit     = hero,
                        Type     = CollisionObjectTypes.Minion,
                        Distance = pos.LSDistance(@from),
                        Diff     = w
                    });
                    break;

                case CollisionObjectTypes.YasuoWall:
                    if (
                        !HeroManager.Allies.Any(
                            i => i.IsValidTarget(float.MaxValue, false) && i.ChampionName == "Yasuo"))
                    {
                        break;
                    }
                    GameObject wall = null;
                    foreach (var gameObject in
                             ObjectManager.Get <GameObject>()
                             .Where(
                                 i =>
                                 i.IsValid &&
                                 Regex.IsMatch(i.Name, "_w_windwall.\\.troy", RegexOptions.IgnoreCase)))
                    {
                        wall = gameObject;
                    }
                    if (wall == null)
                    {
                        break;
                    }
                    var level         = wall.Name.Substring(wall.Name.Length - 6, 1);
                    var wallWidth     = 300 + 50 * Convert.ToInt32(level);
                    var wallDirection = (wall.Position.To2D() - wallCastedPos).Normalized().Perpendicular();
                    var wallStart     = wall.Position.To2D() + wallWidth / 2f * wallDirection;
                    var wallEnd       = wallStart - wallWidth * wallDirection;
                    var wallPolygon   = new Geometry.Rectangle(wallStart, wallEnd, 75).ToPolygon();
                    var intersections = new List <Vector2>();
                    for (var i = 0; i < wallPolygon.Points.Count; i++)
                    {
                        var inter =
                            wallPolygon.Points[i].Intersection(
                                wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from,
                                skillshot.End);
                        if (inter.Intersects)
                        {
                            intersections.Add(inter.Point);
                        }
                    }
                    if (intersections.Count > 0)
                    {
                        var intersection = intersections.OrderBy(item => item.LSDistance(@from)).ToList()[0];
                        var collisionT   = Utils.GameTimeTickCount +
                                           Math.Max(
                            0,
                            skillshot.SpellData.Delay -
                            (Utils.GameTimeTickCount - skillshot.StartTick)) + 100 +
                                           1000 * intersection.LSDistance(@from) / skillshot.SpellData.MissileSpeed;
                        if (collisionT - wallCastT < 4000)
                        {
                            if (skillshot.SpellData.Type != SkillShotType.SkillshotMissileLine)
                            {
                                skillshot.ForceDisabled = true;
                            }
                            return(intersection);
                        }
                    }
                    break;
                }
            }
            return(collisions.Count > 0 ? collisions.OrderBy(i => i.Distance).ToList()[0].Position : Vector2.Zero);
        }
Exemple #3
0
        public void OnUpdate()
        {
            if (SpellData.CollisionObjects.Length > 0 && SpellData.CollisionObjects != null &&
                Utils.GameTimeTickCount - lastCollisionCalc > 50)
            {
                lastCollisionCalc = Utils.GameTimeTickCount;
                collisionEnd = Collision.GetCollisionPoint(this);
            }

            if (SpellData.Type == SkillShotType.SkillshotMissileLine)
            {
                Rectangle = new Geometry.Rectangle(GetMissilePosition(0), CollisionEnd, SpellData.Radius);
                UpdatePolygon();
            }
            if (SpellData.MissileFollowsUnit && Unit.IsVisible)
            {
                End = Unit.ServerPosition.To2D();
                Direction = (End - Start).Normalized();
                UpdatePolygon();
            }
            if (SpellData.SpellName == "SionR")
            {
                if (helperTick == 0)
                {
                    helperTick = StartTick;
                }
                SpellData.MissileSpeed = (int) Unit.MoveSpeed;
                if (Unit.IsValidTarget(float.MaxValue, false))
                {
                    if (!Unit.HasBuff("SionR") && Utils.GameTimeTickCount - helperTick > 600)
                    {
                        StartTick = 0;
                    }
                    else
                    {
                        StartTick = Utils.GameTimeTickCount - SpellData.Delay;
                        Start = Unit.ServerPosition.To2D();
                        End = Unit.ServerPosition.To2D() + 1000 * Unit.Direction.To2D().Perpendicular();
                        Direction = (End - Start).Normalized();
                        UpdatePolygon();
                    }
                }
                else
                {
                    StartTick = 0;
                }
            }
            if (SpellData.FollowCaster)
            {
                Circle.Center = Unit.ServerPosition.To2D();
                UpdatePolygon();
            }
        }
Exemple #4
0
 public Skillshot(DetectionType detectionType,
     SpellData spellData,
     int startT,
     Vector2 start,
     Vector2 end,
     Obj_AI_Base unit)
 {
     DetectionType = detectionType;
     SpellData = spellData;
     StartTick = startT;
     Start = start;
     End = end;
     Direction = (end - start).Normalized();
     Unit = unit;
     switch (spellData.Type)
     {
         case SkillShotType.SkillshotCircle:
             Circle = new Geometry.Circle(CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotLine:
             Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotMissileLine:
             Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotCone:
             Sector = new Geometry.Sector(
                 start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range);
             break;
         case SkillShotType.SkillshotRing:
             Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius);
             break;
         case SkillShotType.SkillshotArc:
             Arc = new Geometry.Arc(
                 start, end, Config.SkillShotsExtraRadius + (int) ObjectManager.Player.BoundingRadius);
             break;
     }
     UpdatePolygon();
 }
Exemple #5
0
 public static Vector2 GetCollisionPoint(Skillshot skillshot)
 {
     var collisions = new List<DetectedCollision>();
     var from = skillshot.GetMissilePosition(0);
     skillshot.ForceDisabled = false;
     foreach (var cObject in skillshot.SpellData.CollisionObjects)
     {
         switch (cObject)
         {
             case CollisionObjectTypes.Minion:
                 var minions = new List<Obj_AI_Minion>();
                 minions.AddRange(
                     ObjectManager.Get<Obj_AI_Minion>()
                         .Where(x => x.Team == GameObjectTeam.Neutral)
                         .Where(i => i.LSIsValidTarget(1200, true, from.To3D())));
                 minions.AddRange(
                     ObjectManager.Get<Obj_AI_Minion>()
                         .Where(
                             i =>
                                 i.LSIsValidTarget(1200, false, @from.To3D()) &&
                                 (skillshot.Unit.Team == ObjectManager.Player.Team
                                     ? i.Team != ObjectManager.Player.Team
                                     : i.Team == ObjectManager.Player.Team) && MinionManager.IsMinion(i)));
                 collisions.AddRange(
                     from minion in minions
                     let pred =
                         FastPrediction(
                             @from, minion,
                             Math.Max(
                                 0, skillshot.SpellData.Delay - (Utils.GameTimeTickCount - skillshot.StartTick)),
                             skillshot.SpellData.MissileSpeed)
                     let pos = pred.PredictedPos
                     let w =
                         skillshot.SpellData.RawRadius + (!pred.IsMoving ? minion.BoundingRadius - 15 : 0) -
                         pos.LSDistance(@from, skillshot.End, true)
                     where w > 0
                     select
                         new DetectedCollision
                         {
                             Position =
                                 pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint +
                                 skillshot.Direction * 30,
                             Unit = minion,
                             Type = CollisionObjectTypes.Minion,
                             Distance = pos.LSDistance(@from),
                             Diff = w
                         });
                 break;
             case CollisionObjectTypes.Champion:
                 collisions.AddRange(
                     from hero in HeroManager.Allies.Where(i => i.LSIsValidTarget(1200, false) && !i.IsMe)
                     let pred =
                         FastPrediction(
                             @from, hero,
                             Math.Max(
                                 0, skillshot.SpellData.Delay - (Utils.GameTimeTickCount - skillshot.StartTick)),
                             skillshot.SpellData.MissileSpeed)
                     let pos = pred.PredictedPos
                     let w = skillshot.SpellData.RawRadius + 30 - pos.LSDistance(@from, skillshot.End, true)
                     where w > 0
                     select
                         new DetectedCollision
                         {
                             Position =
                                 pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint +
                                 skillshot.Direction * 30,
                             Unit = hero,
                             Type = CollisionObjectTypes.Minion,
                             Distance = pos.LSDistance(@from),
                             Diff = w
                         });
                 break;
             case CollisionObjectTypes.YasuoWall:
                 if (
                     !HeroManager.Allies.Any(
                         i => i.LSIsValidTarget(float.MaxValue, false) && i.ChampionName == "Yasuo"))
                 {
                     break;
                 }
                 GameObject wall = null;
                 foreach (var gameObject in
                     ObjectManager.Get<GameObject>()
                         .Where(
                             i =>
                                 i.IsValid &&
                                 Regex.IsMatch(i.Name, "_w_windwall.\\.troy", RegexOptions.IgnoreCase)))
                 {
                     wall = gameObject;
                 }
                 if (wall == null)
                 {
                     break;
                 }
                 var level = wall.Name.Substring(wall.Name.Length - 6, 1);
                 var wallWidth = 300 + 50 * Convert.ToInt32(level);
                 var wallDirection = (wall.Position.LSTo2D() - wallCastedPos).Normalized().Perpendicular();
                 var wallStart = wall.Position.LSTo2D() + wallWidth / 2f * wallDirection;
                 var wallEnd = wallStart - wallWidth * wallDirection;
                 var wallPolygon = new Geometry.Rectangle(wallStart, wallEnd, 75).ToPolygon();
                 var intersections = new List<Vector2>();
                 for (var i = 0; i < wallPolygon.Points.Count; i++)
                 {
                     var inter =
                         wallPolygon.Points[i].Intersection(
                             wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from,
                             skillshot.End);
                     if (inter.Intersects)
                     {
                         intersections.Add(inter.Point);
                     }
                 }
                 if (intersections.Count > 0)
                 {
                     var intersection = intersections.OrderBy(item => item.LSDistance(@from)).ToList()[0];
                     var collisionT = Utils.GameTimeTickCount +
                                      Math.Max(
                                          0,
                                          skillshot.SpellData.Delay -
                                          (Utils.GameTimeTickCount - skillshot.StartTick)) + 100 +
                                      1000 * intersection.LSDistance(@from) / skillshot.SpellData.MissileSpeed;
                     if (collisionT - wallCastT < 4000)
                     {
                         if (skillshot.SpellData.Type != SkillShotType.SkillshotMissileLine)
                         {
                             skillshot.ForceDisabled = true;
                         }
                         return intersection;
                     }
                 }
                 break;
         }
     }
     return collisions.Count > 0 ? collisions.OrderBy(i => i.Distance).ToList()[0].Position : Vector2.Zero;
 }
Exemple #6
0
        public static Vector2 GetCollisionPoint(Skillshot skillshot)
        {
            var collisions = new List <DetectedCollision>();
            var from       = skillshot.GetMissilePosition(0);

            skillshot.ForceDisabled = false;
            foreach (var cObject in skillshot.SpellData.CollisionObjects)
            {
                switch (cObject)
                {
                case CollisionObjectTypes.Minion:
                    foreach (var minion in
                             MinionManager.GetMinions(
                                 from.To3D(), 1200, MinionTypes.All,
                                 skillshot.Unit.Team == ObjectManager.Player.Team
                                    ? MinionTeam.NotAlly
                                    : MinionTeam.NotAllyForEnemy))
                    {
                        var pred = FastPrediction(
                            from, minion,
                            Math.Max(0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)),
                            skillshot.SpellData.MissileSpeed);
                        var pos = pred.PredictedPos;
                        var w   = skillshot.SpellData.RawRadius + (!pred.IsMoving ? minion.BoundingRadius - 15 : 0) -
                                  pos.Distance(from, skillshot.End, true);
                        if (w > 0)
                        {
                            collisions.Add(
                                new DetectedCollision
                            {
                                Position =
                                    pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint +
                                    skillshot.Direction * 30,
                                Unit     = minion,
                                Type     = CollisionObjectTypes.Minion,
                                Distance = pos.Distance(from),
                                Diff     = w
                            });
                        }
                    }

                    break;

                case CollisionObjectTypes.Champions:
                    foreach (var hero in
                             ObjectManager.Get <Obj_AI_Hero>()
                             .Where(
                                 h => h.IsValidTarget(1200, false) && h.Team == ObjectManager.Player.Team && !h.IsMe)
                             )
                    {
                        var pred = FastPrediction(
                            from, hero,
                            Math.Max(0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)),
                            skillshot.SpellData.MissileSpeed);
                        var pos = pred.PredictedPos;

                        var w = skillshot.SpellData.RawRadius + 30 - pos.Distance(from, skillshot.End, true);
                        if (w > 0)
                        {
                            collisions.Add(
                                new DetectedCollision
                            {
                                Position =
                                    pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint +
                                    skillshot.Direction * 30,
                                Unit     = hero,
                                Type     = CollisionObjectTypes.Minion,
                                Distance = pos.Distance(from),
                                Diff     = w
                            });
                        }
                    }
                    break;

                case CollisionObjectTypes.YasuoWall:
                    if (
                        !ObjectManager.Get <Obj_AI_Hero>()
                        .Any(
                            hero =>
                            hero.IsValidTarget(float.MaxValue, false) &&
                            hero.Team == ObjectManager.Player.Team && hero.ChampionName == "Yasuo"))
                    {
                        break;
                    }
                    GameObject wall = null;
                    foreach (var gameObject in ObjectManager.Get <GameObject>())
                    {
                        if (gameObject.IsValid &&
                            Regex.IsMatch(gameObject.Name, "_w_windwall.\\.troy", RegexOptions.IgnoreCase))
                        {
                            wall = gameObject;
                        }
                    }
                    if (wall == null)
                    {
                        break;
                    }
                    var level     = wall.Name.Substring(wall.Name.Length - 6, 1);
                    var wallWidth = 300 + 50 * Convert.ToInt32(level);


                    var wallDirection = (wall.Position.To2D() - YasuoWallCastedPos).Normalized().Perpendicular();
                    var wallStart     = wall.Position.To2D() + wallWidth / 2 * wallDirection;
                    var wallEnd       = wallStart - wallWidth * wallDirection;
                    var wallPolygon   = new Geometry.Rectangle(wallStart, wallEnd, 75).ToPolygon();
                    var intersection  = new Vector2();
                    var intersections = new List <Vector2>();

                    for (var i = 0; i < wallPolygon.Points.Count; i++)
                    {
                        var inter =
                            wallPolygon.Points[i].Intersection(
                                wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from,
                                skillshot.End);
                        if (inter.Intersects)
                        {
                            intersections.Add(inter.Point);
                        }
                    }

                    if (intersections.Count > 0)
                    {
                        intersection = intersections.OrderBy(item => item.Distance(from)).ToList()[0];
                        var collisionT = Utils.TickCount +
                                         Math.Max(
                            0, skillshot.SpellData.Delay - (Utils.TickCount - skillshot.StartTick)) +
                                         100 +
                                         1000 * intersection.Distance(@from) / skillshot.SpellData.MissileSpeed;
                        if (collisionT - WallCastT < 4000)
                        {
                            if (skillshot.SpellData.Type != SkillShotType.SkillshotMissileLine)
                            {
                                skillshot.ForceDisabled = true;
                            }
                            return(intersection);
                        }
                    }

                    break;
                }
            }

            Vector2 result;

            if (collisions.Count > 0)
            {
                result = collisions.OrderBy(c => c.Distance).ToList()[0].Position;
            }
            else
            {
                result = new Vector2();
            }

            return(result);
        }