/// <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="Prediction.AoeResult"/></returns> public static Prediction.AoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { Prediction.AoeResult result = new Prediction.AoeResult(); result.HitCount = 0; var enemies = HeroManager.Enemies.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range); foreach (Obj_AI_Hero enemy in enemies) { Prediction.Result prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { Vector2 to = from + (prediction.CastPosition - from).Normalized() * range; var spellHitBox = ClipperWrapper.DefineSector(from, to, width, range); var collidedEnemies = HeroManager.Enemies.AsParallel().Where(p => !ClipperWrapper.IsOutside(spellHitBox, Prediction.GetFastUnitPosition(p, delay, missileSpeed, from))); int collisionCount = collidedEnemies.Count(); if (collisionCount > result.HitCount) { result = prediction.ToAoeResult(collisionCount, new Collision.Result(collidedEnemies.ToList <Obj_AI_Base>(), Collision.Flags.EnemyChampions)); } } } 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> public static Prediction.Result GetPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, List <Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom) { Prediction.AssertInitializationMode(); Prediction.Result result = new Prediction.Result(); if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.Immobile; result.CastPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastPosition; return(result); } if (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell()) { result.HitChance = HitChance.Immobile; result.CastPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastPosition; return(result); } if (Utility.IsImmobileTarget(target)) { return(Prediction.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from)); } if (target.IsDashing()) { return(Prediction.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from)); } float targetDistance = rangeCheckFrom.Distance(target.ServerPosition); float flyTime = 0f; if (missileSpeed != 0) { Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed; Vector2 Vs = (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * missileSpeed; Vector2 Vr = Vs - Vt; flyTime = targetDistance / Vr.Length(); if (path.Count > 5) { flyTime = targetDistance / missileSpeed; } } float t = flyTime + delay + Game.Ping / 2000f + Prediction.SpellDelay / 1000f; result.HitChance = Prediction.GetHitChance(t * 1000f, avgt, movt, avgp, anglediff); #region arc collision test if (result.HitChance > HitChance.Low) { for (int i = 1; i < path.Count; i++) { Vector2 senderPos = rangeCheckFrom; Vector2 testPos = path[i]; float multp = (testPos.Distance(senderPos) / 875.0f); var dianaArc = new SCommon.Maths.Geometry.Polygon( ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 200 * multp), ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 320 * multp)); if (!ClipperWrapper.IsOutside(dianaArc, target.ServerPosition.To2D())) { result.HitChance = HitChance.VeryHigh; result.CastPosition = testPos; result.UnitPosition = testPos; return(result); } } } #endregion return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom)); }