Esempio n. 1
0
 public static void CastWE(Obj_AI_Base target)
 {
     if (!SpellSlot.E.IsReady() || BallManager.Balls.Count <= 0 || !target.IsValidTarget(QE.Range + QE.Width) ||
         !target.IsEnemy)
     {
         return;
     }
     if (SpellSlot.W.IsReady() && Game.Time - W_LastSentTime > 0.25f)
     {
         if (!IsW2 && W.Slot.Mana() + QE.Slot.Mana() <= Util.MyHero.Mana)
         {
             var best =
                 BallManager.Balls.Where(m => m.IsIdle && !m.EIsOnTime)
                 .OrderBy(
                     m =>
                     target.Position.To2D()
                     .ProjectOn(m.Position.To2D(), m.EEndPosition.To2D())
                     .SegmentPoint.Distance(target.Position.To2D(), true))
                 .LastOrDefault();
             if (best != null)
             {
                 Util.MyHero.Spellbook.CastSpell(W.Slot, best.Position);
             }
         }
         else if (IsW2 && QE.Slot.Mana() <= Util.MyHero.Mana && WObject != null && WObject.IsBall())
         {
             if (!target.IsValidTarget(W.Range))
             {
                 QE.CastDelay      = W.CastDelay + E.CastDelay;
                 QE.Speed          = W.Speed;
                 QE.SourcePosition = Util.MyHero.Position;
                 var pred1 = QE.GetPrediction(target);
                 if (pred1.HitChancePercent >= 0 && pred1.CastPosition.Distance(Util.MyHero, true) <= Math.Pow(QE.Range, 2))
                 {
                     var startPosition = pred1.CastPosition.E_StartPosition2();
                     var endPosition   = startPosition.E_EndPosition().To2D();
                     QE.SourcePosition = startPosition;
                     QE.CastDelay      = W.CastDelay + E.CastDelay +
                                         1000 *
                                         (int)
                                         (Util.MyHero.Distance(pred1.CastPosition) / W.Speed +
                                          Util.MyHero.Distance(startPosition) / E.Speed);
                     var pred2 = QE.GetPrediction(target);
                     var info  = pred2.CastPosition.To2D()
                                 .ProjectOn(startPosition.To2D(), endPosition);
                     if (pred2.HitChancePercent >= QE.Slot.HitChancePercent() && pred2.CastPosition.Distance(Util.MyHero, true) <= Math.Pow(QE.Range, 2) && info.IsOnSegment && pred2.CastPosition.To2D().Distance(info.SegmentPoint, true) <= Math.Pow(QE_Multiplier * (QE.Width + target.BoundingRadius), 2))
                     {
                         var startPos = Util.MyHero.Position +
                                        (pred2.CastPosition - Util.MyHero.Position).Normalized() *
                                        (E.Range + E_ExtraWidth);
                         Util.MyHero.Spellbook.CastSpell(W.Slot, startPos);
                         Combo_WE = Game.Time;
                     }
                 }
             }
             else
             {
                 if (target is AIHeroClient)
                 {
                     W = new Spell.Skillshot(SpellSlot.W, 950, SkillShotType.Circular, 0, 1450, W_Width2)
                     {
                         AllowedCollisionCount = int.MaxValue
                     };
                 }
                 var pred = W.GetPrediction(target);
                 if (pred.HitChancePercent >= SpellSlot.W.HitChancePercent() / 2)
                 {
                     Util.MyHero.Spellbook.CastSpell(W.Slot, pred.CastPosition);
                     Combo_WE = Game.Time;
                 }
             }
         }
     }
     else if (_weObject.IsValidAlly() && _weObject.IsBall() &&
              Game.Time - Combo_WE <= 2.0f * (W_CastDelay2 / 1000f + _weObject.Distance(W_EndPosition) / W_Speed2))
     {
         float timeToArriveW = W_CastDelay2 / 1000f + 0.07f + Game.Ping / 2000f + (_weObject.Distance(W_EndPosition) / W_Speed2) -
                               (Game.Time - W_LastCastTime);
         if (timeToArriveW >= 0)
         {
             if (timeToArriveW <= (W_EndPosition.Distance(Util.MyHero) / E.Speed) + E_CastDelay2 / 1000f)
             {
                 CastE2(target, W_EndPosition);
             }
         }
     }
 }