Esempio n. 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;
            MissilePosition = start;
            Direction       = (end - start).Normalized();

            Unit = unit;

            //Create the spatial object for each type of skillshot.
            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;
            }

            UpdatePolygon(); //Create the polygon.
        }
Esempio n. 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:

                    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 - (Environment.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 ||
                                  h.Team != ObjectManager.Player.Team)))
                    {
                        var pred = FastPrediction(
                            from, hero,
                            Math.Max(0, skillshot.SpellData.Delay - (Environment.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 = Environment.TickCount +
                                         Math.Max(
                            0,
                            skillshot.SpellData.Delay -
                            (Environment.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);
        }