Esempio n. 1
0
        //public bool Evade()
        //{
        //    if (ForceDisabled)
        //    {
        //        return false;
        //    }
        //    if (Environment.TickCount - _cachedValueTick < 100)
        //    {
        //        return _cachedValue;
        //    }

        //    if (!ConfigValue<bool>("IsDangerous") && Config.Menu.Item("OnlyDangerous").ConfigValue<KeyBind>().Active)
        //    {
        //        _cachedValue = false;
        //        _cachedValueTick = Environment.TickCount;
        //        return _cachedValue;
        //    }

        //    _cachedValue = ConfigValue<bool>("Enabled");
        //    _cachedValueTick = Environment.TickCount;

        //    return _cachedValue;
        //}

        public void Game_OnGameUpdate()
        {
            //Even if it doesnt consume a lot of resources with 20 updatest second works k
            if (this.SpellData.CollisionObjects.Count() > 0 && this.SpellData.CollisionObjects != null
                && Environment.TickCount - this._lastCollisionCalc > 50)
            {
                this._lastCollisionCalc = Environment.TickCount;
                this._collisionEnd = Collision.GetCollisionPoint(this);
            }

            //Update the missile position each time the game updates.
            if (this.SpellData.Type == SkillShotType.SkillshotMissileLine)
            {
                this.Rectangle = new Geometry.Rectangle(
                    this.GetMissilePosition(0),
                    this.CollisionEnd,
                    this.SpellData.Radius);
                this.UpdatePolygon();
            }

            //Spells that update to the unit position.
            if (this.SpellData.MissileFollowsUnit)
            {
                if (this.Unit.IsVisible)
                {
                    this.End = this.Unit.ServerPosition.To2D();
                    this.Direction = (this.End - this.Start).Normalized();
                    this.UpdatePolygon();
                }
            }
        }
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
                            HeroManager.Enemies.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 (
                            !HeroManager.Enemies.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;
        }