Esempio n. 1
0
        /// <summary>
        /// Gets a specified amount of Rotated Positions. Useful for getting safe dash positions.
        /// </summary>
        /// <param name="rotateAround">The source position</param>
        /// <param name="rotateTowards">The target position</param>
        /// <param name="degrees">It will get rotated positions from -degrees to +degrees</param>
        /// <param name="positionAmount">The amount of positions to get. Can be left blank</param>
        /// <param name="distance">Can be left blan</param>
        /// <returns></returns>
        public static List <Vector3> RotatedPositions(Vector3 rotateAround, Vector3 rotateTowards, int degrees,
                                                      int positionAmount = 0, float distance = 0)
        {
            if (distance == 0)
            {
                distance = rotateAround.Distance(rotateTowards);
            }
            if (positionAmount == 0)
            {
                positionAmount = degrees / 10;
            }
            var realRotateTowards = rotateAround.Extend(rotateTowards, distance);
            var posList           = new List <Vector3>();
            var step = (degrees * 2) / positionAmount;

            for (var i = -degrees; i <= degrees; i += step)
            {
                var rotatedPosition = OKTRGeometry.Deviation(rotateAround.To2D(), realRotateTowards, i);
                posList.Add(rotatedPosition.To3D());
            }
            return(posList);
        }
Esempio n. 2
0
        public static Vector3 SafeDashLogic(float range)
        {
            if (Variables.CloseEnemies().Count <= 1)
            {
                var dashPos = (Player.Instance.ServerPosition.To2D() + range * Player.Instance.Direction.To2D()).To3D();
                if (!dashPos.IsUnderTurret() && (!Variables.JinxTrap(dashPos) || !Variables.CaitTrap(dashPos)))
                {
                    return(dashPos);
                }
            }
            if (Variables.CloseAllies().Count == 0 &&
                Variables.CloseEnemies(Player.Instance.AttackRange + range * 1.1f).Count <= 2)
            {
                if (Variables.CloseEnemies(Player.Instance.AttackRange + range * 1.1f).Any(
                        t => t.Health + 15 <
                        Player.Instance.GetAutoAttackDamage(t) + Player.Instance.GetSpellDamage(t, SpellSlot.Q) &&
                        t.Distance(Player.Instance) < Player.Instance.AttackRange + 80f))
                {
                    Chat.Print("1 high 1 low");
                    var dashPos =
                        Player.Instance.ServerPosition.Extend(
                            Variables.CloseEnemies()
                            .Where(e => e.HealthPercent > 10)
                            .OrderBy(t => t.Health)
                            .First()
                            .ServerPosition, range);

                    if (!dashPos.IsUnderTurret() && (!Variables.JinxTrap(dashPos.To3D()) || !Variables.CaitTrap(dashPos.To3D())))
                    {
                        return(dashPos.To3D());
                    }
                }
            }
            if (Variables.CloseAllies().Count == 0 &&
                Variables.CloseEnemies(Player.Instance.AttackRange + range * 1.1f).Count(e => e.HealthPercent > 10) <=
                2)
            {
                Chat.Print("2 high");
                var dashPos = (Player.Instance.ServerPosition.To2D() + range * Player.Instance.Direction.To2D()).To3D();
                if (!dashPos.IsUnderTurret() && (!Variables.JinxTrap(dashPos) || !Variables.CaitTrap(dashPos)))
                {
                    return(dashPos);
                }
            }
            var closestEnemy =
                Variables.CloseEnemies()
                .OrderBy(e => e.Distance(Player.Instance))
                .FirstOrDefault(e => e.Distance(Player.Instance) < e.AttackRange);

            if (closestEnemy != null &&
                !closestEnemy.IsMelee)
            {
                if (SafeCheckTwo((Player.Instance.ServerPosition.Extend(Game.CursorPos, range).To3D())))
                {
                    return(Player.Instance.ServerPosition.Extend(Game.CursorPos, range).To3D());
                }
            }
            var bestWeight = 0f;
            var bestPos    = Player.Instance.ServerPosition.Extend(Game.CursorPos, range).To3D();

            foreach (
                var pos in
                OKTRGeometry.RotatedPositions(Player.Instance.ServerPosition, Game.CursorPos, 20, 0, range)
                .Where(p => !EnemyPoints().Contains(p.To2D())))
            {
                if (pos.CountEnemiesInRange(1150) == 0 ||
                    Variables.CloseEnemies().FirstOrDefault(e => e.Distance(pos) < 1150) == null)
                {
                    continue;
                }
                var enemies =
                    EntityManager.Heroes.Enemies.Where(
                        e =>
                        e.IsValidTarget(1200, true, pos) &&
                        e.TotalShieldHealth() > Variables.GetChampionDamage(e)).ToList();
                var enemiesEx =
                    EntityManager.Heroes.Enemies.Where(en => en.IsValidTarget(1200f, true, pos)).ToList();
                var totalDistance = (enemiesEx.Count() - enemies.Count() > 1 && enemiesEx.Count() > 2)
                    ? enemiesEx.Sum(en => en.Distance(Player.Instance.ServerPosition))
                    : enemies.Sum(en => en.Distance(Player.Instance.ServerPosition));
                var avg     = totalDistance / pos.CountEnemiesInRange(1150);
                var closest =
                    Player.Instance.ServerPosition.Distance(
                        Variables.CloseEnemies().FirstOrDefault(e => e.Distance(pos) < 1150));
                var weightedAvg = closest * .4f + avg * .6f;
                if (!(weightedAvg > bestWeight) || !SafeCheckTwo(pos))
                {
                    continue;
                }
                bestWeight = weightedAvg;
                bestPos    = pos;
            }
            var finalDash = (SafeCheck(bestPos) ? bestPos : Vector3.Zero);

            if (finalDash == Vector3.Zero)
            {
                if (Variables.CloseAllies().Any() && Variables.CloseEnemies().Any())
                {
                    var safestAlly =
                        Variables.CloseAllies()
                        .OrderBy(a => a.Distance(Player.Instance.ServerPosition))
                        .ThenByDescending(a => a.Health).FirstOrDefault();
                    if (safestAlly != null &&
                        safestAlly.Distance(
                            Variables.CloseEnemies().OrderBy(e => e.Distance(Player.Instance)).FirstOrDefault()) >
                        Player.Instance.Distance(
                            Variables.CloseEnemies().OrderBy(e => e.Distance(Player.Instance)).FirstOrDefault()))
                    {
                        // ReSharper disable once PossibleNullReferenceException
                        var dashPos = Player.Instance.ServerPosition.Extend(safestAlly.ServerPosition,
                                                                            range).To3D();
                        if (SafeCheckTwo(dashPos))
                        {
                            finalDash = dashPos;
                        }
                    }
                }
            }
            if (finalDash != Vector3.Zero)
            {
                return(finalDash);
            }
            if (SafeCheck(Player.Instance.ServerPosition.Extend(Game.CursorPos, range).To3D()))
            {
                finalDash = Player.Instance.ServerPosition.Extend(Game.CursorPos, range).To3D();
            }
            return(finalDash);
        }