Esempio n. 1
0
        public static void CastSpell(Spell QWER, Obj_AI_Base target)
        {
            if (Config.Item("PredictionMODE", true).GetValue <StringList>().SelectedIndex == 1)
            {
                Core.SkillshotType CoreType2 = Core.SkillshotType.SkillshotLine;
                bool aoe2 = false;

                if (QWER.Type == SkillshotType.SkillshotCircle)
                {
                    CoreType2 = Core.SkillshotType.SkillshotCircle;
                    aoe2      = true;
                }

                if (QWER.Width > 80 && !QWER.Collision)
                {
                    aoe2 = true;
                }

                var predInput2 = new Core.PredictionInput
                {
                    Aoe       = aoe2,
                    Collision = QWER.Collision,
                    Speed     = QWER.Speed,
                    Delay     = QWER.Delay,
                    Range     = QWER.Range,
                    From      = Player.ServerPosition,
                    Radius    = QWER.Width,
                    Unit      = target,
                    Type      = CoreType2
                };
                var poutput2 = Core.Prediction.GetPrediction(predInput2);

                //var poutput2 = QWER.GetPrediction(target);

                if (QWER.Speed != float.MaxValue && OktwCommon.CollisionYasuo(Player.ServerPosition, poutput2.CastPosition))
                {
                    return;
                }

                if (Config.Item("HitChance", true).GetValue <StringList>().SelectedIndex == 0)
                {
                    if (poutput2.Hitchance >= Core.HitChance.VeryHigh)
                    {
                        QWER.Cast(poutput2.CastPosition);
                    }
                    else if (predInput2.Aoe && poutput2.AoeTargetsHitCount > 1 && poutput2.Hitchance >= Core.HitChance.High)
                    {
                        QWER.Cast(poutput2.CastPosition);
                    }
                }
                else if (Config.Item("HitChance", true).GetValue <StringList>().SelectedIndex == 1)
                {
                    if (poutput2.Hitchance >= Core.HitChance.High)
                    {
                        QWER.Cast(poutput2.CastPosition);
                    }
                }
                else if (Config.Item("HitChance", true).GetValue <StringList>().SelectedIndex == 2)
                {
                    if (poutput2.Hitchance >= Core.HitChance.Medium)
                    {
                        QWER.Cast(poutput2.CastPosition);
                    }
                }
                if (Game.Time - DrawSpellTime > 0.5)
                {
                    DrawSpell     = QWER;
                    DrawSpellTime = Game.Time;
                }
                DrawSpellPos = poutput2;
            }
            else if (Config.Item("PredictionMODE", true).GetValue <StringList>().SelectedIndex == 0)
            {
                if (Config.Item("HitChance", true).GetValue <StringList>().SelectedIndex == 0)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh);
                    return;
                }
                else if (Config.Item("HitChance", true).GetValue <StringList>().SelectedIndex == 1)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.High);
                    return;
                }
                else if (Config.Item("HitChance ", true).GetValue <StringList>().SelectedIndex == 2)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.Medium);
                    return;
                }
            }
            else if (Config.Item("PredictionMODE", true).GetValue <StringList>().SelectedIndex == 2)
            {
                if (target is Obj_AI_Hero && target.IsValid)
                {
                    var t = target as Obj_AI_Hero;
                    if (Config.Item("HitChance", true).GetValue <StringList>().SelectedIndex == 0)
                    {
                        QWER.SPredictionCast(t, HitChance.VeryHigh);
                        return;
                    }
                    else if (Config.Item("HitChance", true).GetValue <StringList>().SelectedIndex == 1)
                    {
                        QWER.SPredictionCast(t, HitChance.High);
                        return;
                    }
                    else if (Config.Item("HitChance ", true).GetValue <StringList>().SelectedIndex == 2)
                    {
                        QWER.SPredictionCast(t, HitChance.Medium);
                        return;
                    }
                }
                else
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.High);
                }
            }
        }
Esempio n. 2
0
        public static void CastSpell(Spell QWER, Obj_AI_Base target)
        {
            if (Config.Item("PredictionMODE", true).GetValue<StringList>().SelectedIndex == 1)
            {
                Core.SkillshotType CoreType2 = Core.SkillshotType.SkillshotLine;
                bool aoe2 = false;
                if (QWER.Type == SkillshotType.SkillshotCircle)
                {
                    CoreType2 = Core.SkillshotType.SkillshotCircle;
                    aoe2 = true;
                }
                if (QWER.Width > 80 && !QWER.Collision)
                    aoe2 = true;
                var predInput2 = new Core.PredictionInput
                {
                    Aoe = aoe2,
                    Collision = QWER.Collision,
                    Speed = QWER.Speed,
                    Delay = QWER.Delay,
                    Range = QWER.Range,
                    From = Player.ServerPosition,
                    Radius = QWER.Width,
                    Unit = target,
                    Type = CoreType2
                };
                var poutput2 = Core.Prediction.GetPrediction(predInput2);

                //var poutput2 = QWER.GetPrediction(target);

                if (QWER.Speed != float.MaxValue && OktwCommon.CollisionYasuo(Player.ServerPosition, poutput2.CastPosition))
                    return;

                if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 0)
                {
                    if (poutput2.Hitchance >= Core.HitChance.VeryHigh)
                        QWER.Cast(poutput2.CastPosition);
                    else if (predInput2.Aoe && poutput2.AoeTargetsHitCount > 1 && poutput2.Hitchance >= Core.HitChance.High)
                    {
                        QWER.Cast(poutput2.CastPosition);
                    }

                }
                else if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 1)
                {
                    if (poutput2.Hitchance >= Core.HitChance.High)
                        QWER.Cast(poutput2.CastPosition);

                }
                else if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 2)
                {
                    if (poutput2.Hitchance >= Core.HitChance.Medium)
                        QWER.Cast(poutput2.CastPosition);
                }
                if (Game.Time - DrawSpellTime > 0.5)
                {
                    DrawSpell = QWER;
                    DrawSpellTime = Game.Time;

                }
                DrawSpellPos = poutput2;
            }
            else if (Config.Item("PredictionMODE", true).GetValue<StringList>().SelectedIndex == 0)
            {
                if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 0)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh);
                    return;
                }
                else if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 1)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.High);
                    return;
                }
                else if (Config.Item("HitChance ", true).GetValue<StringList>().SelectedIndex == 2)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.Medium);
                    return;
                }
            }
            else if (Config.Item("PredictionMODE", true).GetValue<StringList>().SelectedIndex == 2 )
            {

                if (target is Obj_AI_Hero && target.IsValid)
                {
                    var t = target as Obj_AI_Hero;
                    if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 0)
                    {
                        QWER.SPredictionCast(t, HitChance.VeryHigh);
                        return;
                    }
                    else if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 1)
                    {
                        QWER.SPredictionCast(t, HitChance.High);
                        return;
                    }
                    else if (Config.Item("HitChance ", true).GetValue<StringList>().SelectedIndex == 2)
                    {
                        QWER.SPredictionCast(t, HitChance.Medium);
                        return;
                    }
                }
                else
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.High);
                }
            }
        }
Esempio n. 3
0
        internal static PredictionOutput GetDashingPrediction(PredictionInput input)
        {
            var dashData = input.Unit.GetDashInfo();
            var result = new PredictionOutput { Input = input };
            //Normal dashes.
            if (!dashData.IsBlink)
            {
                //Mid air:
                var endP = dashData.Path.Last();
                var dashPred = GetPositionOnPath(
                    input, new List<Vector2> { input.Unit.ServerPosition.To2D(), endP }, dashData.Speed);
                if (dashPred.Hitchance >= HitChance.High && dashPred.UnitPosition.To2D().Distance(input.Unit.Position.To2D(), endP, true) < 200)
                {
                    dashPred.CastPosition = dashPred.UnitPosition;
                    dashPred.Hitchance = HitChance.Dashing;
                    return dashPred;
                }

                //At the end of the dash:
                if (dashData.Path.PathLength() > 200)
                {
                    var timeToPoint = input.Delay / 2f + input.From.To2D().Distance(endP) / input.Speed - 0.25f;
                    if (timeToPoint <=
                        input.Unit.Distance(endP) / dashData.Speed + input.RealRadius / input.Unit.MoveSpeed)
                    {
                        return new PredictionOutput
                        {
                            CastPosition = endP.To3D(),
                            UnitPosition = endP.To3D(),
                            Hitchance = HitChance.Dashing
                        };
                    }
                }
                result.CastPosition = dashData.Path.Last().To3D();
                result.UnitPosition = result.CastPosition;

                //Figure out where the unit is going.
            }

            return result;
        }
Esempio n. 4
0
        internal static PredictionOutput WayPointAnalysis(PredictionOutput result, PredictionInput input)
        {

            if (!input.Unit.IsValid<Obj_AI_Hero>() || input.Radius == 1)
            {
                result.Hitchance = HitChance.VeryHigh;
                return result;
            }

            //Program.debug("PRED: FOR CHAMPION " + input.Unit.BaseSkinName);

            // CAN'T MOVE SPELLS ///////////////////////////////////////////////////////////////////////////////////

            if (UnitTracker.GetSpecialSpellEndTime(input.Unit) > 0 || input.Unit.HasBuff("Recall"))
            {

                result.Hitchance = HitChance.VeryHigh;
                return result;

            }

            // PREPARE MATH ///////////////////////////////////////////////////////////////////////////////////

            result.Hitchance = HitChance.High;

            var lastWaypiont = input.Unit.GetWaypoints().Last().To3D();
            var distanceUnitToWaypoint = lastWaypiont.Distance(input.Unit.ServerPosition);
            var distanceFromToUnit = input.From.Distance(input.Unit.ServerPosition);
            var distanceFromToWaypoint = lastWaypiont.Distance(input.From);

            float speedDelay = distanceFromToUnit / input.Speed;

            if (Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
                speedDelay = 0;
            else
                speedDelay = distanceFromToUnit / input.Speed;

            float totalDelay = speedDelay + input.Delay;
            float moveArea = input.Unit.MoveSpeed * totalDelay;
            float fixRange = moveArea * 0.5f;
            double angleMove = 30 + (input.Radius / 17) - (totalDelay * 2);
            float backToFront = moveArea * 1.5f;
            float pathMinLen = 900f;

            if (angleMove < 31)
                angleMove = 31;

            if (UnitTracker.GetLastNewPathTime(input.Unit) < 0.1d)
            {
                pathMinLen = 600f + backToFront;
                result.Hitchance = HitChance.High;
            }

            if (input.Type == SkillshotType.SkillshotCircle)
            {
                fixRange -= input.Radius / 2;
            }

            // SPAM CLICK ///////////////////////////////////////////////////////////////////////////////////

            if (UnitTracker.PathCalc(input.Unit))
            {
                Program.debug("PRED: SPAM CLICK");
                if (distanceFromToUnit < input.Range - fixRange)
                {
                    result.Hitchance = HitChance.VeryHigh;
                    return result;
                }

                result.Hitchance = HitChance.High;
                return result;
            }

            // NEW VISABLE ///////////////////////////////////////////////////////////////////////////////////

            if (UnitTracker.GetLastVisableTime(input.Unit) < 0.1d)
            {
                Program.debug("PRED: NEW VISABLE");
                result.Hitchance = HitChance.Medium;
                return result;
            }

            // SPECIAL CASES ///////////////////////////////////////////////////////////////////////////////////

            if (distanceFromToUnit < 300 || distanceFromToWaypoint < 200)
            {
                Program.debug("PRED: SPECIAL CASES");
                result.Hitchance = HitChance.VeryHigh;
                return result;

            }

            // LONG CLICK DETECTION ///////////////////////////////////////////////////////////////////////////////////

            if (distanceUnitToWaypoint > pathMinLen)
            {
                Program.debug("PRED: LONG CLICK DETECTION");
                result.Hitchance = HitChance.VeryHigh;
                return result;
            }

            // RUN IN LANE DETECTION ///////////////////////////////////////////////////////////////////////////////////

            if (distanceFromToWaypoint > fixRange  && GetAngle(input.From, input.Unit) < angleMove)
            {
                Program.debug(GetAngle(input.From, input.Unit) +  " PRED: RUN IN LANE DETECTION " + angleMove);
                result.Hitchance = HitChance.VeryHigh;
                return result;
            }

            // FIX RANGE ///////////////////////////////////////////////////////////////////////////////////

            if (distanceFromToWaypoint <= input.Unit.Distance(input.From) && distanceFromToUnit > input.Range - fixRange)
            {
                //debug("PRED: FIX RANGE");
                result.Hitchance = HitChance.Medium;
                return result;
            }

            // AUTO ATTACK LOGIC ///////////////////////////////////////////////////////////////////////////////////

            if (UnitTracker.GetLastAutoAttackTime(input.Unit) < 0.1d)
            {
                if (input.Type == SkillshotType.SkillshotLine && totalDelay < 0.6 + (input.Radius * 0.001))
                    result.Hitchance = HitChance.VeryHigh;
                else if (input.Type == SkillshotType.SkillshotCircle && totalDelay < 0.7 + (input.Radius * 0.001))
                    result.Hitchance = HitChance.VeryHigh;
                else
                    result.Hitchance = HitChance.High;

                Program.debug("PRED: AUTO ATTACK DETECTION");
                return result;
            }

            // STOP LOGIC ///////////////////////////////////////////////////////////////////////////////////

            else
            {
                if(input.Unit.IsWindingUp)
                {
                    result.Hitchance = HitChance.High;
                    return result;
                }
                else if (input.Unit.Path.Count() == 0 && !input.Unit.IsMoving)
                {
                    if (distanceFromToUnit > input.Range - fixRange)
                        result.Hitchance = HitChance.Medium;
                    else if (UnitTracker.GetLastStopMoveTime(input.Unit) < 0.8d)
                        result.Hitchance = HitChance.High;
                    else
                        result.Hitchance = HitChance.VeryHigh;

                    Program.debug("PRED: STOP LOGIC");
                    return result;
                }
            }

            // ANGLE HIT CHANCE ///////////////////////////////////////////////////////////////////////////////////

            if (input.Type == SkillshotType.SkillshotLine && input.Unit.Path.Count() > 0 && input.Unit.IsMoving)
            {
                if (UnitTracker.GetLastNewPathTime(input.Unit) < 0.1d && GetAngle(input.From, input.Unit) < angleMove && distanceUnitToWaypoint > moveArea * 0.6)
                {
                    Program.debug("PRED: ANGLE HIT CHANCE " + angleMove + " > " + GetAngle(input.From, input.Unit));
                    result.Hitchance = HitChance.VeryHigh;
                    return result;

                }
            }

            // CIRCLE NEW PATH ///////////////////////////////////////////////////////////////////////////////////

            if (input.Type == SkillshotType.SkillshotCircle)
            {
                if (UnitTracker.GetLastNewPathTime(input.Unit) < 0.1d && distanceUnitToWaypoint > fixRange && distanceFromToUnit < input.Range - fixRange && distanceUnitToWaypoint > fixRange) 
                {
                    Program.debug("PRED: CIRCLE NEW PATH");
                    result.Hitchance = HitChance.VeryHigh;
                    return result;
                }
            }
            //Program.debug("PRED: NO DETECTION");
            
            return result;
        }
Esempio n. 5
0
        public static void CastSpell(Spell QWER, Obj_AI_Base target)
        {
            if (HitChanceNum == 5)
            {

                Core.SkillshotType CoreType2 = Core.SkillshotType.SkillshotLine;
                bool aoe2 = false;
                if (QWER.Type == SkillshotType.SkillshotCircle)
                {
                    CoreType2 = Core.SkillshotType.SkillshotCircle;
                    aoe2 = true;
                }
                if (QWER.Width > 100)
                    aoe2 = true;
                var predInput2 = new Core.PredictionInput
                {
                    Aoe = aoe2,
                    Collision = QWER.Collision,
                    Speed = QWER.Speed,
                    Delay = QWER.Delay,
                    Range = QWER.Range,
                    From = Player.ServerPosition,
                    Radius = QWER.Width,
                    Unit = target,
                    Type = CoreType2
                };
                var poutput2 = Core.Prediction.GetPrediction(predInput2);

                //var poutput2 = QWER.GetPrediction(target);
                if (Game.Time - DrawSpellTime > 0.5)
                {
                    DrawSpell = QWER;
                    DrawSpellTime = Game.Time;

                }

                DrawSpellPos = poutput2;
                if(poutput2.Hitchance == Core.HitChance.VeryHigh)
                    QWER.Cast(poutput2.CastPosition);
                return;
            }

            if (target.Path.Count() > 1)
                return;

            Core.SkillshotType CoreType = Core.SkillshotType.SkillshotLine;
            bool aoe = false;
            if (QWER.Type == SkillshotType.SkillshotCircle)
            {
                CoreType = Core.SkillshotType.SkillshotCircle;
                aoe = true;
            }
            if (QWER.Width > 100)
                aoe = true;
            var predInput = new Core.PredictionInput
            {
                Aoe = aoe,
                Collision = QWER.Collision,
                Speed = QWER.Speed,
                Delay = QWER.Delay,
                Range = QWER.Range,
                From = Player.ServerPosition,
                Radius = QWER.Width,
                Unit = target,
                Type = CoreType
            };
            var poutput = Core.Prediction.GetPrediction(predInput);

            //var poutput2 = QWER.GetPrediction(target);
            if (Game.Time - DrawSpellTime > 0.5)
            {
                DrawSpell = QWER;
                DrawSpellTime = Game.Time;

            }

            DrawSpellPos = poutput;
            if (ColFix  && HitChanceNum == 4)
            {
                if (QWER.Collision && OktwCommon.GetCollision(target, QWER, false, true))
                    return;
            }
            else
            {
                var col = poutput.CollisionObjects.Count(ColObj => ColObj.IsEnemy && ColObj.IsMinion && !ColObj.IsDead);
                if (col > 0)
                {
                    return;
                }
            }

            if ((int)poutput.Hitchance > 4 && target.HasBuffOfType(BuffType.Slow))
            {
                QWER.Cast(poutput.CastPosition);
                return;
            }

            if (target.HasBuff("Recall") || poutput.Hitchance == Core.HitChance.Immobile )
            {
                QWER.Cast(poutput.CastPosition);
                return;
            }

            if (poutput.Hitchance == Core.HitChance.Dashing && QWER.Delay < 0.30f)
            {
                QWER.Cast(poutput.CastPosition);
                return;
            }

            if (HitChanceNum == 4)
            {
                if ((int)poutput.Hitchance < 5)
                    return;

                if (NewWay && (int)poutput.Hitchance < 6)
                    return;

                float fixRange;

                if (RangeFix)
                    fixRange = (target.MoveSpeed * (Player.ServerPosition.Distance(target.ServerPosition) / QWER.Speed + QWER.Delay)) / 2;
                else
                    fixRange = 0;

                if (target.IsWindingUp)
                {

                    if (!tryAA)
                        return;
                    debug("IsWinding: ");
                    if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                    {
                        if (FastMode)
                            QWER.Cast(poutput.CastPosition);
                        else
                            QWER.Cast(target);
                    }

                    return;
                }
                else if (target.Path.Count() == 0 && target.Position == target.ServerPosition )
                {

                    if (IgnoreNoMove)
                        return;
                    debug("NotMove");
                    if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                    {
                        if (FastMode)
                            QWER.Cast(poutput.CastPosition);
                        else
                            QWER.Cast(target);
                    }

                    return;
                }

                var LastWaypiont = target.GetWaypoints().Last().To3D();

                if (target.ServerPosition.Distance(Player.ServerPosition) < LastWaypiont.Distance(Player.ServerPosition) - fixRange)
                {
                    if (FastMode)
                        QWER.Cast(poutput.CastPosition);
                    else
                        QWER.Cast(target);

                    debug("Run" );
                }
                else if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                {
                    float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                    float SiteToSite = (BackToFront * 2) - QWER.Width;

                    if ((target.ServerPosition.Distance(LastWaypiont) > SiteToSite
                        || Math.Abs(Player.Distance(LastWaypiont) - Player.Distance(target.ServerPosition)) > BackToFront)
                        || Player.Distance(target.ServerPosition) < SiteToSite + target.BoundingRadius * 2
                        || Player.Distance(LastWaypiont) < BackToFront)
                    {
                        if (FastMode)
                            QWER.Cast(poutput.CastPosition);
                        else
                            QWER.Cast(target);

                        debug("good 2");
                    }
                    else
                        debug("ignore 2");
                }
                else
                    debug("fixed " + fixRange);
            }
            else if (HitChanceNum == 3)
            {
                if ((int)poutput.Hitchance < 5)
                    return;
                if ( QWER.Delay > 0.4)
                {
                    if ((int)poutput.Hitchance < 6 || target.IsWindingUp)
                        return;
                }
                var fixRange = (target.MoveSpeed * (Player.ServerPosition.Distance(target.ServerPosition) / QWER.Speed + QWER.Delay)) / 2;
                if (QWER.Delay < 0.3 && (QWER.Speed > 1500 || QWER.Type == SkillshotType.SkillshotCircle) && (target.IsWindingUp || (int)poutput.Hitchance == 6))
                {
                    if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                    return;
                }

                if (target.Path.Count() == 0 && target.Position == target.ServerPosition && !target.IsWindingUp)
                {
                    if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                    {

                        QWER.Cast(poutput.CastPosition);
                    }
                    return;
                }
                var waypoints = target.GetWaypoints().Last<Vector2>().To3D();

                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                float SiteToSite = (BackToFront * 2) - QWER.Width;

                if ((target.ServerPosition.Distance(waypoints) > SiteToSite
                    || Math.Abs(Player.Distance(waypoints) - Player.Distance(target.Position)) > BackToFront)
                    || Player.Distance(target.Position) < SiteToSite + target.BoundingRadius * 2
                    || Player.Distance(waypoints) < BackToFront
                    )
                {

                    if (waypoints.Distance(Player.Position) <= target.Distance(Player.Position))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }

            }
            else if (HitChanceNum == 0)
                QWER.Cast(target, true);
            else if (HitChanceNum == 1)
            {
                if ((int)poutput.Hitchance > 4)
                    QWER.Cast(poutput.CastPosition);
            }
            else if (HitChanceNum == 2)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                if (waypoints.Last<Vector2>().To3D().Distance(poutput.CastPosition) > QWER.Width && (int)poutput.Hitchance > 4)
                {
                    if (waypoints.Last<Vector2>().To3D().Distance(Player.Position) <= target.Distance(Player.Position) || (target.Path.Count() == 0 && target.Position == target.ServerPosition))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - (poutput.CastPosition.Distance(target.ServerPosition) + target.BoundingRadius))
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else if ((int)poutput.Hitchance == 5)
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
            }
        }
Esempio n. 6
0
        private static PredictionOutput WayPointAnalysis(PredictionOutput result, PredictionInput input)
        {
            var totalDelay = input.From.Distance(input.Unit.ServerPosition) / input.Speed + input.Delay;

            if (Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
            {
                totalDelay = input.Delay;
            }

            var    fixRange     = (input.Unit.MoveSpeed * totalDelay) / 2;
            var    LastWaypiont = input.Unit.GetWaypoints().Last().To3D();
            var    pathMinLen   = 800;
            double angleMove    = 30 + (input.Radius / 10);

            if (PathTracker.GetCurrentPath(input.Unit).Time < 0.1d)
            {
                pathMinLen = 600;
                angleMove += 5;
                fixRange   = (input.Unit.MoveSpeed * totalDelay) / 3;
            }

            if (input.Type == SkillshotType.SkillshotCircle)
            {
                fixRange -= input.Radius / 2;
            }

            if (input.Type == SkillshotType.SkillshotLine)
            {
                if (input.Unit.Path.Count() > 0)
                {
                    if (GetAngle(input.From, input.Unit) < angleMove)
                    {
                        result.Hitchance = HitChance.VeryHigh;
                    }
                    else
                    {
                        result.Hitchance = HitChance.High;
                    }
                }
            }
            else if (input.Type == SkillshotType.SkillshotCircle)
            {
                if (totalDelay < 1.1)
                {
                    if (totalDelay < 0.7 && OnProcessSpellDetection.GetLastAutoAttackTime(input.Unit) < 0.1d)
                    {
                        result.Hitchance = HitChance.VeryHigh;
                    }

                    if (PathTracker.GetCurrentPath(input.Unit).Time < 0.1d)
                    {
                        result.Hitchance = HitChance.VeryHigh;
                    }
                }
            }


            if (input.Unit.HasBuffOfType(BuffType.Slow) || input.Unit.Distance(input.From) < 300 || LastWaypiont.Distance(input.From) < 250)
            {
                result.Hitchance = HitChance.VeryHigh;
            }

            if (LastWaypiont.Distance(input.Unit.ServerPosition) > pathMinLen)
            {
                result.Hitchance = HitChance.VeryHigh;
            }

            if (input.Unit.Path.Count() == 0 && input.Unit.Position == input.Unit.ServerPosition && !input.Unit.IsWindingUp)
            {
                if (input.From.Distance(input.Unit.ServerPosition) > input.Range - fixRange)
                {
                    result.Hitchance = HitChance.High;
                }
                else
                {
                    result.Hitchance = HitChance.VeryHigh;
                }
                return(result);
            }
            else if (LastWaypiont.Distance(input.From) <= input.Unit.Distance(input.From))
            {
                if (input.From.Distance(input.Unit.ServerPosition) > input.Range - fixRange)
                {
                    result.Hitchance = HitChance.High;
                }
            }

            float BackToFront = ((input.Unit.MoveSpeed * totalDelay));

            if (input.Unit.Path.Count() > 0)
            {
                if (input.Unit.Distance(LastWaypiont) < BackToFront)
                {
                    result.Hitchance = HitChance.Medium;
                }
            }

            if (totalDelay > 0.7 && input.Unit.IsWindingUp)
            {
                result.Hitchance = HitChance.Medium;
            }

            if (totalDelay > 1 && OnProcessSpellDetection.GetLastAutoAttackTime(input.Unit) < 0.1d)
            {
                result.Hitchance = HitChance.Medium;
            }



            if (input.Unit.Path.Count() > 1 && input.Type == SkillshotType.SkillshotLine)
            {
                result.Hitchance = HitChance.Medium;
            }

            if (input.Unit.Distance(input.From) < 300 || LastWaypiont.Distance(input.From) < 250)
            {
                result.Hitchance = HitChance.VeryHigh;
            }
            return(result);
        }
Esempio n. 7
0
        internal static PredictionOutput GetPrediction(PredictionInput input, bool ft, bool checkCollision)
        {
            PredictionOutput result = null;

            if (!input.Unit.IsValidTarget(float.MaxValue, false))
            {
                return(new PredictionOutput());
            }

            if (ft)
            {
                //Increase the delay due to the latency and server tick:
                input.Delay += Game.Ping / 2000f + 0.07f;

                if (input.Aoe)
                {
                    return(AoePrediction.GetPrediction(input));
                }
            }

            //Target too far away.
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon &&
                input.Unit.Distance(input.RangeCheckFrom, true) > Math.Pow(input.Range * 1.5, 2))
            {
                return(new PredictionOutput {
                    Input = input
                });
            }

            //Unit is dashing.
            if (input.Unit.IsDashing())
            {
                result = GetDashingPrediction(input);
            }
            else
            {
                //Unit is immobile.
                var remainingImmobileT = UnitIsImmobileUntil(input.Unit);
                if (remainingImmobileT >= 0d)
                {
                    result = GetImmobilePrediction(input, remainingImmobileT);
                }
            }

            //Normal prediction
            if (result == null)
            {
                result = GetStandardPrediction(input);
            }

            //Check if the unit position is in range
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon)
            {
                if (result.Hitchance >= HitChance.High &&
                    input.RangeCheckFrom.Distance(input.Unit.Position, true) >
                    Math.Pow(input.Range + input.RealRadius * 3 / 4, 2))
                {
                    result.Hitchance = HitChance.Medium;
                }

                if (input.RangeCheckFrom.Distance(result.UnitPosition, true) >
                    Math.Pow(input.Range + (input.Type == SkillshotType.SkillshotCircle ? input.RealRadius : 0), 2))
                {
                    result.Hitchance = HitChance.OutOfRange;
                }

                /* This does not need to be handled for the updated predictions, but left as a reference.*/

                if (input.RangeCheckFrom.Distance(result.CastPosition, true) > Math.Pow(input.Range, 2))
                {
                    if (result.Hitchance != HitChance.OutOfRange)
                    {
                        result.CastPosition = input.RangeCheckFrom +
                                              input.Range *
                                              (result.UnitPosition - input.RangeCheckFrom).To2D().Normalized().To3D();
                    }
                    else
                    {
                        result.Hitchance = HitChance.OutOfRange;
                    }
                }
            }
            if (result.Hitchance > HitChance.Medium)
            {
                WayPointAnalysis(result, input);
            }
            //Check for collision
            if (checkCollision && input.Collision && result.Hitchance > HitChance.Impossible)
            {
                var positions = new List <Vector3> {
                    result.CastPosition
                };
                var originalUnit = input.Unit;
                result.CollisionObjects = Collision.GetCollision(positions, input);
                result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId);
                result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance;
            }
            return(result);
        }