/// <summary> /// Spell extension for cast spell with SPrediction /// </summary> /// <param name="s">Spell to cast</param> /// <param name="t">Target for spell</param> /// <param name="hc">Minimum HitChance to cast</param> /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param> /// <param name="minHit">Minimum Hit Count to cast</param> /// <param name="rangeCheckFrom">Position where spell will be casted from</param> /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param> /// <returns>true if spell has casted</returns> public static bool SPredictionCast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100) { if (rangeCheckFrom == null) { rangeCheckFrom = ObjectManager.Player.ServerPosition; } if (t == null) { return(s.Cast()); } if (!s.IsSkillshot) { return(s.Cast(t) == Spell.CastStates.SuccessfullyCasted); } #region if common prediction selected if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue <StringList>().SelectedIndex == 1) { var pout = s.GetPrediction(t, minHit > 1); if (minHit > 1) { if (pout.AoeTargetsHitCount >= minHit) { return(s.Cast(pout.CastPosition)); } else { return(false); } } if (pout.Hitchance >= hc) { return(s.Cast(pout.CastPosition)); } else { return(false); } } #endregion if (minHit > 1) { return(SPredictionCastAoe(s, minHit)); } if (t.HealthPercent > filterHPPercent) { return(false); } if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock)) { try { float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay; float movt = t.LastMovChangeTime(); float avgp = t.AvgPathLenght(); var waypoints = t.GetWaypoints(); Prediction.Result result; switch (s.Type) { case SkillshotType.SkillshotLine: result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()); break; case SkillshotType.SkillshotCircle: result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()); break; case SkillshotType.SkillshotCone: result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()); break; default: throw new InvalidOperationException("Unknown spell type"); } Prediction.lastDrawTick = Utils.TickCount; Prediction.lastDrawPos = result.CastPosition; Prediction.lastDrawHitchance = result.HitChance.ToString(); Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular(); Prediction.lastDrawWidth = (int)s.Width; if (result.HitChance >= hc) { s.Cast(result.CastPosition); return(true); } Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock); return(false); } finally { Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock); } } return(false); }
/// <summary> /// Gets prediction result /// </summary> /// <param name="target">Target</param> /// <param name="width">Vector width</param> /// <param name="delay">Spell delay</param> /// <param name="vectorSpeed">Vector speed</param> /// <param name="range">Spell range</param> /// <param name="vectorLenght">Vector lenght</param> /// <param name="path">Waypoints of target</param> /// <param name="avgt">Average reaction time (in ms)</param> /// <param name="movt">Passed time from last movement change (in ms)</param> /// <param name="avgp">Average Path Lenght</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns> public static Result GetPrediction(Obj_AI_Base target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom) { Prediction.AssertInitializationMode(); Result result = new Result(); //auto aoe hit (2 hits with using one target as from position) if (target.IsChampion()) //do these calcs if champion kappa { if (ObjectManager.Player.CountEnemiesInRange(range) > 0 && ObjectManager.Player.CountEnemiesInRange(range + vectorLenght) > 1) //if there is at least 1 enemy in range && at least 2 enemy which laser can hit { Vector2 predPos1 = Prediction.GetFastUnitPosition(target, delay); //get target unit position after delay foreach (var enemy in HeroManager.Enemies) //loop all enemies { if (enemy.NetworkId != target.NetworkId && enemy.Distance(rangeCheckFrom) < range + vectorLenght) //if enemy is not given target and enemy is hitable by laser { Vector2 predPos2 = Prediction.GetFastUnitPosition(enemy, delay); //get enemy unit position after delay if (predPos1.Distance(rangeCheckFrom) < range) //if target is in range { Prediction.Result predRes = LinePrediction.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), 360, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get enemy prediciton with from = target's position (a bit backward) if (predRes.HitChance >= HitChance.Low) { return(predRes.AsVectorResult(predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30)); } } else if (predPos2.Distance(rangeCheckFrom) < range) //if enemy is in range { Prediction.Result predRes = LinePrediction.GetPrediction(target, width, delay, vectorSpeed, vectorLenght, false, path, avgt, movt, avgp, 360, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get target prediction with from = enemy's position (a bit backward) if (predRes.HitChance >= HitChance.Low) { return(predRes.AsVectorResult(predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30)); } } } } } } Vector2 immobileFrom = rangeCheckFrom + (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range; if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.VeryHigh; result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } if (target is AIHeroClient) { if (((AIHeroClient)target).IsChannelingImportantSpell()) { result.HitChance = HitChance.VeryHigh; result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } //to do: find a fuking logic if (avgp < 400 && movt < 100) { result.HitChance = HitChance.High; result.CastTargetPosition = target.ServerPosition.To2D(); result.CastSourcePosition = immobileFrom; result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } } if (target.IsDashing()) { return(Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom)); } if (SCommon.Prediction.Utility.IsImmobileTarget(target)) { return(Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom)); } for (int i = 0; i < path.Count - 1; i++) { Vector2 point = Vector2.Zero; if (path[i].Distance(ObjectManager.Player.ServerPosition) < range) { point = path[i]; } else { point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]); } Prediction.Result res = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.SkillshotLine, path, avgt, movt, avgp, 360, point); if (res.HitChance >= HitChance.Low) { return(res.AsVectorResult(point)); } } result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.ServerPosition.To2D(); result.HitChance = HitChance.Impossible; return(result); }