Esempio n. 1
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        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="collisionable">Spell collisionable</param>
        /// <param name="type">Spell skillshot type</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="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetPrediction(AIBaseClient target, float width, float delay, float missileSpeed, float range, bool collisionable, List <Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom, bool arconly = true)
        {
            Prediction.AssertInitializationMode();

            if (arconly)
            {
                if (target.Distance(from) < width || target.Distance(from) > range * 0.75f)
                {
                    return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom));
                }

                var pred = LinePrediction.GetPrediction(target, 80f, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom);
                if (pred.HitChance >= HitChance.Low)
                {
                    pred.CastPosition = (from + (pred.CastPosition - from).Normalized() * range);
                    float cos = (float)Math.Cos((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2);
                    float sin = (float)Math.Sin((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2);
                    float x   = cos * (pred.CastPosition.X - from.X) - sin * (pred.CastPosition.Y - from.Y) + from.X;
                    float y   = sin * (pred.CastPosition.X - from.X) + cos * (pred.CastPosition.Y - from.Y) + from.Y;
                    pred.CastPosition = new Vector2(x, y);
                }

                return(pred);
            }
            else
            {
                Prediction.Result result = new Prediction.Result();

                if (path.Count <= 1) //if target is not moving, easy to hit
                {
                    result.HitChance    = HitChance.Immobile;
                    result.CastPosition = target.PreviousPosition.ToVector2();
                    result.UnitPosition = result.CastPosition;
                    return(result);
                }

                if (target is AIHeroClient && ((AIHeroClient)target).IsCastingImporantSpell())
                {
                    result.HitChance    = HitChance.Immobile;
                    result.CastPosition = target.PreviousPosition.ToVector2();
                    result.UnitPosition = result.CastPosition;
                    return(result);
                }

                if (Utility.IsImmobileTarget(target))
                {
                    return(Prediction.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SpellType.Circle, from, rangeCheckFrom));
                }

                if (target.IsDashing())
                {
                    return(Prediction.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SpellType.Circle, from, rangeCheckFrom));
                }

                float targetDistance = rangeCheckFrom.Distance(target.PreviousPosition);
                float flyTime        = 0f;

                if (missileSpeed != 0)
                {
                    Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed;
                    Vector2 Vs = (target.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * missileSpeed;
                    Vector2 Vr = Vs - Vt;

                    flyTime = targetDistance / Vr.Length();

                    if (path.Count > 5)
                    {
                        flyTime = targetDistance / missileSpeed;
                    }
                }

                float t = flyTime + delay + Game.Ping / 2000f + ConfigMenu.SpellDelay / 1000f;

                result.HitChance = Prediction.GetHitChance(t * 1000f, avgt, movt, avgp, anglediff);

                #region arc collision test
                if (result.HitChance > HitChance.Low)
                {
                    for (int i = 1; i < path.Count; i++)
                    {
                        Vector2 senderPos = rangeCheckFrom;
                        Vector2 testPos   = path[i];

                        float multp = (testPos.Distance(senderPos) / 875.0f);

                        var dianaArc = new SPredictionMash.Geometry.Polygon(
                            ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 200 * multp),
                            ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 320 * multp));

                        if (!ClipperWrapper.IsOutside(dianaArc, target.PreviousPosition.ToVector2()))
                        {
                            result.HitChance    = HitChance.VeryHigh;
                            result.CastPosition = testPos;
                            result.UnitPosition = testPos;
                            return(result);
                        }
                    }
                }
                #endregion

                return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom));
            }
        }
        /// <summary>
        /// Gets Aoe Prediction result
        /// </summary>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.AoeResult"/></returns>
        public static Prediction.AoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom)
        {
            var result  = new Prediction.AoeResult();
            var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range);

            foreach (var enemy in enemies)
            {
                Prediction.Result prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom);
                if (prediction.HitChance > HitChance.Medium)
                {
                    Vector2 to              = from + (prediction.CastPosition - from).Normalized() * range;
                    var     spellHitBox     = ClipperWrapper.DefineSector(from, to, width, range);
                    var     collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => !ClipperWrapper.IsOutside(spellHitBox, Prediction.GetFastUnitPosition(p, delay, missileSpeed, from)));
                    int     collisionCount  = collidedEnemies.Count();
                    if (collisionCount > result.HitCount)
                    {
                        result = prediction.ToAoeResult(collisionCount, new Collision.Result(collidedEnemies.ToList <AIBaseClient>(), Collision.Flags.EnemyChampions));
                    }
                }
            }

            return(result);
        }