public static Vector2 GetCollision(SpellInstance spell) { var result = new List <Vector2>(); var curPos = spell.GetMissilePosition(0); spell.ForceDisabled = false; foreach (var type in spell.Data.CollisionObjects) { switch (type) { case CollisionableObjects.Minions: result.AddRange( from minion in ObjectManager.Get <Obj_AI_Minion>() .Where( i => i.IsValidTarget(1200, false, curPos.To3D()) && (i.IsJungle() || (i.IsAlly && (i.IsMinion() || i.IsPet())))) let pred = FastPrediction( curPos, minion, Math.Max(0, spell.Data.Delay - (Utils.GameTimeTickCount - spell.StartTick)), spell.Data.MissileSpeed) let pos = pred.Position where spell.Data.RawRadius + (!pred.IsMoving ? minion.BoundingRadius - 15 : 0) - pos.Distance(curPos, spell.End, true) > 0 select pos.ProjectOn(spell.End, spell.Start).LinePoint + spell.Direction * 30); break; case CollisionableObjects.Heroes: result.AddRange( from hero in HeroManager.Allies.Where(i => !i.IsMe && i.IsValidTarget(1200, false)) let pos = FastPrediction( curPos, hero, Math.Max(0, spell.Data.Delay - (Utils.GameTimeTickCount - spell.StartTick)), spell.Data.MissileSpeed).Position where spell.Data.RawRadius + 30 - pos.Distance(curPos, spell.End, true) > 0 select pos.ProjectOn(spell.End, spell.Start).LinePoint + spell.Direction * 30); break; case CollisionableObjects.YasuoWall: if (!haveYasuo || spell.Data.MissileSpeed == 0) { continue; } var wall = ObjectManager.Get <Obj_GeneralParticleEmitter>() .FirstOrDefault( i => i.IsValid && new Regex("Yasuo_.+_W_windwall.\\.troy").IsMatch(i.Name)); if (wall == null) { continue; } var wallWidth = 300 + 50 * Convert.ToInt32(wall.Name.Substring(wall.Name.Length - 6, 1)); var wallDirection = (wall.Position.To2D() - yasuoWallPos).Normalized().Perpendicular(); var wallStart = wall.Position.To2D() + wallWidth / 2f * wallDirection; var wallEnd = wallStart - wallWidth * wallDirection; var wallPolygon = new Geometry.Polygon.Rectangle(wallStart, wallEnd, 75); var intersects = wallPolygon.GetIntersectPointsLine(curPos, spell.End); if (intersects.Count > 0) { var intersect = intersects.OrderBy(i => i.Distance(curPos)).First(); var time = Utils.GameTimeTickCount + Math.Max(0, spell.Data.Delay - (Utils.GameTimeTickCount - spell.StartTick)) + 100 + intersect.Distance(curPos) / spell.Data.MissileSpeed * 1000; if (time - yasuoWallTick < 4000) { if (spell.Type != SpellType.MissileLine) { spell.ForceDisabled = true; } return(intersect); } } break; } } return(result.Count > 0 ? result.OrderBy(i => i.Distance(curPos)).First() : Vector2.Zero); }