コード例 #1
0
ファイル: Survi.cs プロジェクト: Crash129/EloBuddy
 private void SetSpierdalankoUnc(float sec)
 {
     spierdalanko = Game.Time + sec;
     if (active) return;
     LogicSelector.MainLogics returnT = current.SetLogic(LogicSelector.MainLogics.SurviLogic);
     if (returnT != LogicSelector.MainLogics.SurviLogic) returnTo = returnT;
 }
コード例 #2
0
ファイル: Survi.cs プロジェクト: Crash129/EloBuddy
 private void SetSpierdalanko(float sec)
 {
     spierdalanko = Game.Time + sec;
     if (active || (current.current == LogicSelector.MainLogics.CombatLogic && AutoWalker.p.HealthPercent() > 13))
         return;
     LogicSelector.MainLogics returnT = current.SetLogic(LogicSelector.MainLogics.SurviLogic);
     if (returnT != LogicSelector.MainLogics.SurviLogic) returnTo = returnT;
 }
コード例 #3
0
ファイル: Survi.cs プロジェクト: VCh3ats/Elobuddy
 private void SetSpierdalankoUnc(float sec)
 {
     spierdalanko = Game.Time + sec;
     if (active)
     {
         return;
     }
     LogicSelector.MainLogics returnT = current.SetLogic(LogicSelector.MainLogics.SurviLogic);
     if (returnT != LogicSelector.MainLogics.SurviLogic)
     {
         returnTo = returnT;
     }
 }
コード例 #4
0
ファイル: Survi.cs プロジェクト: VCh3ats/Elobuddy
 private void SetSpierdalanko(float sec)
 {
     spierdalanko = Game.Time + sec;
     if (active || (current.current == LogicSelector.MainLogics.CombatLogic && AutoWalker.p.HealthPercent() > 13))
     {
         return;
     }
     LogicSelector.MainLogics returnT = current.SetLogic(LogicSelector.MainLogics.SurviLogic);
     if (returnT != LogicSelector.MainLogics.SurviLogic)
     {
         returnTo = returnT;
     }
 }
コード例 #5
0
        private void Game_OnTick(EventArgs args)
        {
            if (_current.Current == LogicSelector.MainLogics.SurviLogic)
            {
                return;
            }
            AIHeroClient har    = null;
            AIHeroClient victim = null;

            if (_current.SurviLogic.DangerValue < -15000)
            {
                victim = EntityManager.Heroes.Enemies.Where(
                    vic => !vic.IsZombie &&
                    vic.Distance(AutoWalker.P) < vic.BoundingRadius + AutoWalker.P.AttackRange + 450 &&
                    vic.IsVisible() && vic.Health > 0 &&
                    _current.LocalAwareness.MyStrength() / _current.LocalAwareness.HeroStrength(vic) > 1.5)
                         .OrderBy(v => v.Health)
                         .FirstOrDefault();
            }


            if (victim == null || AutoWalker.P.GetNearestTurret().Distance(AutoWalker.P) > 1100)
            {
                har =
                    EntityManager.Heroes.Enemies.Where(
                        h => !h.IsZombie &&
                        h.Distance(AutoWalker.P) < AutoWalker.P.AttackRange + h.BoundingRadius + 50 && h.IsVisible() &&
                        h.HealthPercent() > 0).OrderBy(h => h.Distance(AutoWalker.P)).FirstOrDefault();
            }


            if ((victim != null || har != null) && !_active)
            {
                LogicSelector.MainLogics returnT = _current.SetLogic(LogicSelector.MainLogics.CombatLogic);
                if (returnT != LogicSelector.MainLogics.CombatLogic)
                {
                    _returnTo = returnT;
                }
            }
            if (!_active)
            {
                return;
            }
            if (victim == null && har == null)
            {
                _current.SetLogic(_returnTo);
                return;
            }
            if (victim != null)
            {
                _current.MyChamp.Combo(victim);
                Vector3 vicPos = Prediction.Position.PredictUnitPosition(victim, 500).To3D();

                Vector3 posToWalk =
                    AutoWalker.P.Position.Away(vicPos,
                                               (victim.BoundingRadius + _current.MyChamp.OptimalMaxComboDistance - 30) *
                                               Math.Min(_current.LocalAwareness.HeroStrength(victim) / _current.LocalAwareness.MyStrength() * 1.6f, 1));

                if (NavMesh.GetCollisionFlags(posToWalk).HasFlag(CollisionFlags.Wall))
                {
                    posToWalk =
                        vicPos.Extend(_current.PushLogic.MyTurret,
                                      (victim.BoundingRadius + AutoWalker.P.AttackRange - 30) *
                                      Math.Min(
                                          _current.LocalAwareness.HeroStrength(victim) / _current.LocalAwareness.MyStrength() * 2f, 1))
                        .To3DWorld();
                }

                Obj_AI_Turret nearestEnemyTurret = posToWalk.GetNearestTurret();

                if (victim.Health < 10 + 4 * AutoWalker.P.Level && EntityManager.Heroes.Allies.Any(al => !al.IsDead() && al.Distance(vicPos) < 550))
                {
                    AutoWalker.UseIgnite(victim);
                }
                if (victim.Health + victim.HPRegenRate * 2.5f < 50 + 20 * AutoWalker.P.Level && vicPos.Distance(nearestEnemyTurret) < 1350)
                {
                    AutoWalker.UseIgnite(victim);
                }
                _lastMode = "combo";
                if (AutoWalker.P.Distance(nearestEnemyTurret) < 950 + AutoWalker.P.BoundingRadius)
                {
                    if (victim.Health > AutoWalker.P.GetAutoAttackDamage(victim) + 15 ||
                        victim.Distance(AutoWalker.P) > AutoWalker.P.AttackRange + victim.BoundingRadius - 20)
                    {
                        _lastMode = "enemy under turret, ignoring";
                        _current.SetLogic(_returnTo);
                        return;
                    }
                    _lastMode = "combo under turret";
                }
                Orbwalker.DisableAttacking = _current.MyChamp.MaxDistanceForAa <
                                             AutoWalker.P.Distance(victim) + victim.BoundingRadius + 10;
                AutoWalker.SetMode(Orbwalker.ActiveModes.Combo);
                AutoWalker.WalkTo(posToWalk);


                if (AutoWalker.Ghost != null && AutoWalker.Ghost.IsReady() &&
                    AutoWalker.P.HealthPercent() / victim.HealthPercent() > 2 &&
                    victim.Distance(AutoWalker.P) > AutoWalker.P.AttackRange + victim.BoundingRadius + 150 &&
                    victim.Distance(victim.Position.GetNearestTurret()) > 1500)
                {
                    AutoWalker.Ghost.Cast();
                }

                if (ObjectManager.Player.HealthPercent() < 35)
                {
                    if (AutoWalker.P.HealthPercent < 25)
                    {
                        AutoWalker.UseSeraphs();
                    }
                    if (AutoWalker.P.HealthPercent < 20)
                    {
                        AutoWalker.UseBarrier();
                    }

                    AutoWalker.UseHPot();
                }
            }
            else
            {
                Vector3 harPos = Prediction.Position.PredictUnitPosition(har, 500).To3D();
                harPos = AutoWalker.P.Position.Away(harPos, _current.MyChamp.HarassDistance + har.BoundingRadius - 20);

                _lastMode = "harass";
                Obj_AI_Turret tu = harPos.GetNearestTurret();
                AutoWalker.SetMode(Orbwalker.ActiveModes.Harass);
                if (harPos.Distance(tu) < 1000)
                {
                    if (harPos.Distance(tu) < 850 + AutoWalker.P.BoundingRadius)
                    {
                        AutoWalker.SetMode(Orbwalker.ActiveModes.Flee);
                    }
                    harPos = AutoWalker.P.Position.Away(tu.Position, 1090);

                    _lastMode = "harass under turret";

                    /*if (harPos.Distance(AutoWalker.MyNexus) > tu.Distance(AutoWalker.MyNexus))
                     *  harPos =
                     *      tu.Position.Extend(AutoWalker.MyNexus, 1050 + AutoWalker.p.BoundingRadius).To3DWorld();*/
                }


                _current.MyChamp.Harass(har);


                AutoWalker.WalkTo(harPos);
            }
        }
コード例 #6
0
ファイル: Combat.cs プロジェクト: Crash129/EloBuddy
        private void Game_OnTick(EventArgs args)
        {
            if (current.current == LogicSelector.MainLogics.SurviLogic) return;
            AIHeroClient har = null;
            AIHeroClient victim = null;
            if (current.surviLogic.dangerValue < -15000)
                victim = EntityManager.Heroes.Enemies.Where(
                    vic => !vic.IsZombie &&
                        vic.Distance(AutoWalker.p) < vic.BoundingRadius + AutoWalker.p.AttackRange + 450 &&
                        vic.IsVisible() && vic.Health > 0 &&
                        current.localAwareness.MyStrength()/current.localAwareness.HeroStrength(vic) > 1.5)
                    .OrderBy(v => v.Health)
                    .FirstOrDefault();

            
            if (victim == null || AutoWalker.p.GetNearestTurret().Distance(AutoWalker.p) > 1100)
            {
                har =
                    EntityManager.Heroes.Enemies.Where(
                        h => !h.IsZombie &&
                            h.Distance(AutoWalker.p) < AutoWalker.p.AttackRange + h.BoundingRadius + 50 && h.IsVisible() &&
                            h.HealthPercent() > 0).OrderBy(h => h.Distance(AutoWalker.p)).FirstOrDefault();
            }


            if ((victim != null || har != null) && !active)
            {
                LogicSelector.MainLogics returnT = current.SetLogic(LogicSelector.MainLogics.CombatLogic);
                if (returnT != LogicSelector.MainLogics.CombatLogic) returnTo = returnT;
            }
            if (!active)
                return;
            if (victim == null && har == null)
            {
                current.SetLogic(returnTo);
                return;
            }
            if (victim != null)
            {
                current.myChamp.Combo(victim);
                Vector3 vicPos = Prediction.Position.PredictUnitPosition(victim, 500).To3D();

                Vector3 posToWalk =
                    AutoWalker.p.Position.Away(vicPos,
                        (victim.BoundingRadius + current.myChamp.OptimalMaxComboDistance - 30)*
                        Math.Min(current.localAwareness.HeroStrength(victim)/current.localAwareness.MyStrength()*1.6f, 1));
                        
                if (NavMesh.GetCollisionFlags(posToWalk).HasFlag(CollisionFlags.Wall))
                {
                    posToWalk =
                        vicPos.Extend(current.pushLogic.myTurret,
                            (victim.BoundingRadius + AutoWalker.p.AttackRange - 30)*
                            Math.Min(
                                current.localAwareness.HeroStrength(victim)/current.localAwareness.MyStrength()*2f, 1))
                            .To3DWorld();
                }

                Obj_AI_Turret nearestEnemyTurret = posToWalk.GetNearestTurret();

                if (victim.Health < 10 + 4 * AutoWalker.p.Level && EntityManager.Heroes.Allies.Any(al=>!al.IsDead()&&al.Distance(vicPos)<550))
                    AutoWalker.UseIgnite(victim);
                if (victim.Health + victim.HPRegenRate * 2.5f < 50 + 20 * AutoWalker.p.Level && vicPos.Distance(nearestEnemyTurret)<1350)
                    AutoWalker.UseIgnite(victim);
                lastMode = "combo";
                if (AutoWalker.p.Distance(nearestEnemyTurret) < 950 + AutoWalker.p.BoundingRadius)
                {

                    if (victim.Health > AutoWalker.p.GetAutoAttackDamage(victim) + 15 ||
                        victim.Distance(AutoWalker.p) > AutoWalker.p.AttackRange + victim.BoundingRadius - 20)
                    {


                        lastMode = "enemy under turret, ignoring";
                        current.SetLogic(returnTo);
                        return;
                    }
                    lastMode = "combo under turret";
                }
                Orbwalker.DisableAttacking = current.myChamp.MaxDistanceForAA <
                                             AutoWalker.p.Distance(victim) + victim.BoundingRadius+10;
                AutoWalker.SetMode(Orbwalker.ActiveModes.Combo);
                AutoWalker.WalkTo(posToWalk);


                if (AutoWalker.Ghost != null && AutoWalker.Ghost.IsReady() &&
                    AutoWalker.p.HealthPercent()/victim.HealthPercent() > 2 &&
                    victim.Distance(AutoWalker.p) > AutoWalker.p.AttackRange + victim.BoundingRadius + 150 &&
                    victim.Distance(victim.Position.GetNearestTurret()) > 1500)
                    AutoWalker.Ghost.Cast();

                if (ObjectManager.Player.HealthPercent() < 35 && !Player.Instance.IsInShopRange())
                {
                    if (AutoWalker.p.HealthPercent < 25)
                        AutoWalker.UseSeraphs();
                    if (AutoWalker.p.HealthPercent < 20)
                        AutoWalker.UseBarrier();

                        AutoWalker.UseHPot();
                }
            }
            else
            {
                Vector3 harPos = Prediction.Position.PredictUnitPosition(har, 500).To3D();
                harPos = AutoWalker.p.Position.Away(harPos, current.myChamp.HarassDistance + har.BoundingRadius - 20);
                
                lastMode = "harass";
                Obj_AI_Turret tu = harPos.GetNearestTurret();
                AutoWalker.SetMode(Orbwalker.ActiveModes.Harass);
                if (harPos.Distance(tu) < 1000)
                {
                    if (harPos.Distance(tu) < 850 + AutoWalker.p.BoundingRadius)
                        AutoWalker.SetMode(Orbwalker.ActiveModes.Flee);
                    harPos = AutoWalker.p.Position.Away(tu.Position, 1090);
                    
                    lastMode = "harass under turret";

                    /*if (harPos.Distance(AutoWalker.MyNexus) > tu.Distance(AutoWalker.MyNexus))
                        harPos =
                            tu.Position.Extend(AutoWalker.MyNexus, 1050 + AutoWalker.p.BoundingRadius).To3DWorld();*/
                }


                current.myChamp.Harass(har);


                AutoWalker.WalkTo(harPos);
            }
        }
コード例 #7
0
ファイル: Combat.cs プロジェクト: KoalaHuman/EloBuddy-2
        private void Game_OnUpdate(EventArgs args)
        {
            if (current.current == LogicSelector.MainLogics.SurviLogic) return;
            AIHeroClient har = null;
            /*  TODO Remove old logic if worse
             * AIHeroClient victim =
                EntityManager.Heroes.Enemies.Where(
                    vic => vic.Distance(AutoWalker.p) < vic.BoundingRadius + AutoWalker.p.AttackRange + 450 && vic.IsVisible() && vic.Health > 0
                           && AutoWalker.p.HealthPercent/vic.HealthPercent > 1.3 &&
                           (AutoWalker.p.Distance(AutoWalker.p.GetNearestTurret()) > 1100 ||
                            (AutoWalker.p.HealthPercent > 40 && vic.HealthPercent < 10)))
                    .OrderBy(vic => vic.HealthPercent)
                    .FirstOrDefault();
            if (victim != null &&(
                EntityManager.Heroes.Enemies.Count(
                    def =>
                        def.NetworkId != victim.NetworkId &&
                        def.HealthPercent > AutoWalker.p.HealthPercent && def.IsHPBarRendered && def.Distance(victim) < 600 &&
                        def.Distance(AutoWalker.p) < 600))>
                EntityManager.Heroes.Allies.Count(ally => ally.HealthPercent > 5 && ally.IsVisible() && ally.Distance(AutoWalker.p) < 500 && ally.Distance(victim) < 500))
                victim = null;*/
            AIHeroClient victim = null;
            if (current.surviLogic.dangerValue < -15000)
                victim = EntityManager.Heroes.Enemies.Where(
                    vic =>
                        vic.Distance(AutoWalker.p) < vic.BoundingRadius + AutoWalker.p.AttackRange + 450 &&
                        vic.IsVisible() && vic.Health > 0 &&
                        current.localAwareness.MyStrength()/current.localAwareness.HeroStrength(vic) > 1.5)
                    .OrderBy(v => v.Health)
                    .FirstOrDefault();

            if (victim == null || AutoWalker.p.GetNearestTurret().Distance(AutoWalker.p) > 1100)
            {
                har =
                    EntityManager.Heroes.Enemies.Where(
                        h =>
                            h.Distance(AutoWalker.p) < AutoWalker.p.AttackRange + h.BoundingRadius + 50 && h.IsVisible() &&
                            h.HealthPercent > 0).OrderBy(h => h.Distance(AutoWalker.p)).FirstOrDefault();
            }

            if ((victim != null || har != null) && !active)
            {
                LogicSelector.MainLogics returnT = current.SetLogic(LogicSelector.MainLogics.CombatLogic);
                if (returnT != LogicSelector.MainLogics.CombatLogic) returnTo = returnT;
            }

            if (!active)
                return;
            if (victim == null && har == null)
            {
                current.SetLogic(returnTo);
                return;
            }

            if (victim != null)
            {

                current.myChamp.Combo(victim);
                Vector3 vicPos=Prediction.Position.PredictUnitPosition(victim, 500).To3D();
                Vector3 posToWalk =
                    vicPos.Extend(AutoWalker.myNexus,
                        (victim.BoundingRadius + AutoWalker.p.AttackRange - 30)*
                        Math.Min(current.localAwareness.HeroStrength(victim)/current.localAwareness.MyStrength()*2f, 1))
                        .To3DWorld();

                Obj_AI_Turret nearestEnemyTurret = posToWalk.GetNearestTurret();
                lastMode = "combo";
                if (
                    AutoWalker.p.Distance(nearestEnemyTurret)<950+AutoWalker.p.BoundingRadius)
                {
                    if (victim.Health > AutoWalker.p.GetAutoAttackDamage(victim) + 15||victim.Distance(AutoWalker.p)>AutoWalker.p.AttackRange+victim.BoundingRadius-20)
                    {
                        lastMode = "enemy under turret, ignoring";
                        current.SetLogic(returnTo);
                        return;
                    }
                    lastMode = "combo under turret";
                }
                Orbwalker.ActiveModesFlags = Orbwalker.ActiveModes.Combo;
                AutoWalker.WalkTo(posToWalk);

                if (AutoWalker.Ghost != null && AutoWalker.Ghost.IsReady() &&
                    AutoWalker.p.HealthPercent/victim.HealthPercent > 2 &&
                    victim.Distance(AutoWalker.p) > AutoWalker.p.AttackRange + victim.BoundingRadius + 100 &&
                    victim.Distance(victim.Position.GetNearestTurret()) > 1500)
                    AutoWalker.Ghost.Cast();
            }
            else
            {
                Vector3 harPos = Prediction.Position.PredictUnitPosition(har, 500).To3D();
                harPos=harPos.Extend(AutoWalker.p.Position, AutoWalker.p.AttackRange + har.BoundingRadius-20).To3D();
                lastMode = "harass";
                Obj_AI_Turret tu = harPos.GetNearestTurret();

                if (harPos.Distance(tu) < 1090)
                {

                    harPos = tu.Position.Extend(harPos, 1090).To3DWorld();
                    lastMode = "harass under turret";

                    if (harPos.Distance(AutoWalker.myNexus) > tu.Distance(AutoWalker.myNexus))
                        harPos =
                            tu.Position.Extend(AutoWalker.myNexus, 1050 + AutoWalker.p.BoundingRadius).To3DWorld();

                }

                Orbwalker.ActiveModesFlags = Orbwalker.ActiveModes.Harass;
                current.myChamp.Harass(har);

                AutoWalker.WalkTo(harPos);
            }
        }
コード例 #8
0
        private void Game_OnTick(EventArgs args)
        {
            if (current.current == LogicSelector.MainLogics.SurviLogic)
            {
                return;
            }
            AIHeroClient har    = null;
            AIHeroClient victim = null;

            if (current.surviLogic.dangerValue < -20000)
            {
                victim = EntityManager.Heroes.Enemies.Where(
                    vic => !vic.IsZombie &&
                    vic.Distance(AutoWalker.p) < vic.BoundingRadius + AutoWalker.p.AttackRange + 450 &&
                    vic.IsVisible() && vic.Health > 0 &&
                    current.localAwareness.MyStrength() / current.localAwareness.HeroStrength(vic) > 1.5)
                         .OrderBy(v => v.Health)
                         .FirstOrDefault();
            }


            if (victim == null || AutoWalker.p.GetNearestTurret().Distance(AutoWalker.p) > 2000)
            {
                har =
                    EntityManager.Heroes.Enemies.Where(
                        h => !h.IsZombie &&
                        h.Distance(AutoWalker.p) < AutoWalker.p.AttackRange + h.BoundingRadius + 50 && h.IsVisible() &&
                        h.HealthPercent() > 0).OrderBy(h => h.Distance(AutoWalker.p)).FirstOrDefault();
            }


            if ((victim != null || har != null) && !active)
            {
                var returnT = current.SetLogic(LogicSelector.MainLogics.CombatLogic);
                if (returnT != LogicSelector.MainLogics.CombatLogic)
                {
                    returnTo = returnT;
                }
            }
            if (!active)
            {
                return;
            }
            if (victim == null && har == null)
            {
                current.SetLogic(returnTo);
                return;
            }
            if (victim != null)
            {
                if (MainMenu.GetMenu("AB").Get <CheckBox>("toUseOurChampLogic").CurrentValue)
                {
                    current.myChamp.Combo(victim);
                }
                var vicPos = Prediction.Position.PredictUnitPosition(victim, 500).To3D();

                var posToWalk =
                    AutoWalker.p.Position.Away(vicPos,
                                               (victim.BoundingRadius + current.myChamp.OptimalMaxComboDistance - 30) *
                                               Math.Min(current.localAwareness.HeroStrength(victim) / current.localAwareness.MyStrength() * 1.6f, 1));

                if (NavMesh.GetCollisionFlags(posToWalk).HasFlag(CollisionFlags.Wall))
                {
                    posToWalk =
                        vicPos.Extend(current.pushLogic.myTurret,
                                      (victim.BoundingRadius + AutoWalker.p.AttackRange - 30) *
                                      Math.Min(
                                          current.localAwareness.HeroStrength(victim) / current.localAwareness.MyStrength() * 2f, 1))
                        .To3DWorld();
                }

                var nearestEnemyTurret = posToWalk.GetNearestTurret();

                if (victim.Health < 1000 + 4 * AutoWalker.p.Level && EntityManager.Heroes.Allies.Any(al => !al.IsDead() && al.Distance(vicPos) < 1050))
                {
                    AutoWalker.UseIgnite(victim);
                }
                if (victim.Health + victim.HPRegenRate * 2.5f < 500 + 20 * AutoWalker.p.Level && vicPos.Distance(nearestEnemyTurret) < 1850)
                {
                    AutoWalker.UseIgnite(victim);
                }
                lastMode = "combo";
                if (AutoWalker.p.Distance(nearestEnemyTurret) < 1350 + AutoWalker.p.BoundingRadius)
                {
                    if (victim.Health + 200 > AutoWalker.p.GetAutoAttackDamage(victim) + 15 ||
                        victim.Distance(AutoWalker.p) > AutoWalker.p.AttackRange + victim.BoundingRadius - 40)
                    {
                        lastMode = "enemy under turret, ignoring";
                        current.SetLogic(returnTo);
                        return;
                    }
                    lastMode = "combo under turret";
                }
                AutoWalker.SetMode(Orbwalker.ActiveModes.Combo);
                AutoWalker.WalkTo(posToWalk);


                if (AutoWalker.HasGhost && AutoWalker.Ghost.IsReady() &&
                    AutoWalker.p.HealthPercent() / victim.HealthPercent() > 1.3 &&
                    victim.Distance(AutoWalker.p) > AutoWalker.p.AttackRange + victim.BoundingRadius + 50 &&
                    victim.Distance(victim.Position.GetNearestTurret()) > 2500)
                {
                    AutoWalker.Ghost.Cast();
                }

                if (ObjectManager.Player.HealthPercent() < 5)
                {
                    if (AutoWalker.p.HealthPercent < 5)
                    {
                        AutoWalker.UseSeraphs();
                    }
                    if (AutoWalker.p.HealthPercent < 2)
                    {
                        AutoWalker.UseBarrier();
                    }

                    AutoWalker.UseHPot();
                }

                if (Shop.CanShop == false)
                {
                    var hppotval = Program.hpvaluePot;
                    if (ObjectManager.Player.HealthPercent() < hppotval)
                    {
                        AutoWalker.UseHPot();
                    }
                }
            }
            else
            {
                var harPos = Prediction.Position.PredictUnitPosition(har, 500).To3D();
                harPos = AutoWalker.p.Position.Away(harPos, current.myChamp.HarassDistance + har.BoundingRadius - 20);

                lastMode = "harass";
                var tu = harPos.GetNearestTurret();
                AutoWalker.SetMode(Orbwalker.ActiveModes.Harass);
                if (harPos.Distance(tu) < 1200)
                {
                    if (harPos.Distance(tu) < 850 + AutoWalker.p.BoundingRadius)
                    {
                        AutoWalker.SetMode(Orbwalker.ActiveModes.Flee);
                    }
                    harPos = AutoWalker.p.Position.Away(tu.Position, 1090);

                    lastMode = "harass under turret";

                    /*if (harPos.Distance(AutoWalker.MyNexus) > tu.Distance(AutoWalker.MyNexus))
                     *  harPos =
                     *      tu.Position.Extend(AutoWalker.MyNexus, 1050 + AutoWalker.p.BoundingRadius).To3DWorld();*/
                }


                if (MainMenu.GetMenu("AB").Get <CheckBox>("toUseOurChampLogic").CurrentValue)
                {
                    current.myChamp.Harass(har);
                }


                AutoWalker.WalkTo(harPos);
            }
        }