/// <summary> /// Gets minion health based on pred type /// </summary> public static float getPred(Obj_AI_Base minion, PredType type, SpellDataInst spell = null) { var result = minion.Health; var predHealth = minion.Health; switch (type) { case PredType.PRED_LAST_HIT: { var time = 1000 * player.Distance(minion) / player.BasicAttack.MissileSpeed; predHealth = DtsHealthPrediction.GetHealthPrediction(minion, (int)time); result = predHealth; break; } case PredType.PRED_TWO_HITS: { var time = 1000 * player.Distance(minion) / player.BasicAttack.MissileSpeed; predHealth = DtsHealthPrediction.GetHealthPrediction(minion, (int)(time * 2)); result = predHealth; break; } case PredType.PRED_SKILL: { var time = (int)(spell.SData.SpellCastTime * 1000 + 1000 * player.Distance(minion) / spell.SData.MissileSpeed); predHealth = DtsHealthPrediction.GetHealthPrediction(minion, time); result = predHealth; break; } case PredType.PRED_UNKILLABLE: { var time = 100 * player.Distance(minion) / player.BasicAttack.MissileSpeed; predHealth = DtsHealthPrediction.GetHealthPrediction(minion, (int)(time * 1.5f)); result = predHealth; break; } } return(result); }
/// <summary> /// Gets minion health based on pred type /// </summary> public static float getPred(Obj_AI_Base minion, PredType type, SpellDataInst spell = null) { var result = minion.Health; var predHealth = minion.Health; switch (type) { case PredType.PRED_LAST_HIT: { var time = 1000* player.Distance(minion)/ player.BasicAttack.MissileSpeed; predHealth = DtsHealthPrediction.GetHealthPrediction(minion, (int)time); result = predHealth; break; } case PredType.PRED_TWO_HITS: { var time = 1000 * player.Distance(minion) / player.BasicAttack.MissileSpeed; predHealth = DtsHealthPrediction.GetHealthPrediction(minion, (int)(time*2)); result = predHealth; break; } case PredType.PRED_SKILL: { var time = (int)(spell.SData.SpellCastTime*1000 + 1000 * player.Distance(minion) / spell.SData.MissileSpeed); predHealth = DtsHealthPrediction.GetHealthPrediction(minion, time); result = predHealth; break; } case PredType.PRED_UNKILLABLE: { var time = 100* player.Distance(minion) / player.BasicAttack.MissileSpeed; predHealth = DtsHealthPrediction.GetHealthPrediction(minion, (int)(time*1.5f)); result = predHealth; break; } } return result; }