public static bool Check(Obj_AI_Hero target, DamageType damageType = DamageType.True, bool ignoreShields = true) { try { if (target.HasBuffOfType(BuffType.Invulnerability) || target.IsInvulnerable) { return(true); } foreach (var invulnerable in Items) { if (invulnerable.Champion == null || invulnerable.Champion == target.ChampionName) { if (invulnerable.DamageType == null || invulnerable.DamageType == damageType) { if (!ignoreShields && invulnerable.IsShield && target.HasBuff(invulnerable.BuffName)) { return(true); } if (invulnerable.CustomCheck != null && CustomCheck(invulnerable, target, damageType)) { return(true); } } } } return(false); } catch (Exception ex) { Global.Logger.AddItem(new LogItem(ex)); } return(false); }
public static bool Check(Obj_AI_Hero target, DamageType damageType = DamageType.True, bool ignoreShields = true) { try { if (target.HasBuffOfType(BuffType.Invulnerability) || target.IsInvulnerable) { return true; } foreach (var invulnerable in Items) { if (invulnerable.Champion == null || invulnerable.Champion == target.ChampionName) { if (invulnerable.DamageType == null || invulnerable.DamageType == damageType) { if (!ignoreShields && invulnerable.IsShield && target.HasBuff(invulnerable.BuffName)) { return true; } if (invulnerable.CustomCheck != null && CustomCheck(invulnerable, target, damageType)) { return true; } } } } return false; } catch (Exception ex) { Global.Logger.AddItem(new LogItem(ex)); } return false; }
public Spell(SpellSlot slot, float range = 3.402823E+38f, DamageType damageType = DamageType.Physical) : base( slot, range, damageType == DamageType.Physical ? TargetSelector.DamageType.Physical : (damageType == DamageType.Magical ? TargetSelector.DamageType.Magical : TargetSelector.DamageType.True)) {}
public Spell(SpellSlot slot, float range = 3.402823E+38f, DamageType damageType = DamageType.Physical) : base( slot, range, damageType == DamageType.Physical ? TargetSelector.DamageType.Physical : (damageType == DamageType.Magical ? TargetSelector.DamageType.Magical : TargetSelector.DamageType.True)) { }
public static Obj_AI_Hero GetTarget(float range, DamageType damageType, bool ignoreShields, Vector3 from) { if (Target != null && TargetSelector.IsValidTarget( Target, ForceFocus ? float.MaxValue : range, damageType, ignoreShields, from)) { return Target; } return null; }
private TargetSelector.DamageType ConvertDamageType(DamageType type) { switch (type) { case DamageType.Physical: return TargetSelector.DamageType.Physical; case DamageType.Magical: return TargetSelector.DamageType.Magical; case DamageType.True: return TargetSelector.DamageType.True; } return TargetSelector.DamageType.Physical; }
public InvulnerableStruct(string champion, string buffName, DamageType? damageType, bool isShield, Func<Obj_AI_Base, DamageType, bool> customCheck = null) : this() { Champion = champion; BuffName = buffName; DamageType = damageType; IsShield = isShield; CustomCheck = customCheck; }
private TargetSelector.DamageType ConvertDamageType(DamageType type) { switch (type) { case DamageType.Physical: return(TargetSelector.DamageType.Physical); case DamageType.Magical: return(TargetSelector.DamageType.Magical); case DamageType.True: return(TargetSelector.DamageType.True); } return(TargetSelector.DamageType.Physical); }
public static Obj_AI_Hero GetTarget(float range, DamageType damageType, bool ignoreShields, Vector3 from) { try { if (Target != null && TargetSelector.IsValidTarget( Target, TargetSelector.ForceFocus ? float.MaxValue : range, damageType, ignoreShields, from)) { return Target; } } catch (Exception ex) { Global.Logger.AddItem(new LogItem(ex)); } return null; }
public static Obj_AI_Hero GetTarget(float range, DamageType damageType, bool ignoreShields, Vector3 from) { try { if (Target != null && TargetSelector.IsValidTarget( Target, TargetSelector.ForceFocus ? float.MaxValue : range, damageType, ignoreShields, from)) { return(Target); } } catch (Exception ex) { Global.Logger.AddItem(new LogItem(ex)); } return(null); }
private static bool CustomCheck(Item invulnerable, Obj_AI_Hero target, DamageType damageType) { try { if (invulnerable != null) { if (invulnerable.CustomCheck(target, damageType)) { return(true); } } } catch (Exception ex) { Global.Logger.AddItem(new LogItem(ex)); } return(false); }
private static bool CustomCheck(Item invulnerable, Obj_AI_Hero target, DamageType damageType) { try { if (invulnerable != null) { if (invulnerable.CustomCheck(target, damageType)) { return true; } } } catch (Exception ex) { Global.Logger.AddItem(new LogItem(ex)); } return false; }
public Item(string champion, string buffName, DamageType? damageType, bool isShield, Func<Obj_AI_Base, DamageType, bool> customCheck = null) { Champion = champion; BuffName = buffName; DamageType = damageType; IsShield = isShield; CustomCheck = customCheck; }
public Item(string champion, string buffName, DamageType? damageType, bool isShield, int minHealthPercent = -1, Func<Obj_AI_Base, DamageType, bool> customCheck = null) { Champion = champion; BuffName = buffName; DamageType = damageType; IsShield = isShield; MinHealthPercent = minHealthPercent; CustomCheck = customCheck; }