/// <summary> /// Returns an Area of Effect Prediction /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <returns> /// <see cref="PredictionOutput" /> output /// </returns> public static PredictionOutput GetAoEPrediction(PredictionInput input) { switch (input.Type) { case SkillshotType.SkillshotCircle: return Circle.GetCirclePrediction(input); case SkillshotType.SkillshotCone: return Cone.GetConePrediction(input); case SkillshotType.SkillshotLine: return Line.GetLinePrediction(input); } return new PredictionOutput(); }
/// <summary> /// Gets the list of minions currently between the source and target /// </summary> /// <param name="source"> /// The Source /// </param> /// <param name="targetPosition"> /// The Target Position /// </param> /// <returns> /// The <see cref="List" />. /// </returns> public static List<Obj_AI_Base> GetCollisionMinions(Obj_AI_Hero source, Vector3 targetPosition) { var input = new PredictionInput { Unit = source, Radius = SpellManager.Spell[SpellSlot.Q].Width, Delay = SpellManager.Spell[SpellSlot.Q].Delay, Speed = SpellManager.Spell[SpellSlot.Q].Speed, CollisionObjects = CollisionableObjects.Minions }; return Collision.GetCollision(new List<Vector3> { targetPosition }, input) .OrderBy(x => x.Distance(source)) .ToList(); }
/// <summary> /// Returns the possible targets of a prediction input source. /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <returns><see cref="PossibleTarget" /> list.</returns> internal static List<PossibleTarget> GetPossibleTargets(PredictionInput input) { var result = new List<PossibleTarget>(); var originalUnit = input.Unit; foreach (var enemy in GameObjects.Enemy.Where( h => h.NetworkId != originalUnit.NetworkId && h.IsValidTarget(input.Range + 200 + input.RealRadius, true, input.RangeCheckFrom))) { input.Unit = enemy; var prediction = Movement.GetPrediction(input, false, false); if (prediction.Hitchance >= HitChance.High) { result.Add(new PossibleTarget { Position = prediction.UnitPosition.ToVector2(), Unit = enemy }); } } return result; }
private static PredictionOutput GetDashingPrediction(PredictionInput input) { var dashData = input.Unit.GetDashInfo(); var result = new PredictionOutput { Input = input }; input.Delay += 0.1f; if (!dashData.IsBlink) { var dashPred = GetPositionOnPath( input, new List<Vector2> { input.Unit.ServerPosition.ToVector2(), dashData.Path.Last() }, dashData.Speed); if (dashPred.Hitchance >= HitChance.High) { dashPred.CastPosition = dashPred.UnitPosition; dashPred.Hitchance = HitChance.Dashing; return dashPred; } if (dashData.Path.PathLength() > 200) { var endP = dashData.Path.Last(); var timeToPoint = input.Delay + input.From.ToVector2().Distance(endP) / input.Speed; if (timeToPoint <= input.Unit.Distance(endP) / dashData.Speed + input.RealRadius / input.Unit.MoveSpeed) { return new PredictionOutput { CastPosition = endP.ToVector3(), UnitPosition = endP.ToVector3(), Hitchance = HitChance.Dashing }; } } result.CastPosition = dashData.Path.Last().ToVector3(); result.UnitPosition = result.CastPosition; } return result; }
internal static List<Obj_AI_Base> GetCollision(List<Vector3> positions, PredictionInput input) { var result = new List<Obj_AI_Base>(); foreach (var position in positions) { foreach (var objType in input.CollisionObjects) { switch (objType) { case CollisionableObjects.Minions: foreach (var minion in GameObjects.EnemyMinions.Where( i => i.IsValidTarget( Math.Min(input.Range + input.Radius + 100, 2000), true, input.RangeCheckFrom))) { input.Unit = minion; var pred = input.GetPrediction(false, false); if (pred.UnitPosition.ToVector2() .DistanceSquared(input.From.ToVector2(), position.ToVector2(), true) <= Math.Pow(input.Radius + 15 + minion.BoundingRadius, 2)) { result.Add(minion); } } break; case CollisionableObjects.Heroes: foreach (var hero in GameObjects.EnemyHeroes.Where( i => i.IsValidTarget( Math.Min(input.Range + input.Radius + 100, 2000), true, input.RangeCheckFrom))) { input.Unit = hero; var pred = input.GetPrediction(false, false); if (pred.UnitPosition.ToVector2() .DistanceSquared(input.From.ToVector2(), position.ToVector2(), true) <= Math.Pow(input.Radius + 50 + hero.BoundingRadius, 2)) { result.Add(hero); } } break; case CollisionableObjects.Walls: var step = position.Distance(input.From) / 20; for (var i = 0; i < 20; i++) { var p = input.From.ToVector2().Extend(position.ToVector2(), step * i); if (NavMesh.GetCollisionFlags(p.X, p.Y).HasFlag(CollisionFlags.Wall)) { result.Add(ObjectManager.Player); } } break; case CollisionableObjects.YasuoWall: if (Variables.TickCount - wallCastT > 4000) { continue; } var wall = GameObjects.AllGameObjects.FirstOrDefault( i => i.IsValid && Regex.IsMatch(i.Name, "_w_windwall_enemy_0.\\.troy", RegexOptions.IgnoreCase)); if (wall == null) { break; } var wallWidth = 300 + 50 * Convert.ToInt32(wall.Name.Substring(wall.Name.Length - 6, 1)); var wallDirection = (wall.Position.ToVector2() - yasuoWallCastedPos).Normalized().Perpendicular(); var wallStart = wall.Position.ToVector2() + wallWidth / 2f * wallDirection; var wallEnd = wallStart - wallWidth * wallDirection; if ( wallStart.Intersection(wallEnd, position.ToVector2(), input.From.ToVector2()) .Intersects) { var t = Variables.TickCount + (wallStart.Intersection( wallEnd, position.ToVector2(), input.From.ToVector2()).Point.Distance(input.From) / input.Speed + input.Delay) * 1000; if (t < wallCastT + 4000) { result.Add(ObjectManager.Player); } } break; } } } return result.Distinct().ToList(); }
private static PredictionOutput GetImmobilePrediction(PredictionInput input, double remainingImmobileT) { var timeToReachTargetPosition = input.Delay + input.Unit.Distance(input.From) / input.Speed; return timeToReachTargetPosition <= remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed ? new PredictionOutput { CastPosition = input.Unit.ServerPosition, UnitPosition = input.Unit.Position, Hitchance = HitChance.Immobile } : new PredictionOutput { Input = input, CastPosition = input.Unit.ServerPosition, UnitPosition = input.Unit.ServerPosition, Hitchance = HitChance.High }; }
private static void WayPointAnalysis(PredictionOutput result, PredictionInput input) { var totalDelay = input.Delay + (Math.Abs(input.Speed - float.MaxValue) < float.Epsilon ? 0 : input.Unit.Distance(input.From) / input.Speed); var fixRange = (input.Unit.MoveSpeed * totalDelay) / 2; var lastWaypiont = input.Unit.GetWaypoints().Last().ToVector3(); if (input.Type == SkillshotType.SkillshotCircle) { fixRange -= input.Radius / 2; } switch (input.Type) { case SkillshotType.SkillshotLine: if (input.Unit.Path.Count() > 0) { result.Hitchance = GetAngle(input.From, input.Unit) < 36 ? HitChance.VeryHigh : HitChance.High; } break; case SkillshotType.SkillshotCircle: if (totalDelay < 1.1 && ((totalDelay < 0.7 && OnProcessSpellDetection.GetLastAutoAttackTime(input.Unit) < 0.1d) || Path.PathTracker.GetCurrentPath(input.Unit).Time < 0.1d)) { result.Hitchance = HitChance.VeryHigh; } break; } if (input.Unit.HasBuffOfType(BuffType.Slow) || input.Unit.Distance(input.From) < 300 || lastWaypiont.Distance(input.From) < 250 || input.Unit.Distance(lastWaypiont) > 800) { result.Hitchance = HitChance.VeryHigh; } if (input.Unit.Path.Count() == 0 && input.Unit.Position == input.Unit.ServerPosition && !input.Unit.IsWindingUp) { result.Hitchance = input.Unit.Distance(input.From) > input.Range - fixRange ? HitChance.High : HitChance.VeryHigh; return; } if (lastWaypiont.Distance(input.From) <= input.Unit.Distance(input.From) && input.Unit.Distance(input.From) > input.Range - fixRange) { result.Hitchance = HitChance.High; } if ((input.Unit.Path.Count() > 0 && input.Unit.Distance(lastWaypiont) < input.Unit.MoveSpeed * totalDelay) || (totalDelay > 0.7 && (input.Unit.IsWindingUp || OnProcessSpellDetection.GetLastAutoAttackTime(input.Unit) < 0.1d)) || (input.Unit.Path.Count() > 1 && input.Type == SkillshotType.SkillshotLine)) { result.Hitchance = HitChance.Medium; } if (input.Unit.Distance(input.From) < 300 || lastWaypiont.Distance(input.From) < 250) { result.Hitchance = HitChance.VeryHigh; } }
private static PredictionOutput GetPrediction(PredictionInput input, bool ft, bool checkCollision) { PredictionOutput result = null; if (!input.Unit.IsValidTarget(float.MaxValue, false)) { return new PredictionOutput(); } if (ft) { input.Delay += Game.Ping / 2000f + 0.06f; if (input.AoE) { return Cluster.GetAoEPrediction(input); } } if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon && input.Unit.DistanceSquared(input.RangeCheckFrom) > Math.Pow(input.Range * 1.5, 2)) { return new PredictionOutput { Input = input }; } if (input.Unit.IsDashing()) { result = GetDashingPrediction(input); } else { var remainingImmobileT = UnitIsImmobileUntil(input.Unit); if (remainingImmobileT >= 0d) { result = GetImmobilePrediction(input, remainingImmobileT); } } if (result == null) { result = GetStandardPrediction(input); } if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon) { if (result.Hitchance >= HitChance.High && input.RangeCheckFrom.DistanceSquared(input.Unit.Position) > Math.Pow(input.Range + input.RealRadius * 3 / 4, 2)) { result.Hitchance = HitChance.Medium; } if (input.RangeCheckFrom.DistanceSquared(result.UnitPosition) > Math.Pow(input.Range + (input.Type == SkillshotType.SkillshotCircle ? input.RealRadius : 0), 2)) { result.Hitchance = HitChance.OutOfRange; } if (input.RangeCheckFrom.DistanceSquared(result.CastPosition) > Math.Pow(input.Range, 2)) { if (result.Hitchance != HitChance.OutOfRange) { result.CastPosition = input.RangeCheckFrom + input.Range * (result.UnitPosition - input.RangeCheckFrom).Normalized().SetZ(); } else { result.Hitchance = HitChance.OutOfRange; } } } if (result.Hitchance > HitChance.Medium) { WayPointAnalysis(result, input); } if (checkCollision && input.Collision) { var positions = new List<Vector3> { result.UnitPosition, result.CastPosition, input.Unit.Position }; var originalUnit = input.Unit; result.CollisionObjects = Collisions.GetCollision(positions, input); result.CollisionObjects.RemoveAll(i => i.NetworkId == originalUnit.NetworkId); result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance; } return result; }
private static PredictionOutput GetStandardPrediction(PredictionInput input) { var speed = input.Unit.MoveSpeed; if (input.Unit.DistanceSquared(input.From) < 200 * 200) { speed /= 1.5f; } var result = GetPositionOnPath(input, input.Unit.GetWaypoints(), speed); if (result.Hitchance >= HitChance.High && input.Unit is Obj_AI_Hero) { } return result; }
internal static PredictionOutput GetConePrediction(PredictionInput input) { var mainTargetPrediction = input.GetPrediction(false, true); var posibleTargets = new List<PossibleTarget> { new PossibleTarget { Position = mainTargetPrediction.UnitPosition.ToVector2(), Unit = input.Unit } }; if (mainTargetPrediction.Hitchance >= HitChance.Medium) { posibleTargets.AddRange(GetPossibleTargets(input)); } if (posibleTargets.Count > 1) { var candidates = new List<Vector2>(); foreach (var target in posibleTargets) { target.Position = target.Position - input.From.ToVector2(); } for (var i = 0; i < posibleTargets.Count; i++) { for (var j = 0; j < posibleTargets.Count; j++) { if (i != j) { var p = (posibleTargets[i].Position + posibleTargets[j].Position) * 0.5f; if (!candidates.Contains(p)) { candidates.Add(p); } } } } var bestCandidateHits = -1; var bestCandidate = new Vector2(); var positionsList = posibleTargets.Select(i => i.Position).ToList(); foreach (var candidate in candidates) { var hits = GetHits(candidate, input.Range, input.Radius, positionsList); if (hits > bestCandidateHits) { bestCandidate = candidate; bestCandidateHits = hits; } } if (bestCandidateHits > 1 && input.From.ToVector2().DistanceSquared(bestCandidate) > 50 * 50) { return new PredictionOutput { Hitchance = mainTargetPrediction.Hitchance, AoeHitCount = bestCandidateHits, UnitPosition = mainTargetPrediction.UnitPosition, CastPosition = bestCandidate.ToVector3(), Input = input }; } } return mainTargetPrediction; }
/// <summary> /// Returns an Area-of-Effect cone prediction from a prediction input source. /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <returns> /// <see cref="PredictionOutput" /> output /// </returns> public static PredictionOutput GetConePrediction(PredictionInput input) { var mainTargetPrediction = Movement.GetPrediction(input, false, true); var posibleTargets = new List <PossibleTarget> { new PossibleTarget { Position = mainTargetPrediction.UnitPosition.ToVector2(), Unit = input.Unit } }; if (mainTargetPrediction.Hitchance >= HitChance.Medium) { // Add the posible targets in range: posibleTargets.AddRange(GetPossibleTargets(input)); } if (posibleTargets.Count > 1) { var candidates = new List <Vector2>(); foreach (var target in posibleTargets) { target.Position = target.Position - input.From.ToVector2(); } for (var i = 0; i < posibleTargets.Count; i++) { for (var j = 0; j < posibleTargets.Count; j++) { if (i != j) { var p = (posibleTargets[i].Position + posibleTargets[j].Position) * 0.5f; if (!candidates.Contains(p)) { candidates.Add(p); } } } } var bestCandidateHits = -1; var bestCandidate = default(Vector2); var positionsList = posibleTargets.Select(t => t.Position).ToList(); foreach (var candidate in candidates) { var hits = GetHits(candidate, input.Range, input.Radius, positionsList); if (hits > bestCandidateHits) { bestCandidate = candidate; bestCandidateHits = hits; } } if (bestCandidateHits > 1 && input.From.ToVector2().DistanceSquared(bestCandidate) > 50 * 50) { return(new PredictionOutput { Hitchance = mainTargetPrediction.Hitchance, AoeHitCount = bestCandidateHits, UnitPosition = mainTargetPrediction.UnitPosition, CastPosition = bestCandidate.ToVector3(), Input = input }); } } return(mainTargetPrediction); }
/// <summary> /// Returns Calculated Prediction based off given data values. /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <param name="ft">Add Delay</param> /// <param name="checkCollision">Check Collision</param> /// <returns> /// <see cref="PredictionOutput" /> output /// </returns> internal static PredictionOutput GetPrediction(PredictionInput input, bool ft, bool checkCollision) { PredictionOutput result = null; if (!input.Unit.IsValidTarget(float.MaxValue, false)) { return new PredictionOutput(); } if (ft) { // Increase the delay due to the latency and server tick: input.Delay += (Game.Ping / 2000f) + 0.06f; if (input.AoE) { return Cluster.GetAoEPrediction(input); } } // Target too far away. if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon && input.Unit.DistanceSquared(input.RangeCheckFrom) > Math.Pow(input.Range * 1.5, 2)) { return new PredictionOutput { Input = input }; } // Unit is dashing. if (input.Unit.IsDashing()) { result = GetDashingPrediction(input); } else { // Unit is immobile. var remainingImmobileT = UnitIsImmobileUntil(input.Unit); if (remainingImmobileT >= 0d) { result = GetImmobilePrediction(input, remainingImmobileT); } } // Normal prediction if (result == null) { result = GetAdvancedPrediction(input); } // Check if the unit position is in range if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon) { if (result.Hitchance >= HitChance.High && input.RangeCheckFrom.DistanceSquared(input.Unit.Position) > Math.Pow(input.Range + (input.RealRadius * 3 / 4), 2)) { result.Hitchance = HitChance.Medium; } if (input.RangeCheckFrom.DistanceSquared(result.UnitPosition) > Math.Pow(input.Range + (input.Type == SkillshotType.SkillshotCircle ? input.RealRadius : 0), 2)) { result.Hitchance = HitChance.OutOfRange; } if (input.RangeCheckFrom.DistanceSquared(result.CastPosition) > Math.Pow(input.Range, 2)) { if (result.Hitchance != HitChance.OutOfRange) { result.CastPosition = input.RangeCheckFrom + (input.Range * (result.UnitPosition - input.RangeCheckFrom).Normalized().SetZ()); } else { result.Hitchance = HitChance.OutOfRange; } } } // Check for collision if (checkCollision && input.Collision) { var positions = new List<Vector3> { result.UnitPosition, result.CastPosition, input.Unit.Position }; var originalUnit = input.Unit; result.CollisionObjects = Collision.GetCollision(positions, input); result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId); result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance; } return result; }
/// <summary> /// Get Position on Unit's Path. /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <param name="path">Path in Vector2 List</param> /// <param name="speed">Unit Speed</param> /// <returns><see cref="PredictionOutput" /> output</returns> internal static PredictionOutput GetPositionOnPath(PredictionInput input, List <Vector2> path, float speed = -1) { speed = (Math.Abs(speed - (-1)) < float.Epsilon) ? input.Unit.MoveSpeed : speed; if (path.Count <= 1) { return(new PredictionOutput { Input = input, UnitPosition = input.Unit.ServerPosition, CastPosition = input.Unit.ServerPosition, Hitchance = HitChance.VeryHigh }); } var pLength = path.PathLength(); // Skillshots with only a delay if (pLength >= input.Delay * speed - input.RealRadius && Math.Abs(input.Speed - float.MaxValue) < float.Epsilon) { var tDistance = input.Delay * speed - input.RealRadius; for (var i = 0; i < path.Count - 1; i++) { var a = path[i]; var b = path[i + 1]; var d = a.Distance(b); if (d >= tDistance) { var direction = (b - a).Normalized(); var cp = a + direction * tDistance; var p = a + direction * ((i == path.Count - 2) ? Math.Min(tDistance + input.RealRadius, d) : (tDistance + input.RealRadius)); return(new PredictionOutput { Input = input, CastPosition = cp.ToVector3(), UnitPosition = p.ToVector3(), Hitchance = Path.PathTracker.GetCurrentPath(input.Unit).Time < 0.1d ? HitChance.VeryHigh : HitChance.High }); } tDistance -= d; } } // Skillshot with a delay and speed. if (pLength >= input.Delay * speed - input.RealRadius && Math.Abs(input.Speed - float.MaxValue) > float.Epsilon) { path = path.CutPath(Math.Max(0, input.Delay * speed - input.RealRadius)); var tT = 0f; for (var i = 0; i < path.Count - 1; i++) { var a = path[i]; var b = path[i + 1]; var tB = a.Distance(b) / speed; var direction = (b - a).Normalized(); a = a - speed * tT * direction; var sol = a.VectorMovementCollision(b, speed, input.From.ToVector2(), input.Speed, tT); var t = (float)sol[0]; var pos = (Vector2)sol[1]; if (pos.IsValid() && t >= tT && t <= tT + tB) { var p = pos + input.RealRadius * direction; if (input.Type == SkillshotType.SkillshotLine) { var alpha = (input.From.ToVector2() - p).AngleBetween(a - b); if (alpha > 30 && alpha < 180 - 30) { var beta = (float)Math.Asin(input.RealRadius / p.Distance(input.From)); var cp1 = input.From.ToVector2() + (p - input.From.ToVector2()).Rotated(beta); var cp2 = input.From.ToVector2() + (p - input.From.ToVector2()).Rotated(-beta); pos = cp1.DistanceSquared(pos) < cp2.DistanceSquared(pos) ? cp1 : cp2; } } return(new PredictionOutput { Input = input, CastPosition = pos.ToVector3(), UnitPosition = p.ToVector3(), Hitchance = Path.PathTracker.GetCurrentPath(input.Unit).Time < 0.1d ? HitChance.VeryHigh : HitChance.High }); } tT += tB; } } var position = path.Last(); return(new PredictionOutput { Input = input, CastPosition = position.ToVector3(), UnitPosition = position.ToVector3(), Hitchance = HitChance.Medium }); }
/// <summary> /// Returns Dashing Prediction /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <returns><see cref="PredictionOutput" /> output</returns> internal static PredictionOutput GetDashingPrediction(PredictionInput input) { var dashData = input.Unit.GetDashInfo(); var result = new PredictionOutput { Input = input }; input.Delay += 0.1f; // Normal dashes. if (!dashData.IsBlink) { // Mid air: var dashPred = GetPositionOnPath( input, new List<Vector2> { input.Unit.ServerPosition.ToVector2(), dashData.Path.Last() }, dashData.Speed); if (dashPred.Hitchance >= HitChance.High) { dashPred.CastPosition = dashPred.UnitPosition; dashPred.Hitchance = HitChance.Dashing; return dashPred; } // At the end of the dash: if (dashData.Path.PathLength() > 200) { var endP = dashData.Path.Last(); var timeToPoint = input.Delay + (input.From.ToVector2().Distance(endP) / input.Speed); if (timeToPoint <= (input.Unit.Distance(endP) / dashData.Speed) + (input.RealRadius / input.Unit.MoveSpeed)) { return new PredictionOutput { CastPosition = endP.ToVector3(), UnitPosition = endP.ToVector3(), Hitchance = HitChance.Dashing }; } } result.CastPosition = dashData.Path.Last().ToVector3(); result.UnitPosition = result.CastPosition; // Figure out where the unit is going. } return result; }
/// <summary> /// Calculates the position to cast a spell according to unit movement. /// </summary> /// <param name="input">PredictionInput type</param> /// <param name="additionalSpeed">Additional Speed (Multiplicative)</param> /// <returns>The <see cref="PredictionOutput" /></returns> internal static PredictionOutput GetAdvancedPrediction(PredictionInput input, float additionalSpeed = 0) { var speed = Math.Abs(additionalSpeed) < float.Epsilon ? input.Speed : input.Speed * additionalSpeed; if (Math.Abs(speed - int.MaxValue) < float.Epsilon) { speed = 90000; } var unit = input.Unit; var position = PositionAfter(unit, 1, unit.MoveSpeed - 100); var prediction = position + (speed * (input.Delay / 1000)); return new PredictionOutput() { UnitPosition = new Vector3(position.X, position.Y, unit.ServerPosition.Z), CastPosition = new Vector3(prediction.X, prediction.Y, unit.ServerPosition.Z), Hitchance = HitChance.High }; }
/// <summary> /// Returns an Area-of-Effect line prediction from a prediction input source. /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <returns> /// <see cref="PredictionOutput" /> output /// </returns> public static PredictionOutput GetLinePrediction(PredictionInput input) { var mainTargetPrediction = Movement.GetPrediction(input, false, true); var posibleTargets = new List <PossibleTarget> { new PossibleTarget { Position = mainTargetPrediction.UnitPosition.ToVector2(), Unit = input.Unit } }; if (mainTargetPrediction.Hitchance >= HitChance.Medium) { // Add the posible targets in range: posibleTargets.AddRange(GetPossibleTargets(input)); } if (posibleTargets.Count > 1) { var candidates = new List <Vector2>(); foreach (var targetCandidates in posibleTargets.Select( target => GetCandidates(input.From.ToVector2(), target.Position, input.Radius, input.Range)) ) { candidates.AddRange(targetCandidates); } var bestCandidateHits = -1; var bestCandidate = default(Vector2); var bestCandidateHitPoints = new List <Vector2>(); var positionsList = posibleTargets.Select(t => t.Position).ToList(); foreach (var candidate in candidates) { if ( GetHits( input.From.ToVector2(), candidate, input.Radius + (input.Unit.BoundingRadius / 3) - 10, new List <Vector2> { posibleTargets[0].Position }).Count() == 1) { var hits = GetHits(input.From.ToVector2(), candidate, input.Radius, positionsList).ToList(); var hitsCount = hits.Count; if (hitsCount >= bestCandidateHits) { bestCandidateHits = hitsCount; bestCandidate = candidate; bestCandidateHitPoints = hits.ToList(); } } } if (bestCandidateHits > 1) { float maxDistance = -1; Vector2 p1 = default(Vector2), p2 = default(Vector2); // Center the position for (var i = 0; i < bestCandidateHitPoints.Count; i++) { for (var j = 0; j < bestCandidateHitPoints.Count; j++) { var startP = input.From.ToVector2(); var endP = bestCandidate; var proj1 = positionsList[i].ProjectOn(startP, endP); var proj2 = positionsList[j].ProjectOn(startP, endP); var dist = Vector2.DistanceSquared(bestCandidateHitPoints[i], proj1.LinePoint) + Vector2.DistanceSquared(bestCandidateHitPoints[j], proj2.LinePoint); if (dist >= maxDistance && (proj1.LinePoint - positionsList[i]).AngleBetween( proj2.LinePoint - positionsList[j]) > 90) { maxDistance = dist; p1 = positionsList[i]; p2 = positionsList[j]; } } } return(new PredictionOutput { Hitchance = mainTargetPrediction.Hitchance, AoeHitCount = bestCandidateHits, UnitPosition = mainTargetPrediction.UnitPosition, CastPosition = ((p1 + p2) * 0.5f).ToVector3(), Input = input }); } } return(mainTargetPrediction); }
public static PredictionOutput GetPrediction(PredictionInput input) { return input.GetPrediction(true, true); }
/// <summary> /// Returns Calculated Prediction based off given data values. /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <returns> /// <see cref="PredictionOutput" /> output /// </returns> public static PredictionOutput GetPrediction(PredictionInput input) { return(GetPrediction(input, true, true)); }
internal static PredictionOutput GetCirclePrediction(PredictionInput input) { var mainTargetPrediction = input.GetPrediction(false, true); var posibleTargets = new List<PossibleTarget> { new PossibleTarget { Position = mainTargetPrediction.UnitPosition.ToVector2(), Unit = input.Unit } }; if (mainTargetPrediction.Hitchance >= HitChance.Medium) { posibleTargets.AddRange(GetPossibleTargets(input)); } while (posibleTargets.Count > 1) { var mecCircle = ConvexHull.GetMec(posibleTargets.Select(i => i.Position).ToList()); if (mecCircle.Radius <= input.RealRadius - 10 && mecCircle.Center.DistanceSquared(input.RangeCheckFrom.ToVector2()) < input.Range * input.Range) { return new PredictionOutput { AoeTargetsHit = posibleTargets.Select(i => (Obj_AI_Hero)i.Unit).ToList(), CastPosition = mecCircle.Center.ToVector3(), UnitPosition = mainTargetPrediction.UnitPosition, Hitchance = mainTargetPrediction.Hitchance, Input = input, AoeHitCount = posibleTargets.Count }; } float maxdist = -1; var maxdistindex = 1; for (var i = 1; i < posibleTargets.Count; i++) { var distance = posibleTargets[i].Position.DistanceSquared(posibleTargets[0].Position); if (distance > maxdist || maxdist.CompareTo(-1) == 0) { maxdistindex = i; maxdist = distance; } } posibleTargets.RemoveAt(maxdistindex); } return mainTargetPrediction; }
/// <summary> /// Returns Calculated Prediction based off given data values. /// </summary> /// <param name="input"> /// <see cref="PredictionInput" /> input /// </param> /// <param name="ft">Add Delay</param> /// <param name="checkCollision">Check Collision</param> /// <returns> /// <see cref="PredictionOutput" /> output /// </returns> internal static PredictionOutput GetPrediction(PredictionInput input, bool ft, bool checkCollision) { PredictionOutput result = null; if (!input.Unit.IsValidTarget(float.MaxValue, false)) { return(new PredictionOutput()); } if (ft) { // Increase the delay due to the latency and server tick: input.Delay += Game.Ping / 2000f + 0.06f; if (input.AoE) { return(Cluster.GetAoEPrediction(input)); } } // Target too far away. if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon && input.Unit.DistanceSquared(input.RangeCheckFrom) > Math.Pow(input.Range * 1.5, 2)) { return(new PredictionOutput { Input = input }); } // Unit is dashing. if (input.Unit.IsDashing()) { result = GetDashingPrediction(input); } else { // Unit is immobile. var remainingImmobileT = UnitIsImmobileUntil(input.Unit); if (remainingImmobileT >= 0d) { result = GetImmobilePrediction(input, remainingImmobileT); } } // Normal prediction if (result == null) { result = GetAdvancedPrediction(input); } // Check if the unit position is in range if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon) { if (result.Hitchance >= HitChance.High && input.RangeCheckFrom.DistanceSquared(input.Unit.Position) > Math.Pow(input.Range + input.RealRadius * 3 / 4, 2)) { result.Hitchance = HitChance.Medium; } if (input.RangeCheckFrom.DistanceSquared(result.UnitPosition) > Math.Pow(input.Range + (input.Type == SkillshotType.SkillshotCircle ? input.RealRadius : 0), 2)) { result.Hitchance = HitChance.OutOfRange; } if (input.RangeCheckFrom.DistanceSquared(result.CastPosition) > Math.Pow(input.Range, 2)) { if (result.Hitchance != HitChance.OutOfRange) { result.CastPosition = input.RangeCheckFrom + input.Range * (result.UnitPosition - input.RangeCheckFrom).Normalized().SetZ(); } else { result.Hitchance = HitChance.OutOfRange; } } } // Check for collision if (checkCollision && input.Collision) { var positions = new List <Vector3> { result.UnitPosition, result.CastPosition, input.Unit.Position }; var originalUnit = input.Unit; result.CollisionObjects = Collision.GetCollision(positions, input); result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId); result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance; } return(result); }
internal static PredictionOutput GetLinePrediction(PredictionInput input) { var mainTargetPrediction = input.GetPrediction(false, true); var posibleTargets = new List<PossibleTarget> { new PossibleTarget { Position = mainTargetPrediction.UnitPosition.ToVector2(), Unit = input.Unit } }; if (mainTargetPrediction.Hitchance >= HitChance.Medium) { posibleTargets.AddRange(GetPossibleTargets(input)); } if (posibleTargets.Count > 1) { var candidates = new List<Vector2>(); foreach (var targetCandidates in posibleTargets.Select( i => GetCandidates(input.From.ToVector2(), i.Position, input.Radius, input.Range))) { candidates.AddRange(targetCandidates); } var bestCandidateHits = -1; var bestCandidate = new Vector2(); var bestCandidateHitPoints = new List<Vector2>(); var positionsList = posibleTargets.Select(i => i.Position).ToList(); foreach (var candidate in candidates) { if ( GetHits( input.From.ToVector2(), candidate, input.Radius + input.Unit.BoundingRadius / 3 - 10, new List<Vector2> { posibleTargets[0].Position }).Count == 1) { var hits = GetHits(input.From.ToVector2(), candidate, input.Radius, positionsList); var hitsCount = hits.Count; if (hitsCount >= bestCandidateHits) { bestCandidateHits = hitsCount; bestCandidate = candidate; bestCandidateHitPoints = hits; } } } if (bestCandidateHits > 1) { float maxDistance = -1; Vector2 p1 = new Vector2(), p2 = new Vector2(); for (var i = 0; i < bestCandidateHitPoints.Count; i++) { for (var j = 0; j < bestCandidateHitPoints.Count; j++) { var startP = input.From.ToVector2(); var endP = bestCandidate; var proj1 = positionsList[i].ProjectOn(startP, endP); var proj2 = positionsList[j].ProjectOn(startP, endP); var dist = bestCandidateHitPoints[i].DistanceSquared(proj1.LinePoint) + bestCandidateHitPoints[j].DistanceSquared(proj2.LinePoint); if (dist >= maxDistance && (proj1.LinePoint - positionsList[i]).AngleBetween( proj2.LinePoint - positionsList[j]) > 90) { maxDistance = dist; p1 = positionsList[i]; p2 = positionsList[j]; } } } return new PredictionOutput { Hitchance = mainTargetPrediction.Hitchance, AoeHitCount = bestCandidateHits, UnitPosition = mainTargetPrediction.UnitPosition, CastPosition = ((p1 + p2) * 0.5f).ToVector3(), Input = input }; } } return mainTargetPrediction; }
private static PredictionOutput GetPositionOnPath(PredictionInput input, List<Vector2> path, float speed = -1) { speed = Math.Abs(speed - (-1)) < float.Epsilon ? input.Unit.MoveSpeed : speed; if (path.Count <= 1) { return new PredictionOutput { Input = input, UnitPosition = input.Unit.ServerPosition, CastPosition = input.Unit.ServerPosition, Hitchance = HitChance.VeryHigh }; } var pLength = path.PathLength(); if (pLength >= input.Delay * speed - input.RealRadius && Math.Abs(input.Speed - float.MaxValue) < float.Epsilon) { var tDistance = input.Delay * speed - input.RealRadius; for (var i = 0; i < path.Count - 1; i++) { var a = path[i]; var b = path[i + 1]; var d = a.Distance(b); if (d >= tDistance) { var direction = (b - a).Normalized(); var cp = a + direction * tDistance; var p = a + direction * (i == path.Count - 2 ? Math.Min(tDistance + input.RealRadius, d) : tDistance + input.RealRadius); return new PredictionOutput { Input = input, CastPosition = cp.ToVector3(), UnitPosition = p.ToVector3(), Hitchance = Path.PathTracker.GetCurrentPath(input.Unit).Time < 0.1d ? HitChance.VeryHigh : HitChance.High }; } tDistance -= d; } } if (pLength >= input.Delay * speed - input.RealRadius && Math.Abs(input.Speed - float.MaxValue) > float.Epsilon) { path = path.CutPath( input.Delay * speed - ((input.Type == SkillshotType.SkillshotLine || input.Type == SkillshotType.SkillshotCone) && input.Unit.DistanceSquared(input.From) < 200 * 200 ? 0 : input.RealRadius)); var tT = 0f; for (var i = 0; i < path.Count - 1; i++) { var a = path[i]; var b = path[i + 1]; var tB = a.Distance(b) / speed; var direction = (b - a).Normalized(); a = a - speed * tT * direction; var sol = a.VectorMovementCollision(b, speed, input.From.ToVector2(), input.Speed, tT); var t = (float)sol[0]; var pos = (Vector2)sol[1]; if (pos.IsValid() && t >= tT && t <= tT + tB) { if (pos.DistanceSquared(b) < 20) { break; } var p = pos + input.RealRadius * direction; /*if (input.Type == SkillshotType.SkillshotLine) { var alpha = (input.From.ToVector2() - p).AngleBetween(a - b); if (alpha > 30 && alpha < 180 - 30) { var beta = (float)Math.Asin(input.RealRadius / p.Distance(input.From)); var cp1 = input.From.ToVector2() + (p - input.From.ToVector2()).Rotated(beta); var cp2 = input.From.ToVector2() + (p - input.From.ToVector2()).Rotated(-beta); pos = cp1.DistanceSquared(pos) < cp2.DistanceSquared(pos) ? cp1 : cp2; } }*/ return new PredictionOutput { Input = input, CastPosition = pos.ToVector3(), UnitPosition = p.ToVector3(), Hitchance = Path.PathTracker.GetCurrentPath(input.Unit).Time < 0.1d ? HitChance.VeryHigh : HitChance.High }; } tT += tB; } } var position = path.Last(); return new PredictionOutput { Input = input, CastPosition = position.ToVector3(), UnitPosition = position.ToVector3(), Hitchance = HitChance.Medium }; }