/// <summary> /// Gets Prediction result /// </summary> /// <param name="target">Target for spell</param> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="collisionable">Spell collisionable</param> /// <param name="type">Spell skillshot type</param> /// <param name="path">Waypoints of target</param> /// <param name="avgt">Average reaction time (in ms)</param> /// <param name="movt">Passed time from last movement change (in ms)</param> /// <param name="avgp">Average Path Lenght</param> /// <param name="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.Result"/></returns> public static Prediction.Result GetPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, List <Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom) { Prediction.AssertInitializationMode(); Prediction.Result result = new Prediction.Result(); if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = LeagueSharp.Common.HitChance.Immobile; result.CastPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastPosition; return(result); } if (target is AIHeroClient && ((AIHeroClient)target).IsChannelingImportantSpell()) { result.HitChance = LeagueSharp.Common.HitChance.Immobile; result.CastPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastPosition; return(result); } if (Utility.IsImmobileTarget(target)) { return(Prediction.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from)); } if (target.IsDashing()) { return(Prediction.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from)); } float targetDistance = rangeCheckFrom.Distance(target.ServerPosition); float flyTime = 0f; if (missileSpeed != 0) { Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed; Vector2 Vs = (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * missileSpeed; Vector2 Vr = Vs - Vt; flyTime = targetDistance / Vr.Length(); if (path.Count > 5) { flyTime = targetDistance / missileSpeed; } } float t = flyTime + delay + Game.Ping / 2000f + Prediction.SpellDelay / 1000f; result.HitChance = Prediction.GetHitChance(t * 1000f, avgt, movt, avgp, anglediff); #region arc collision test if (result.HitChance > LeagueSharp.Common.HitChance.Low) { for (int i = 1; i < path.Count; i++) { Vector2 senderPos = rangeCheckFrom; Vector2 testPos = path[i]; float multp = (testPos.Distance(senderPos) / 875.0f); var dianaArc = new SCommon.Maths.Geometry.Polygon( ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 200 * multp), ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 320 * multp)); if (!ClipperWrapper.IsOutside(dianaArc, target.ServerPosition.To2D())) { result.HitChance = LeagueSharp.Common.HitChance.VeryHigh; result.CastPosition = testPos; result.UnitPosition = testPos; return(result); } } } #endregion return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom)); }
/// <summary> /// Gets prediction result /// </summary> /// <param name="target">Target</param> /// <param name="width">Vector width</param> /// <param name="delay">Spell delay</param> /// <param name="vectorSpeed">Vector speed</param> /// <param name="range">Spell range</param> /// <param name="vectorLenght">Vector lenght</param> /// <param name="path">Waypoints of target</param> /// <param name="avgt">Average reaction time (in ms)</param> /// <param name="movt">Passed time from last movement change (in ms)</param> /// <param name="avgp">Average Path Lenght</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns> public static Result GetPrediction(Obj_AI_Base target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom) { Prediction.AssertInitializationMode(); Result result = new Result(); //auto aoe hit (2 hits with using one target as from position) if (target.IsChampion()) //do these calcs if champion kappa { if (ObjectManager.Player.CountEnemiesInRange(range) > 0 && ObjectManager.Player.CountEnemiesInRange(range + vectorLenght) > 1) //if there is at least 1 enemy in range && at least 2 enemy which laser can hit { Vector2 predPos1 = Prediction.GetFastUnitPosition(target, delay); //get target unit position after delay foreach (var enemy in HeroManager.Enemies) //loop all enemies { if (enemy.NetworkId != target.NetworkId && enemy.Distance(rangeCheckFrom) < range + vectorLenght) //if enemy is not given target and enemy is hitable by laser { Vector2 predPos2 = Prediction.GetFastUnitPosition(enemy, delay); //get enemy unit position after delay if (predPos1.Distance(rangeCheckFrom) < range) //if target is in range { Prediction.Result predRes = LinePrediction.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get enemy prediciton with from = target's position (a bit backward) if (predRes.HitChance >= HitChance.Low) { return(predRes.AsVectorResult(predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30)); } } else if (predPos2.Distance(rangeCheckFrom) < range) //if enemy is in range { Prediction.Result predRes = LinePrediction.GetPrediction(target, width, delay, vectorSpeed, vectorLenght, false, path, avgt, movt, avgp, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get target prediction with from = enemy's position (a bit backward) if (predRes.HitChance >= HitChance.Low) { return(predRes.AsVectorResult(predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30)); } } } } } } Vector2 immobileFrom = rangeCheckFrom + (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range; if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.VeryHigh; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } if (target is Obj_AI_Hero) { if (((Obj_AI_Hero)target).IsChannelingImportantSpell()) { result.HitChance = HitChance.VeryHigh; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } //to do: find a fuking logic if (avgp < 400 && movt < 100) { result.HitChance = HitChance.High; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } } if (target.IsDashing()) { return(Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom)); } if (SCommon.Prediction.Utility.IsImmobileTarget(target)) { return(Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom)); } for (int i = 0; i < path.Count - 1; i++) { Vector2 point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i], path[i + 1]); Prediction.Result res = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.SkillshotLine, path, avgt, movt, avgp, point); if (res.HitChance >= HitChance.Low) { return(res.AsVectorResult(point)); } } result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.ServerPosition.To2D(); result.HitChance = HitChance.Impossible; return(result); }