/// <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(AIBaseClient 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.Type == GameObjectType.AIHeroClient && target.IsValid) //do these calcs if champion kappa { if (ObjectManager.Player.CountEnemyHeroesInRange(range) > 0 && ObjectManager.Player.CountEnemyHeroesInRange(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 GameObjects.EnemyHeroes) //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(), 360, 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, 360, 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.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * range; if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.VeryHigh; result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.PreviousPosition.ToVector2(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, 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 AIHeroClient) { if (((AIHeroClient)target).IsCastingImporantSpell()) { result.HitChance = HitChance.VeryHigh; result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.PreviousPosition.ToVector2(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, 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.PreviousPosition.ToVector2(); result.CastSourcePosition = immobileFrom; result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, 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.Line, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom)); } if (Utility.IsImmobileTarget(target)) { return(Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.Line, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom)); } for (int i = 0; i < path.Count - 1; i++) { Vector2 point = Vector2.Zero; if (path[i].Distance(ObjectManager.Player.PreviousPosition) < range) { point = path[i]; } else { point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]); } var res = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.Line, path, avgt, movt, avgp, 360, point); res.Input = new Prediction.Input(target, delay, vectorSpeed, width, range, false, SkillshotType.Line, rangeCheckFrom.ToVector3World(), rangeCheckFrom.ToVector3World()); res.Lock(); if (res.HitChance >= HitChance.Low) { return(res.AsVectorResult(point)); } } result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.PreviousPosition.ToVector2(); result.HitChance = HitChance.None; return(result); }
/// <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(AIBaseClient 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, bool arconly = true) { Prediction.AssertInitializationMode(); if (arconly) { if (target.Distance(from) < width || target.Distance(from) > range * 0.75f) { return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom)); } var pred = LinePrediction.GetPrediction(target, 80f, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom); if (pred.HitChance >= HitChance.Low) { pred.CastPosition = (from + (pred.CastPosition - from).Normalized() * range); float cos = (float)Math.Cos((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2); float sin = (float)Math.Sin((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2); float x = cos * (pred.CastPosition.X - from.X) - sin * (pred.CastPosition.Y - from.Y) + from.X; float y = sin * (pred.CastPosition.X - from.X) + cos * (pred.CastPosition.Y - from.Y) + from.Y; pred.CastPosition = new Vector2(x, y); } return(pred); } else { Prediction.Result result = new Prediction.Result(); if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.Immobile; result.CastPosition = target.PreviousPosition.ToVector2(); result.UnitPosition = result.CastPosition; return(result); } if (target is AIHeroClient && ((AIHeroClient)target).IsCastingImporantSpell()) { result.HitChance = HitChance.Immobile; result.CastPosition = target.PreviousPosition.ToVector2(); result.UnitPosition = result.CastPosition; return(result); } if (Utility.IsImmobileTarget(target)) { return(Prediction.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.Circle, from, rangeCheckFrom)); } if (target.IsDashing()) { return(Prediction.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.Circle, from, rangeCheckFrom)); } float targetDistance = rangeCheckFrom.Distance(target.PreviousPosition); float flyTime = 0f; if (missileSpeed != 0) { Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed; Vector2 Vs = (target.PreviousPosition.ToVector2() - 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 + ConfigMenu.SpellDelay / 1000f; result.HitChance = Prediction.GetHitChance(t * 1000f, avgt, movt, avgp, anglediff); #region arc collision test if (result.HitChance > 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 SPredictionMash.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.PreviousPosition.ToVector2())) { result.HitChance = 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> /// Spell extension for cast spell with SPrediction /// </summary> /// <param name="s">Spell to cast</param> /// <param name="t">Target for spell</param> /// <param name="hc">Minimum HitChance to cast</param> /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param> /// <param name="minHit">Minimum Hit Count to cast</param> /// <param name="rangeCheckFrom">Position where spell will be casted from</param> /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param> /// <returns>true if spell has casted</returns> public static bool SPredictionCast(this Spell s, AIHeroClient t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100) { if (rangeCheckFrom == null) { rangeCheckFrom = ObjectManager.Player.PreviousPosition; } if (t == null) { return(s.Cast()); } if (!s.IsSkillShot) { return(s.Cast(t) == CastStates.SuccessfullyCasted); } #region if common prediction selected if (ConfigMenu.SelectedPrediction.Index == 1) { var pout = s.GetPrediction(t, minHit > 1); if (minHit > 1) { if (pout.AoeTargetsHitCount >= minHit) { return(s.Cast(pout.CastPosition)); } else { return(false); } } if (pout.Hitchance >= hc) { return(s.Cast(pout.CastPosition)); } else { return(false); } } #endregion if (minHit > 1) { return(SPredictionCastAoe(s, minHit)); } if (t.HealthPercent > filterHPPercent) { return(false); } float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay; float movt = t.LastMovChangeTime(); float avgp = t.AvgPathLenght(); var waypoints = t.GetWaypoints(); Prediction.Result result; switch (s.Type) { case SkillshotType.Line: result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2()); break; case SkillshotType.Circle: result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2()); break; case SkillshotType.Cone: result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2()); break; default: throw new InvalidOperationException("Unknown spell type"); } Drawings.s_DrawTick = Variables.TickCount; Drawings.s_DrawPos = result.CastPosition; Drawings.s_DrawHitChance = result.HitChance.ToString(); Drawings.s_DrawDirection = (result.CastPosition - s.From.ToVector2()).Normalized().Perpendicular(); Drawings.s_DrawWidth = (int)s.Width; if (result.HitChance >= hc) { s.Cast(result.CastPosition); return(true); } return(false); }