コード例 #1
0
ファイル: MyExtensions.cs プロジェクト: q51251/LeagueSharp-1
        public static Vector3 GetTumblePos(this Obj_AI_Base target)
        {
            //if the target is not a melee and he's alone he's not really a danger to us, proceed to 1v1 him :^ )
            if (!target.IsMelee && Heroes.Player.CountEnemiesInRange(800) == 1) return Game.CursorPos;

            var aRC = new Geometry.Circle(Heroes.Player.ServerPosition.To2D(), 300).ToPolygon().ToClipperPath();
            var cursorPos = Game.CursorPos;
            var targetPosition = target.ServerPosition;
            var pList = new List<Vector3>();
            var additionalDistance = (0.106 + Game.Ping / 2000f) * target.MoveSpeed;

            if (!cursorPos.IsDangerousPosition()) return cursorPos;

            foreach (var p in aRC)
            {
                var v3 = new Vector2(p.X, p.Y).To3D();

                if (target.IsFacing(Heroes.Player))
                {
                    if (!v3.IsDangerousPosition() && v3.Distance(targetPosition) < 550) pList.Add(v3);
                }
                else
                {
                    if (!v3.IsDangerousPosition() && v3.Distance(targetPosition) < 550 - additionalDistance) pList.Add(v3);
                }
            }
            if (Heroes.Player.UnderTurret() || Heroes.Player.CountEnemiesInRange(800) == 1)
            {
                return pList.Count > 1 ? pList.OrderBy(el => el.Distance(cursorPos)).FirstOrDefault() : Vector3.Zero;
            }
            return pList.Count > 1 ? pList.OrderBy(el => el.Distance(cursorPos)).FirstOrDefault() : Vector3.Zero;
        }
コード例 #2
0
ファイル: MyExtensions.cs プロジェクト: q51251/LeagueSharp-1
        public static Vector3 GetPositioning(this Obj_AI_Base target)
        {
            var cursorPos = Game.CursorPos;
            //if the target is not a melee and he's alone he's not really a danger to us, proceed to 1v1 him :^ )
            if (!target.IsMelee && Heroes.Player.CountEnemiesInRange(800) == 1) return cursorPos;
            if (!cursorPos.IsDangerousPosition()) return cursorPos;

            var aRC = new Geometry.Circle(Heroes.Player.ServerPosition.To2D(), 575).ToPolygon().ToClipperPath();
            var targetPosition = Prediction.GetPrediction(target, 1800f).UnitPosition;
            var pList = new List<Vector3>();

            if (!cursorPos.IsDangerousPosition() || Player.UnderTurret() || Game.CursorPos.UnderTurret(true) || Player.CountEnemiesInRange(1400) == 1) return cursorPos;

            foreach (var p in aRC)
            {
                var v3 = new Vector2(p.X, p.Y).To3D();

                if (!v3.IsDangerousPosition() && v3.Distance(targetPosition) > 375 && v3.Distance(targetPosition) < 600) pList.Add(v3);
            }
            return pList.Count > 1 ? pList.OrderBy(el => el.Distance(cursorPos)).FirstOrDefault() : Vector3.Zero;
        }