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; }
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; }