コード例 #1
0
ファイル: EvadeHelper.cs プロジェクト: CainWolf/PortAIO
        public static PositionInfo CanHeroWalkToPos(Vector2 pos, float speed, float delay, float extraDist, bool useServerPosition = true)
        {
            int posDangerLevel = 0;
            int posDangerCount = 0;
            float closestDistance = float.MaxValue;
            List<int> dodgeableSpells = new List<int>();
            List<int> undodgeableSpells = new List<int>();

            Vector2 heroPos = ObjectCache.myHeroCache.serverPos2D;

            var minComfortDistance = ObjectCache.menuCache.cache["MinComfortZone"].Cast<Slider>().CurrentValue;

            if (useServerPosition == false)
            {
                heroPos = myHero.Position.LSTo2D();
            }

            foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells)
            {
                Spell spell = entry.Value;

                var moveBuff = EvadeSpell.evadeSpells.OrderBy(s => s.dangerlevel).FirstOrDefault(s => s.evadeType == EvadeType.MovementSpeedBuff);
                if (moveBuff != null && EvadeSpell.ShouldUseMovementBuff(spell))
                {
                    speed += speed * moveBuff.speedArray[myHero.GetSpell(moveBuff.spellKey).Level - 1] / 100;
                }

                closestDistance = Math.Min(closestDistance, GetClosestDistanceApproach(spell, pos, speed, delay, heroPos, extraDist));

                if (pos.InSkillShot(spell, ObjectCache.myHeroCache.boundingRadius - 6)
                    || PredictSpellCollision(spell, pos, speed, delay, heroPos, extraDist, useServerPosition)
                    || (spell.info.spellType != SpellType.Line && pos.isNearEnemy(minComfortDistance)))
                {
                    posDangerLevel = Math.Max(posDangerLevel, spell.dangerlevel);
                    posDangerCount += spell.dangerlevel;
                    undodgeableSpells.Add(spell.spellID);
                }
                else
                {
                    dodgeableSpells.Add(spell.spellID);
                }
            }

            return new PositionInfo(
                pos,
                posDangerLevel,
                posDangerCount,
                posDangerCount > 0,
                closestDistance,
                dodgeableSpells,
                undodgeableSpells);
        }
コード例 #2
0
ファイル: EvadeHelper.cs プロジェクト: bongy97/LeagueSharp-1
        public static PositionInfo CanHeroWalkToPos(Vector2 pos, float speed, float delay, float extraDist, bool useServerPosition = true)
        {
            int posDangerLevel = 0;
            int posDangerCount = 0;
            float closestDistance = float.MaxValue;
            List<int> dodgeableSpells = new List<int>();
            List<int> undodgeableSpells = new List<int>();

            Vector2 heroPos = ObjectCache.myHeroCache.serverPos2D;

            var minComfortDistance = ObjectCache.menuCache.cache["MinComfortZone"].GetValue<Slider>().Value;

            if (useServerPosition == false)
            {
                heroPos = myHero.Position.To2D();
            }

            foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells)
            {
                Spell spell = entry.Value;

                closestDistance = Math.Min(closestDistance, GetClosestDistanceApproach(spell, pos, speed, delay, heroPos, extraDist));
                //GetIntersectTime(spell, ObjectCache.myHeroCache.serverPos2D, pos);
                //Math.Min(closestDistance, GetClosestDistanceApproach(spell, pos, ObjectCache.myHeroCache.moveSpeed, delay, ObjectCache.myHeroCache.serverPos2D));

                if (pos.InSkillShot(spell, ObjectCache.myHeroCache.boundingRadius + 6)
                    || PredictSpellCollision(spell, pos, speed, delay, heroPos, extraDist)
                    || pos.IsUnderTurret()
                    || (spell.info.spellType != SpellType.Line && pos.isNearEnemy(minComfortDistance)))
                {
                    posDangerLevel = Math.Max(posDangerLevel, spell.dangerlevel);
                    posDangerCount += spell.dangerlevel;
                    undodgeableSpells.Add(spell.spellID);
                }
                else
                {
                    dodgeableSpells.Add(spell.spellID);
                }
            }

            return new PositionInfo(
                pos,
                posDangerLevel,
                posDangerCount,
                posDangerCount > 0,
                closestDistance,
                dodgeableSpells,
                undodgeableSpells);
        }