コード例 #1
0
ファイル: Prediction.cs プロジェクト: wade1990/PortAIO
        /// <summary>
        ///     Returns the list of the units that the skillshot will hit before reaching the set positions.
        /// </summary>
        public static List <Obj_AI_Base> GetCollision(List <Vector3> positions, PredictionInput input)
        {
            var result = new List <Obj_AI_Base>();

            foreach (var position in positions)
            {
                foreach (var objectType in input.CollisionObjects)
                {
                    switch (objectType)
                    {
                    case CollisionableObjects.Minions:
                        foreach (var minion in
                                 ObjectManager.Get <Obj_AI_Minion>()
                                 .Where(
                                     minion =>
                                     minion.IsValidTarget(
                                         Math.Min(input.Range + input.Radius + 100, 2000), true,
                                         input.RangeCheckFrom)))
                        {
                            input.Unit = minion;
                            var minionPrediction = Prediction.GetPrediction(input, false, false);
                            if (
                                minionPrediction.UnitPosition.To2D()
                                .Distance(input.From.To2D(), position.To2D(), true, true) <=
                                Math.Pow((input.Radius + 15 + minion.BoundingRadius), 2))
                            {
                                result.Add(minion);
                            }
                        }
                        break;

                    case CollisionableObjects.Heroes:
                        foreach (var hero in
                                 HeroManager.Enemies.FindAll(
                                     hero =>
                                     hero.IsValidTarget(
                                         Math.Min(input.Range + input.Radius + 100, 2000), true, input.RangeCheckFrom))
                                 )
                        {
                            input.Unit = hero;
                            var prediction = Prediction.GetPrediction(input, false, false);
                            if (
                                prediction.UnitPosition.To2D()
                                .Distance(input.From.To2D(), position.To2D(), true, true) <=
                                Math.Pow((input.Radius + 50 + hero.BoundingRadius), 2))
                            {
                                result.Add(hero);
                            }
                        }
                        break;

                    case CollisionableObjects.Walls:
                        var step = position.Distance(input.From) / 20;
                        for (var i = 0; i < 20; i++)
                        {
                            var p = input.From.To2D().Extend(position.To2D(), step * i);
                            if (NavMesh.GetCollisionFlags(p.X, p.Y).HasFlag(CollisionFlags.Wall))
                            {
                                result.Add(ObjectManager.Player);
                            }
                        }
                        break;

                    case CollisionableObjects.YasuoWall:

                        if (Utils.TickCount - _wallCastT > 4000)
                        {
                            break;
                        }

                        GameObject wall = null;
                        foreach (var gameObject in
                                 ObjectManager.Get <GameObject>()
                                 .Where(
                                     gameObject =>
                                     gameObject.IsValid &&
                                     Regex.IsMatch(
                                         gameObject.Name, "_w_windwall_enemy_0.\\.troy", RegexOptions.IgnoreCase))
                                 )
                        {
                            wall = gameObject;
                        }
                        if (wall == null)
                        {
                            break;
                        }
                        var level     = wall.Name.Substring(wall.Name.Length - 6, 1);
                        var wallWidth = (300 + 50 * Convert.ToInt32(level));

                        var wallDirection =
                            (wall.Position.To2D() - _yasuoWallCastedPos).Normalized().Perpendicular();
                        var wallStart = wall.Position.To2D() + wallWidth / 2f * wallDirection;
                        var wallEnd   = wallStart - wallWidth * wallDirection;

                        if (wallStart.Intersection(wallEnd, position.To2D(), input.From.To2D()).Intersects)
                        {
                            var t = Utils.TickCount +
                                    (wallStart.Intersection(wallEnd, position.To2D(), input.From.To2D())
                                     .Point.Distance(input.From) / input.Speed + input.Delay) * 1000;
                            if (t < _wallCastT + 4000)
                            {
                                result.Add(ObjectManager.Player);
                            }
                        }

                        break;
                    }
                }
            }

            return(result.Distinct().ToList());
        }
コード例 #2
0
ファイル: Prediction.cs プロジェクト: wade1990/PortAIO
            public static PredictionOutput GetPrediction(PredictionInput input)
            {
                var mainTargetPrediction = Prediction.GetPrediction(input, false, true);
                var posibleTargets       = new List <PossibleTarget>
                {
                    new PossibleTarget {
                        Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit
                    }
                };

                if (mainTargetPrediction.Hitchance >= HitChance.Medium)
                {
                    //Add the posible targets  in range:
                    posibleTargets.AddRange(GetPossibleTargets(input));
                }

                if (posibleTargets.Count > 1)
                {
                    var candidates = new List <Vector2>();
                    foreach (var target in posibleTargets)
                    {
                        var targetCandidates = GetCandidates(
                            input.From.To2D(), target.Position, (input.Radius), input.Range);
                        candidates.AddRange(targetCandidates);
                    }

                    var bestCandidateHits      = -1;
                    var bestCandidate          = new Vector2();
                    var bestCandidateHitPoints = new List <Vector2>();
                    var positionsList          = posibleTargets.Select(t => t.Position).ToList();

                    foreach (var candidate in candidates)
                    {
                        if (
                            GetHits(
                                input.From.To2D(), candidate, (input.Radius + input.Unit.BoundingRadius / 3 - 10),
                                new List <Vector2> {
                            posibleTargets[0].Position
                        }).Count() == 1)
                        {
                            var hits      = GetHits(input.From.To2D(), candidate, input.Radius, positionsList).ToList();
                            var hitsCount = hits.Count;
                            if (hitsCount >= bestCandidateHits)
                            {
                                bestCandidateHits      = hitsCount;
                                bestCandidate          = candidate;
                                bestCandidateHitPoints = hits.ToList();
                            }
                        }
                    }

                    if (bestCandidateHits > 1)
                    {
                        float   maxDistance = -1;
                        Vector2 p1 = new Vector2(), p2 = new Vector2();

                        //Center the position
                        for (var i = 0; i < bestCandidateHitPoints.Count; i++)
                        {
                            for (var j = 0; j < bestCandidateHitPoints.Count; j++)
                            {
                                var startP = input.From.To2D();
                                var endP   = bestCandidate;
                                var proj1  = positionsList[i].ProjectOn(startP, endP);
                                var proj2  = positionsList[j].ProjectOn(startP, endP);
                                var dist   = Vector2.DistanceSquared(bestCandidateHitPoints[i], proj1.LinePoint) +
                                             Vector2.DistanceSquared(bestCandidateHitPoints[j], proj2.LinePoint);
                                if (dist >= maxDistance &&
                                    (proj1.LinePoint - positionsList[i]).AngleBetween(
                                        proj2.LinePoint - positionsList[j]) > 90)
                                {
                                    maxDistance = dist;
                                    p1          = positionsList[i];
                                    p2          = positionsList[j];
                                }
                            }
                        }

                        return(new PredictionOutput
                        {
                            Hitchance = mainTargetPrediction.Hitchance,
                            _aoeTargetsHitCount = bestCandidateHits,
                            UnitPosition = mainTargetPrediction.UnitPosition,
                            CastPosition = ((p1 + p2) * 0.5f).To3D(),
                            Input = input
                        });
                    }
                }

                return(mainTargetPrediction);
            }
コード例 #3
0
ファイル: Prediction.cs プロジェクト: wade1990/PortAIO
            public static PredictionOutput GetPrediction(PredictionInput input)
            {
                var mainTargetPrediction = Prediction.GetStandardPrediction(input);//Prediction.GetPrediction(input, false, true);
                var posibleTargets       = new List <PossibleTarget>
                {
                    new PossibleTarget {
                        Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit
                    }
                };

                //  Console.WriteLine(posibleTargets.First().Unit.Name);


                if (mainTargetPrediction.Hitchance >= HitChance.Medium)
                {
                    //Add the posible targets  in range:
                    posibleTargets.AddRange(GetPossibleTargets(input));
                }

                if (posibleTargets.Count > 1)
                {
                    var candidates = new List <Vector2>();

                    foreach (var target in posibleTargets)
                    {
                        target.Position = target.Position - input.From.To2D();
                    }

                    for (var i = 0; i < posibleTargets.Count; i++)
                    {
                        for (var j = 0; j < posibleTargets.Count; j++)
                        {
                            if (i != j)
                            {
                                var p = (posibleTargets[i].Position + posibleTargets[j].Position) * 0.5f;

                                if (!candidates.Contains(p))
                                {
                                    candidates.Add(p);
                                }
                            }
                        }
                    }

                    var bestCandidateHits = -1;
                    var bestCandidate     = new Vector2();
                    var positionsList     = posibleTargets.Select(t => t.Position).ToList();

                    foreach (var candidate in candidates)
                    {
                        var hits = GetHits(candidate, input.Range, input.Radius, positionsList);
                        if (hits > bestCandidateHits)
                        {
                            bestCandidate     = candidate;
                            bestCandidateHits = hits;
                        }
                    }

                    if (bestCandidateHits > 1 && input.From.To2D().Distance(bestCandidate, true) > 50 * 50)
                    {
                        return(new PredictionOutput
                        {
                            Hitchance = mainTargetPrediction.Hitchance,
                            _aoeTargetsHitCount = bestCandidateHits,
                            UnitPosition = mainTargetPrediction.UnitPosition,
                            CastPosition = (bestCandidate + input.From.To2D()).To3D(),
                            Input = input
                        });
                    }
                }
                return(mainTargetPrediction);
            }
コード例 #4
0
ファイル: Prediction.cs プロジェクト: wade1990/PortAIO
        internal static PredictionOutput GetPositionOnPath(PredictionInput input, List <Vector2> path, float speed = -1)
        {
            speed = (Math.Abs(speed - (-1)) < float.Epsilon) ? input.Unit.MoveSpeed : speed;

            if (path.Count <= 1)
            {
                return(new PredictionOutput
                {
                    Input = input,
                    UnitPosition = input.Unit.ServerPosition,
                    CastPosition = input.Unit.ServerPosition,
                    Hitchance = HitChance.VeryHigh
                });
            }

            var pLength = path.PathLength();

            //Skillshots with only a delay
            if (pLength >= input.Delay * speed - input.RealRadius && Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
            {
                var tDistance = input.Delay * speed - input.RealRadius;

                for (var i = 0; i < path.Count - 1; i++)
                {
                    var a = path[i];
                    var b = path[i + 1];
                    var d = a.Distance(b);

                    if (d >= tDistance)
                    {
                        var direction = (b - a).Normalized();

                        var cp = a + direction * tDistance;
                        var p  = a +
                                 direction *
                                 ((i == path.Count - 2)
                                    ? Math.Min(tDistance + input.RealRadius, d)
                                    : (tDistance + input.RealRadius));

                        return(new PredictionOutput
                        {
                            Input = input,
                            CastPosition = cp.To3D(),
                            UnitPosition = p.To3D(),
                            Hitchance =
                                PathTracker.GetCurrentPath(input.Unit).Time < 0.1d ? HitChance.VeryHigh : HitChance.High
                        });
                    }

                    tDistance -= d;
                }
            }

            //Skillshot with a delay and speed.
            if (pLength >= input.Delay * speed - input.RealRadius &&
                Math.Abs(input.Speed - float.MaxValue) > float.Epsilon)
            {
                path = path.CutPath(Math.Max(0, input.Delay * speed - input.RealRadius));
                var tT = 0f;
                for (var i = 0; i < path.Count - 1; i++)
                {
                    var a         = path[i];
                    var b         = path[i + 1];
                    var tB        = a.Distance(b) / speed;
                    var direction = (b - a).Normalized();
                    a = a - speed * tT * direction;
                    var sol = Geometry.VectorMovementCollision(a, b, speed, input.From.To2D(), input.Speed, tT);
                    var t   = (float)sol[0];
                    var pos = (Vector2)sol[1];

                    if (pos.IsValid() && t >= tT && t <= tT + tB)
                    {
                        var p = pos + input.RealRadius * direction;

                        if (input.Type == SkillshotType.SkillshotLine && false)
                        {
                            var alpha = (input.From.To2D() - p).AngleBetween(a - b);
                            if (alpha > 30 && alpha < 180 - 30)
                            {
                                var beta = (float)Math.Asin(input.RealRadius / p.Distance(input.From));
                                var cp1  = input.From.To2D() + (p - input.From.To2D()).Rotated(beta);
                                var cp2  = input.From.To2D() + (p - input.From.To2D()).Rotated(-beta);

                                pos = cp1.Distance(pos, true) < cp2.Distance(pos, true) ? cp1 : cp2;
                            }
                        }

                        return(new PredictionOutput
                        {
                            Input = input,
                            CastPosition = pos.To3D(),
                            UnitPosition = p.To3D(),
                            Hitchance =
                                PathTracker.GetCurrentPath(input.Unit).Time < 0.1d ? HitChance.VeryHigh : HitChance.High
                        });
                    }
                    tT += tB;
                }
            }

            var position = path.Last();

            return(new PredictionOutput
            {
                Input = input,
                CastPosition = position.To3D(),
                UnitPosition = position.To3D(),
                Hitchance = HitChance.Medium
            });
        }
コード例 #5
0
ファイル: Prediction.cs プロジェクト: wade1990/PortAIO
        internal static PredictionOutput GetPrediction(PredictionInput input, bool ft, bool checkCollision)
        {
            PredictionOutput result = null;

            if (!input.Unit.IsValidTarget(float.MaxValue, false))
            {
                return(new PredictionOutput());
            }

            if (ft)
            {
                //Increase the delay due to the latency and server tick:
                input.Delay += Game.Ping / 2000f + 0.06f;

                if (input.Aoe)
                {
                    return(AoePrediction.GetPrediction(input));
                }
            }

            //Target too far away.
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon &&
                input.Unit.Distance(input.RangeCheckFrom, true) > Math.Pow(input.Range * 1.5, 2))
            {
                return(new PredictionOutput {
                    Input = input
                });
            }

            //Unit is dashing.
            if (input.Unit.IsDashing())
            {
                result = GetDashingPrediction(input);
            }
            else
            {
                //Unit is immobile.
                var remainingImmobileT = UnitIsImmobileUntil(input.Unit);
                if (remainingImmobileT >= 0d)
                {
                    result = GetImmobilePrediction(input, remainingImmobileT);
                }
            }

            //Normal prediction
            if (result == null)
            {
                result = GetStandardPrediction(input);
            }

            //Check if the unit position is in range
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon)
            {
                if (result.Hitchance >= HitChance.High &&
                    input.RangeCheckFrom.Distance(input.Unit.Position, true) >
                    Math.Pow(input.Range + input.RealRadius * 3 / 4, 2))
                {
                    result.Hitchance = HitChance.Medium;
                }

                if (input.RangeCheckFrom.Distance(result.UnitPosition, true) >
                    Math.Pow(input.Range + (input.Type == SkillshotType.SkillshotCircle ? input.RealRadius : 0), 2))
                {
                    result.Hitchance = HitChance.OutOfRange;
                }

                if (input.RangeCheckFrom.Distance(result.CastPosition, true) > Math.Pow(input.Range, 2))
                {
                    if (result.Hitchance != HitChance.OutOfRange)
                    {
                        result.CastPosition = input.RangeCheckFrom +
                                              input.Range *
                                              (result.UnitPosition - input.RangeCheckFrom).To2D().Normalized().To3D();
                    }
                    else
                    {
                        result.Hitchance = HitChance.OutOfRange;
                    }
                }
            }

            //Check for collision
            if (checkCollision && input.Collision)
            {
                var positions = new List <Vector3> {
                    result.UnitPosition, result.CastPosition, input.Unit.Position
                };
                var originalUnit = input.Unit;
                result.CollisionObjects = Collision.GetCollision(positions, input);
                result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId);
                result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance;
            }

            return(result);
        }
コード例 #6
0
ファイル: Prediction.cs プロジェクト: wade1990/PortAIO
 public static PredictionOutput GetPrediction(PredictionInput input)
 {
     return(GetPrediction(input, true, true));
 }