public void Game_OnGameUpdate() { //Even if it doesnt consume a lot of resources with 20 updatest second works k if (SkillshotData.CollisionObjects.Count() > 0 && SkillshotData.CollisionObjects != null && System.Environment.TickCount - _lastCollisionCalc > 50) { _lastCollisionCalc = System.Environment.TickCount; _collisionEnd = Collision.GetCollisionPoint(this); } //Update the missile position each time the game updates. if (SkillshotData.Type == SkillShotType.SkillshotMissileLine) { Rectangle = new SkillshotGeometry.Rectangle(GetMissilePosition(0), CollisionEnd, SkillshotData.Radius); UpdatePolygon(); } //Spells that update to the Caster position. if (SkillshotData.MissileFollowsUnit) { if (Caster.IsVisible) { EndPosition = Caster.ServerPosition.To2D(); Direction = (EndPosition - StartPosition).Normalized(); UpdatePolygon(); } } }
public Skillshot(DetectionType detectionType, SkillshotData skillshotData, int startT, Vector2 startPosition, Vector2 endPosition, Obj_AI_Base caster) { DetectionType = detectionType; SkillshotData = skillshotData; StartTick = startT; StartPosition = startPosition; EndPosition = endPosition; MissilePosition = startPosition; Direction = (endPosition - startPosition).Normalized(); Caster = caster; //Create the spatial object for each type of skillshot. switch (skillshotData.Type) { case SkillShotType.SkillshotCircle: Circle = new SkillshotGeometry.Circle(CollisionEnd, skillshotData.Radius); break; case SkillShotType.SkillshotLine: Rectangle = new SkillshotGeometry.Rectangle(StartPosition, CollisionEnd, skillshotData.Radius); break; case SkillShotType.SkillshotMissileLine: Rectangle = new SkillshotGeometry.Rectangle(StartPosition, CollisionEnd, skillshotData.Radius); break; case SkillShotType.SkillshotCone: Sector = new SkillshotGeometry.Sector( startPosition, CollisionEnd - startPosition, skillshotData.Radius * (float)Math.PI / 180, skillshotData.Range); break; case SkillShotType.SkillshotRing: Ring = new SkillshotGeometry.Ring(CollisionEnd, skillshotData.Radius, skillshotData.RingRadius); break; } UpdatePolygon(); // Create the polygon }
public static Vector2 GetCollisionPoint(Skillshot skillshot) { var collisions = new List <DetectedCollision>(); var from = skillshot.GetMissilePosition(0); skillshot.ForceDisabled = false; foreach (var cObject in skillshot.SkillshotData.CollisionObjects) { switch (cObject) { case CollisionObjectTypes.Minion: collisions.AddRange(from minion in MinionManager.GetMinions(@from.To3D(), 1200, MinionTypes.All, skillshot.Caster.Team == ObjectManager.Player.Team ? MinionTeam.NotAlly : MinionTeam.NotAllyForEnemy) let pred = FastPrediction(@from, minion, Math.Max(0, skillshot.SkillshotData.Delay - (System.Environment.TickCount - skillshot.StartTick)), skillshot.SkillshotData.MissileSpeed) let pos = pred.PredictedPos let w = skillshot.SkillshotData.RawRadius + (!pred.IsMoving ? minion.BoundingRadius - 15 : 0) - pos.LSDistance(@from, skillshot.EndPosition, true) where w > 0 select new DetectedCollision { Position = pos.ProjectOn(skillshot.EndPosition, skillshot.StartPosition).LinePoint + skillshot.Direction * 30, Unit = minion, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(@from), Diff = w }); break; case CollisionObjectTypes.Champions: collisions.AddRange(from hero in ObjectManager.Get <AIHeroClient>().Where(h => h.LSIsValidTarget(1200) && h.Team == ObjectManager.Player.Team && !h.IsMe || h.Team != ObjectManager.Player.Team) let pred = FastPrediction(@from, hero, Math.Max(0, skillshot.SkillshotData.Delay - (System.Environment.TickCount - skillshot.StartTick)), skillshot.SkillshotData.MissileSpeed) let pos = pred.PredictedPos let w = skillshot.SkillshotData.RawRadius + 30 - pos.LSDistance(@from, skillshot.EndPosition, true) where w > 0 select new DetectedCollision { Position = pos.ProjectOn(skillshot.EndPosition, skillshot.StartPosition).LinePoint + skillshot.Direction * 30, Unit = hero, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(@from), Diff = w }); break; case CollisionObjectTypes.YasuoWall: if ( !ObjectManager.Get <AIHeroClient>() .Any( hero => hero.LSIsValidTarget(float.MaxValue) && hero.Team == ObjectManager.Player.Team && hero.ChampionName == "Yasuo")) { break; } GameObject wall = null; foreach (var gameObject in ObjectManager.Get <GameObject>()) { if (gameObject.IsValid && Regex.IsMatch(gameObject.Name, "_w_windwall.\\.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.LSTo2D() - _yasuoWallCastedPos).Normalized().Perpendicular(); var wallStart = wall.Position.LSTo2D() + wallWidth / 2 * wallDirection; var wallEnd = wallStart - wallWidth * wallDirection; var wallPolygon = new SkillshotGeometry.Rectangle(wallStart, wallEnd, 75).ToPolygon(); var intersection = new Vector2(); var intersections = new List <Vector2>(); for (var i = 0; i < wallPolygon.Points.Count; i++) { var inter = wallPolygon.Points[i].Intersection( wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from, skillshot.EndPosition); if (inter.Intersects) { intersections.Add(inter.Point); } } if (intersections.Count > 0) { intersection = intersections.OrderBy(item => item.LSDistance(from)).ToList()[0]; var collisionT = System.Environment.TickCount + Math.Max( 0, skillshot.SkillshotData.Delay - (System.Environment.TickCount - skillshot.StartTick)) + 100 + 1000 * intersection.LSDistance(@from) / skillshot.SkillshotData.MissileSpeed; if (collisionT - _wallCastT < 4000) { if (skillshot.SkillshotData.Type != SkillShotType.SkillshotMissileLine) { skillshot.ForceDisabled = true; } return(intersection); } } break; } } Vector2 result; result = collisions.Count > 0 ? collisions.OrderBy(c => c.Distance).ToList()[0].Position : new Vector2(); return(result); }
public Skillshot(DetectionType detectionType, SkillshotData skillshotData, int startT, Vector2 startPosition, Vector2 endPosition, Obj_AI_Base caster) { DetectionType = detectionType; SkillshotData = skillshotData; StartTick = startT; StartPosition = startPosition; EndPosition = endPosition; MissilePosition = startPosition; Direction = (endPosition - startPosition).Normalized(); Caster = caster; //Create the spatial object for each type of skillshot. switch (skillshotData.Type) { case SkillShotType.SkillshotCircle: Circle = new SkillshotGeometry.Circle(CollisionEnd, skillshotData.Radius); break; case SkillShotType.SkillshotLine: Rectangle = new SkillshotGeometry.Rectangle(StartPosition, CollisionEnd, skillshotData.Radius); break; case SkillShotType.SkillshotMissileLine: Rectangle = new SkillshotGeometry.Rectangle(StartPosition, CollisionEnd, skillshotData.Radius); break; case SkillShotType.SkillshotCone: Sector = new SkillshotGeometry.Sector( startPosition, CollisionEnd - startPosition, skillshotData.Radius*(float) Math.PI/180, skillshotData.Range); break; case SkillShotType.SkillshotRing: Ring = new SkillshotGeometry.Ring(CollisionEnd, skillshotData.Radius, skillshotData.RingRadius); break; } UpdatePolygon(); // Create the polygon }
public static Vector2 GetCollisionPoint(Skillshot skillshot) { var collisions = new List<DetectedCollision>(); var from = skillshot.GetMissilePosition(0); skillshot.ForceDisabled = false; foreach (var cObject in skillshot.SkillshotData.CollisionObjects) { switch (cObject) { case CollisionObjectTypes.Minion: collisions.AddRange(from minion in MinionManager.GetMinions(@from.To3D(), 1200, MinionTypes.All, skillshot.Caster.Team == ObjectManager.Player.Team ? MinionTeam.NotAlly : MinionTeam.NotAllyForEnemy) let pred = FastPrediction(@from, minion, Math.Max(0, skillshot.SkillshotData.Delay - (System.Environment.TickCount - skillshot.StartTick)), skillshot.SkillshotData.MissileSpeed) let pos = pred.PredictedPos let w = skillshot.SkillshotData.RawRadius + (!pred.IsMoving ? minion.BoundingRadius - 15 : 0) - pos.LSDistance(@from, skillshot.EndPosition, true) where w > 0 select new DetectedCollision { Position = pos.ProjectOn(skillshot.EndPosition, skillshot.StartPosition).LinePoint + skillshot.Direction*30, Unit = minion, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(@from), Diff = w }); break; case CollisionObjectTypes.Champions: collisions.AddRange(from hero in ObjectManager.Get<AIHeroClient>().Where(h => h.LSIsValidTarget(1200) && h.Team == ObjectManager.Player.Team && !h.IsMe || h.Team != ObjectManager.Player.Team) let pred = FastPrediction(@from, hero, Math.Max(0, skillshot.SkillshotData.Delay - (System.Environment.TickCount - skillshot.StartTick)), skillshot.SkillshotData.MissileSpeed) let pos = pred.PredictedPos let w = skillshot.SkillshotData.RawRadius + 30 - pos.LSDistance(@from, skillshot.EndPosition, true) where w > 0 select new DetectedCollision { Position = pos.ProjectOn(skillshot.EndPosition, skillshot.StartPosition).LinePoint + skillshot.Direction*30, Unit = hero, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(@from), Diff = w }); break; case CollisionObjectTypes.YasuoWall: if ( !ObjectManager.Get<AIHeroClient>() .Any( hero => hero.LSIsValidTarget(float.MaxValue) && hero.Team == ObjectManager.Player.Team && hero.ChampionName == "Yasuo")) { break; } GameObject wall = null; foreach (var gameObject in ObjectManager.Get<GameObject>()) { if (gameObject.IsValid && Regex.IsMatch(gameObject.Name, "_w_windwall.\\.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.LSTo2D() - _yasuoWallCastedPos).Normalized().Perpendicular(); var wallStart = wall.Position.LSTo2D() + wallWidth/2*wallDirection; var wallEnd = wallStart - wallWidth*wallDirection; var wallPolygon = new SkillshotGeometry.Rectangle(wallStart, wallEnd, 75).ToPolygon(); var intersection = new Vector2(); var intersections = new List<Vector2>(); for (var i = 0; i < wallPolygon.Points.Count; i++) { var inter = wallPolygon.Points[i].Intersection( wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from, skillshot.EndPosition); if (inter.Intersects) { intersections.Add(inter.Point); } } if (intersections.Count > 0) { intersection = intersections.OrderBy(item => item.LSDistance(from)).ToList()[0]; var collisionT = System.Environment.TickCount + Math.Max( 0, skillshot.SkillshotData.Delay - (System.Environment.TickCount - skillshot.StartTick)) + 100 + 1000*intersection.LSDistance(@from)/skillshot.SkillshotData.MissileSpeed; if (collisionT - _wallCastT < 4000) { if (skillshot.SkillshotData.Type != SkillShotType.SkillshotMissileLine) { skillshot.ForceDisabled = true; } return intersection; } } break; } } Vector2 result; result = collisions.Count > 0 ? collisions.OrderBy(c => c.Distance).ToList()[0].Position : new Vector2(); return result; }