예제 #1
0
        private void SpellDetector_OnProcessDetectedSpells()
        {
            GameData.HeroInfo.UpdateInfo();
            if (!ConfigValue.DodgeSkillShots.GetBool())
            {
                LastPosInfo = PositionInfo.SetAllUndodgeable();
                EvadeSpell.UseEvadeSpell();
                return;
            }
            if (GameData.HeroInfo.ServerPos2D.CheckDangerousPos(0) || GameData.HeroInfo.ServerPos2DExtra.CheckDangerousPos(0))
            {
                if (EvadeSpell.PreferEvadeSpell())
                {
                    LastPosInfo = PositionInfo.SetAllUndodgeable();
                }
                else
                {
                    var calculationTimer = EvadeUtils.TickCount;

                    var posInfo = EvadeHelper.GetBestPosition();

                    var caculationTime = EvadeUtils.TickCount - calculationTimer;

                    if (NumCalculationTime > 0)
                    {
                        SumCalculationTime += caculationTime;
                        AvgCalculationTime = SumCalculationTime/NumCalculationTime;
                    }
                    NumCalculationTime += 1;

                    //ConsoleDebug.WriteLine("CalculationTime: " + caculationTime);

                    /*if (EvadeHelper.GetHighestDetectedSpellID() > EvadeHelper.GetHighestSpellID(posInfo))
                    {
                        return;
                    }*/
                    if (posInfo != null)
                    {
                        LastPosInfo = posInfo.CompareLastMovePos();

                        var travelTime = GameData.HeroInfo.ServerPos2DPing.Distance(LastPosInfo.Position)/GameData.MyHero.MoveSpeed;

                        LastPosInfo.EndTime = EvadeUtils.TickCount + travelTime*1000 - 100;
                    }

                    CheckHeroInDanger();
                    DodgeSkillShots(); //walking
                    CheckLastMoveTo();
                    EvadeSpell.UseEvadeSpell(); //using spells
                }
            }
            else
            {
                LastPosInfo = PositionInfo.SetAllDodgeable();
                CheckLastMoveTo();
            }


            //ConsoleDebug.WriteLine("SkillsDodged: " + lastPosInfo.dodgeableSpells.Count + " DangerLevel: " + lastPosInfo.undodgeableSpells.Count);            
        }
예제 #2
0
        private void RecalculatePath()
        {
            if (ConfigValue.RecalculatePath.GetBool() && IsDodging) //recheck path
            {
                if (LastPosInfo != null && !LastPosInfo.RecalculatedPath)
                {
                    var path = GameData.MyHero.Path;
                    if (path.Length > 0)
                    {
                        var movePos = path.Last().To2D();

                        if (movePos.Distance(LastPosInfo.Position) < 5) //more strict checking
                        {
                            var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, GameData.HeroInfo.MoveSpeed, 0, 0, false);
                            if (posInfo.PosDangerCount > LastPosInfo.PosDangerCount)
                            {
                                LastPosInfo.RecalculatedPath = true;

                                if (EvadeSpell.PreferEvadeSpell())
                                {
                                    LastPosInfo = PositionInfo.SetAllUndodgeable();
                                }
                                else
                                {
                                    var newPosInfo = EvadeHelper.GetBestPosition();
                                    if (newPosInfo.PosDangerCount < posInfo.PosDangerCount)
                                    {
                                        LastPosInfo = newPosInfo;
                                        CheckHeroInDanger();
                                        DodgeSkillShots();
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
예제 #3
0
 public static void SetAllUndodgeable()
 {
     LastPosInfo = PositionInfo.SetAllUndodgeable();
 }
예제 #4
0
        private void Game_OnCastSpell(Spellbook spellbook, SpellbookCastSpellEventArgs args)
        {
            if (!spellbook.Owner.IsMe)
                return;

            var sData = spellbook.GetSpell(args.Slot);
            string name;

            if (SpellDetector.ChanneledSpells.TryGetValue(sData.Name, out name))
            {
                //Evade.isChanneling = true;
                //Evade.channelPosition = GameData.HeroInfo.serverPos2D;
                LastStopEvadeTime = EvadeUtils.TickCount + Game.Ping + 100;
            }

            if (EvadeSpell.LastSpellEvadeCommand != null &&
                EvadeSpell.LastSpellEvadeCommand.Timestamp + Game.Ping + 150 > EvadeUtils.TickCount)
            {
                args.Process = false;
            }

            LastSpellCast = args.Slot;
            LastSpellCastTime = EvadeUtils.TickCount;

            //moved from processPacket

            /*if (args.Slot == SpellSlot.Recall)
            {
                lastStopPosition = GameData.MyHero.ServerPosition.To2D();
            }*/

            if (Situation.ShouldDodge())
            {
                if (IsDodging && SpellDetector.Spells.Count() > 0)
                {
                    foreach (KeyValuePair<String, SpellData> entry in SpellDetector.WindupSpells)
                    {
                        SpellData spellData = entry.Value;

                        if (spellData.SpellKey == args.Slot) //check if it's a spell that we should block
                        {
                            args.Process = false;
                            return;
                        }
                    }
                }
            }

            foreach (var evadeSpell in EvadeSpell.EvadeSpells)
            {
                if (evadeSpell.IsItem == false && evadeSpell.SpellKey == args.Slot)
                {
                    if (evadeSpell.EvadeType == EvadeType.Blink
                        || evadeSpell.EvadeType == EvadeType.Dash)
                    {
                        //Block spell cast if flashing/blinking into spells
                        if (args.EndPosition.To2D().CheckDangerousPos(6, true)) //for blink + dash
                        {
                            args.Process = false;
                            return;
                        }

                        if (evadeSpell.EvadeType == EvadeType.Dash)
                        {
                            var extraDelayBuffer = Config.Properties.GetInt(ConfigValue.ExtraPingBuffer);
                            var extraDist = Config.Properties.GetInt(ConfigValue.ExtraCpaDistance);

                            var dashPos = Game.CursorPos.To2D(); //real pos?

                            if (evadeSpell.FixedRange)
                            {
                                var dir = (dashPos - GameData.MyHero.ServerPosition.To2D()).Normalized();
                                dashPos = GameData.MyHero.ServerPosition.To2D() + dir * evadeSpell.Range;
                            }

                            //Draw.RenderObjects.Add(new Draw.RenderPosition(dashPos, 1000));

                            var posInfo = EvadeHelper.CanHeroWalkToPos(dashPos, evadeSpell.Speed,
                                extraDelayBuffer + Game.Ping, extraDist);

                            if (posInfo.PosDangerLevel > 0)
                            {
                                args.Process = false;
                                return;
                            }
                        }

                        LastPosInfo = PositionInfo.SetAllUndodgeable(); //really?

                        if (IsDodging || EvadeUtils.TickCount < LastDodgingEndTime + 500)
                        {
                            EvadeCommand.MoveTo(Game.CursorPos.To2D()); //block moveto
                            LastStopEvadeTime = EvadeUtils.TickCount + Game.Ping + 100;
                        }
                    }
                    return;
                }
            }
        }