bool OkToE(Vector3 position) { if (position.UnderTurret(true) && !ObjectManager.Player.UnderTurret(true)) { return(false); } var allies = position.CountAlliesInRange(ObjectManager.Player.AttackRange); var enemies = position.CountEnemiesInRange(ObjectManager.Player.AttackRange); var lhEnemies = HeroHelper.GetLhEnemiesNearPosition(position, ObjectManager.Player.AttackRange).Count(); if (enemies == 1) //It's a 1v1, safe to assume I can E { return(true); } //Adding 1 for the Player return(allies + 1 > enemies - lhEnemies); }
bool CaitlynIsSafePosition(Vector3 position) { //If the enemies in range - the low health enemies in range are equal to zero and our Health % is >= 40% then we can go in return((position.CountEnemiesInRange(450f) - HeroHelper.GetLhEnemiesNearPosition(position, 450f).Count == 0) && (ObjectManager.Player.HealthPercentage() >= 40) && (!position.UnderTurret(true))); }