예제 #1
0
        /// <summary>
        ///     Checks if given ability can be used
        /// </summary>
        /// <param name="ability"></param>
        /// <param name="target"></param>
        /// <returns>returns true in case ability can be used</returns>
        public static bool CanBeCasted(this Ability ability, Unit target)
        {
            if (!target.IsValidTarget())
            {
                return false;
            }

            var canBeCasted = ability.CanBeCasted();
            if (!target.IsMagicImmune())
            {
                return canBeCasted;
            }

            var data = AbilityDatabase.Find(ability.Name);
            return data == null ? canBeCasted : data.MagicImmunityPierce;
        }
        /// <summary>
        ///     Uses given ability in case enemy is not disabled or would be chain stunned.
        /// </summary>
        /// <param name="ability">
        ///     The ability.
        /// </param>
        /// <param name="target">
        ///     The target.
        /// </param>
        /// <param name="sourcePosition">
        ///     The source Position.
        /// </param>
        /// <param name="straightTimeforSkillShot">
        ///     The straight Time for Skill Shot.
        /// </param>
        /// <param name="chainStun">
        ///     The chain Stun.
        /// </param>
        /// <param name="useSleep">
        ///     The use Sleep.
        /// </param>
        /// <param name="abilityName">
        ///     The ability Name.
        /// </param>
        /// <param name="soulRing">
        ///     The soul Ring.
        /// </param>
        /// <param name="otherTargets">
        ///     The other Targets.
        /// </param>
        /// <returns>
        ///     returns true in case of successful cast
        /// </returns>
        public static bool CastStun(
            this Ability ability, 
            Unit target, 
            Vector3 sourcePosition, 
            float straightTimeforSkillShot = 0, 
            bool chainStun = true, 
            bool useSleep = true, 
            string abilityName = null, 
            Ability soulRing = null, 
            List<Unit> otherTargets = null)
        {
            if (!ability.CanBeCasted())
            {
                return false;
            }

            if (target == null || !target.IsValid)
            {
                return false;
            }

            var name = abilityName ?? ability.StoredName();
            var delay = ability.GetHitDelay(target, name) + 0.1f;
            var canUse = Utils.ChainStun(target, delay, null, false, name);
            if (!canUse && chainStun
                && (!target.HasModifier("modifier_pudge_meat_hook")
                    || (ability.StoredName() != "pudge_dismember" && ability.StoredName() != "pudge_rot")))
            {
                return false;
            }

            if (ability.IsAbilityBehavior(AbilityBehavior.UnitTarget, name) && name != "lion_impale"
                && !target.IsInvul())
            {
                if (!ability.CanHit(target, sourcePosition))
                {
                    return false;
                }

                if (ability.ManaCost > 0 && soulRing.CanBeCasted())
                {
                    soulRing.UseAbility();
                }

                ability.UseAbility(target);
            }
            else if (ability.IsAbilityBehavior(AbilityBehavior.AreaOfEffect, name)
                     || ability.IsAbilityBehavior(AbilityBehavior.Point, name) || name == "lion_impale"
                     || (name == "earthshaker_enchant_totem" && (ability.Owner as Hero).AghanimState())
                     || ability.IsSkillShot())
            {
                var stunned = target.IsStunned() || target.IsInvul() || target.IsRooted() || target.IsHexed();
                if ((!(Prediction.StraightTime(target) > straightTimeforSkillShot * 1000) && !stunned)
                    || !ability.CastSkillShot(target, name, soulRing, otherTargets))
                {
                    return false;
                }

                if (useSleep)
                {
                    Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
                }

                return true;
            }
            else if (ability.IsAbilityBehavior(AbilityBehavior.NoTarget, name))
            {
                if (name == "invoker_ice_wall")
                {
                    ability.CastSkillShot(target, name);
                }
                else
                {
                    if (ability.ManaCost > 0 && soulRing.CanBeCasted())
                    {
                        soulRing.UseAbility();
                    }

                    ability.UseAbility();
                }
            }

            if (useSleep)
            {
                Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
            }

            return true;
        }
        /// <summary>
        ///     Checks if given ability can be used
        /// </summary>
        /// <param name="ability">
        ///     The ability.
        /// </param>
        /// <param name="target">
        ///     The target.
        /// </param>
        /// <returns>
        ///     returns true in case ability can be used
        /// </returns>
        public static bool CanBeCasted(this Ability ability, Unit target)
        {
            if (ability == null || !ability.IsValid)
            {
                return false;
            }

            if (target == null || !target.IsValid)
            {
                return false;
            }

            if (!target.IsValidTarget())
            {
                return false;
            }

            var canBeCasted = ability.CanBeCasted();
            if (!target.IsMagicImmune())
            {
                return canBeCasted;
            }

            var data = ability.CommonProperties();

            return data == null ? canBeCasted : data.MagicImmunityPierce;
        }
예제 #4
0
        /// <summary>
        ///     Checks if given ability can be used
        /// </summary>
        /// <param name="ability"></param>
        /// <param name="target"></param>
        /// <returns>returns true in case ability can be used</returns>
        public static bool CanBeCasted(this Ability ability, Unit target)
        {
            if (!target.IsValidTarget())
            {
                return false;
            }

            var canBeCasted = ability.CanBeCasted();
            if (!target.IsMagicImmune())
            {
                return canBeCasted;
            }

            AbilityInfo data;
            if (!AbilityDamage.DataDictionary.TryGetValue(ability, out data))
            {
                data = AbilityDatabase.Find(ability.Name);
                AbilityDamage.DataDictionary.Add(ability, data);
            }
            return data == null ? canBeCasted : data.MagicImmunityPierce;
        }
예제 #5
0
 /// <summary>
 ///     Uses given ability in case enemy is not disabled or would be chain stunned.
 /// </summary>
 /// <param name="ability"></param>
 /// <param name="target"></param>
 /// <param name="sourcePosition"></param>
 /// <param name="straightTimeforSkillShot"></param>
 /// <param name="chainStun"></param>
 /// <param name="useSleep"></param>
 /// <returns>returns true in case of successfull cast</returns>
 public static bool CastStun(
     this Ability ability,
     Unit target,
     Vector3 sourcePosition,
     float straightTimeforSkillShot = 0,
     bool chainStun = true,
     bool useSleep = true)
 {
     var owner = ability.Owner as Unit;
     var position = owner.Position;
     if (sourcePosition != Vector3.Zero)
     {
         position = sourcePosition;
     }
     if (!ability.CanBeCasted())
     {
         return false;
     }
     var delay = ability.GetHitDelay(target);
     var radius = ability.GetRadius();
     var canUse = Utils.ChainStun(target, delay, null, false, ability.Name);
     if (!canUse && chainStun)
     {
         return false;
     }
     if (ability.AbilityBehavior.HasFlag(AbilityBehavior.UnitTarget) && ability.Name != "lion_impale")
     {
         ability.UseAbility(target);
     }
     else if ((ability.AbilityBehavior.HasFlag(AbilityBehavior.AreaOfEffect)
               || ability.AbilityBehavior.HasFlag(AbilityBehavior.Point)))
     {
         if (Prediction.StraightTime(target) > straightTimeforSkillShot * 1000
             && ability.CastSkillShot(target))
         {
             if (useSleep)
             {
                 Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
             }
             return true;
         }
         return false;
     }
     else if (ability.AbilityBehavior.HasFlag(AbilityBehavior.NoTarget))
     {
         if (target.Distance2D(position) > radius)
         {
             return false;
         }
         ability.UseAbility();
     }
     if (useSleep)
     {
         Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
     }
     return true;
 }
예제 #6
0
 /// <summary>
 ///     Uses given ability in case enemy is not disabled or would be chain stunned.
 /// </summary>
 /// <param name="ability"></param>
 /// <param name="target"></param>
 /// <returns>returns true in case of successfull cast</returns>
 public static bool CastStun(this Ability ability, Unit target)
 {
     if (!ability.CanBeCasted())
     {
         return false;
     }
     var data = AbilityDatabase.Find(ability.Name);
     var owner = ability.Owner;
     var delay = Game.Ping / 1000 + ability.GetCastPoint();
     var radius = 0f;
     if (!ability.AbilityBehavior.HasFlag(AbilityBehavior.NoTarget))
     {
         delay += (float)owner.GetTurnTime(target);
     }
     if (data != null)
     {
         if (data.AdditionalDelay > 0)
         {
             delay += (float)data.AdditionalDelay;
         }
         if (data.Speed != null)
         {
             var speed = ability.AbilityData.FirstOrDefault(x => x.Name == data.Speed)
                 .GetValue(ability.Level - 1);
             delay += owner.Distance2D(target) / speed;
         }
         if (data.Radius != 0)
         {
             radius = data.Radius;
         }
         else if (data.StringRadius != null)
         {
             radius =
                 ability.AbilityData.FirstOrDefault(x => x.Name == data.StringRadius).GetValue(ability.Level - 1);
         }
         else if (data.Width != null)
         {
             radius = ability.AbilityData.FirstOrDefault(x => x.Name == data.Width).GetValue(ability.Level - 1);
         }
     }
     var canUse = Utils.ChainStun(target, delay, null, false);
     if (!canUse)
     {
         return false;
     }
     if (ability.AbilityBehavior.HasFlag(AbilityBehavior.UnitTarget))
     {
         ability.UseAbility(target);
     }
     else if (ability.AbilityBehavior.HasFlag(AbilityBehavior.AreaOfEffect))
     {
         ability.CastSkillShot(target);
     }
     else if (ability.AbilityBehavior.HasFlag(AbilityBehavior.NoTarget))
     {
         if (target.Distance2D(owner) > radius)
         {
             return false;
         }
         ability.UseAbility();
     }
     Utils.Sleep(delay * 1000, "CHAINSTUN_SLEEP");
     return true;
 }
예제 #7
0
        /// <summary>
        ///     Uses given ability in case enemy is not disabled or would be chain stunned.
        /// </summary>
        /// <param name="ability"></param>
        /// <param name="target"></param>
        /// <param name="sourcePosition"></param>
        /// <param name="straightTimeforSkillShot"></param>
        /// <param name="chainStun"></param>
        /// <param name="useSleep"></param>
        /// <param name="abilityName"></param>
        /// <param name="soulRing"></param>
        /// <param name="otherTargets"></param>
        /// <returns>returns true in case of successfull cast</returns>
        public static bool CastStun(
            this Ability ability, 
            Unit target, 
            Vector3 sourcePosition, 
            float straightTimeforSkillShot = 0, 
            bool chainStun = true, 
            bool useSleep = true, 
            string abilityName = null, 
            Ability soulRing = null, 
            List<Unit> otherTargets = null)
        {
            if (!ability.CanBeCasted())
            {
                return false;
            }

            var name = abilityName ?? ability.StoredName();
            var delay = ability.GetHitDelay(target, name);
            var canUse = Utils.ChainStun(target, delay, null, false, name);
            if (!canUse && chainStun)
            {
                return false;
            }

            if (ability.IsAbilityBehavior(AbilityBehavior.UnitTarget, name) && name != "lion_impale"
                && !target.IsInvul())
            {
                if (ability.ManaCost > 0 && soulRing.CanBeCasted())
                {
                    soulRing.UseAbility();
                }

                ability.UseAbility(target);
            }
            else if (ability.IsAbilityBehavior(AbilityBehavior.AreaOfEffect, name)
                     || ability.IsAbilityBehavior(AbilityBehavior.Point, name) || name == "lion_impale")
            {
                if (Prediction.StraightTime(target) > straightTimeforSkillShot * 1000
                    && ability.CastSkillShot(target, name, soulRing, otherTargets))
                {
                    if (useSleep)
                    {
                        Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
                    }

                    return true;
                }

                return false;
            }
            else if (ability.IsAbilityBehavior(AbilityBehavior.NoTarget, name))
            {
                if (name == "invoker_ice_wall")
                {
                    ability.CastSkillShot(target, name);
                }
                else
                {
                    if (ability.ManaCost > 0 && soulRing.CanBeCasted())
                    {
                        soulRing.UseAbility();
                    }

                    ability.UseAbility();
                }
            }

            if (useSleep)
            {
                Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
            }

            return true;
        }