public Result(Input inp, AIBaseClient unit, Vector2 castpos, Vector2 unitpos, HitChance hc, Collision.Result col) { Input = inp; Unit = unit; CastPosition = castpos; UnitPosition = unitpos; HitChance = hc; CollisionResult = col; }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.AoeResult"/></returns> public static Prediction.AoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new Prediction.AoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { Prediction.Result prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { Vector2 to = from + (prediction.CastPosition - from).Normalized() * range; Collision.Result colResult = Collision.GetCollisions(from, to, range, width, delay, missileSpeed, false); if (colResult.Objects.HasFlag(Collision.Flags.EnemyChampions)) { int collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid); if (collisionCount > result.HitCount) { result = prediction.ToAoeResult(collisionCount, colResult); } } } } return(result); }
public AoeResult(Vector2 castpos, Collision.Result col, int hc) { CastPosition = castpos; CollisionResult = col; HitCount = hc; }
internal void Lock(bool checkDodge = true) { this.CollisionResult = Collision.GetCollisions(this.Input.From.ToVector2(), this.CastPosition, this.Input.SpellRange, this.Input.SpellWidth, this.Input.SpellDelay, this.Input.SpellMissileSpeed); this.CheckCollisions(); this.CheckOutofRange(checkDodge); }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="vectorSpeed">Vector speed</param> /// <param name="range">Spell range</param> /// <param name="vectorLenght">Vector lenght</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.AoeResult"/></returns> public static AoeResult GetAoePrediction(float width, float delay, float vectorSpeed, float range, float vectorLenght, Vector2 rangeCheckFrom) { AoeResult result = new AoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, rangeCheckFrom).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { List <Vector2> path = enemy.GetWaypoints(); if (path.Count <= 1) { Vector2 from = rangeCheckFrom + (enemy.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * range; Vector2 to = from + (enemy.PreviousPosition.ToVector2() - from).Normalized() * vectorLenght; Collision.Result colResult = Collision.GetCollisions(from, to, range, width, delay, vectorSpeed); if (colResult.Objects.HasFlag(Collision.Flags.EnemyChampions)) { int collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid); if (collisionCount > result.HitCount) { result = new AoeResult { CastSourcePosition = from, CastTargetPosition = enemy.PreviousPosition.ToVector2(), HitCount = collisionCount, CollisionResult = colResult }; } } } else { if (!enemy.IsDashing()) { for (int i = 0; i < path.Count - 1; i++) { Vector2 point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]); Prediction.Result prediction = Prediction.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.Line, path, enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), point, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { Vector2 to = point + (prediction.CastPosition - point).Normalized() * vectorLenght; Collision.Result colResult = Collision.GetCollisions(point, to, range, width, delay, vectorSpeed, false); if (colResult.Objects.HasFlag(Collision.Flags.EnemyChampions)) { int collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid); if (collisionCount > result.HitCount) { result = new AoeResult { CastSourcePosition = point, CastTargetPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = colResult }; } } } } } } } return(result); }
/// <summary> /// Converts <see cref="Prediction.Result"/> to <see cref="Prediction.AoeResult"/> with given hit count and collision result /// </summary> /// <param name="pResult">Prediction result as <see cref="Prediction.Result"/></param> /// <param name="hitCount">Aoe hits</param> /// <param name="colResult">Aoe collision result</param> /// <returns>Converted prediction result as <see cref="Prediction.AoeResult"/></returns> internal static Prediction.AoeResult ToAoeResult(this Prediction.Result pResult, int hitCount, Collision.Result colResult) { return(new Prediction.AoeResult { CastPosition = pResult.CastPosition, HitCount = hitCount, CollisionResult = colResult }); }