예제 #1
0
 public static Vector2 GetFirstNonWallPos(Vector2 startPos, Vector2 endPos)
 {
     int distance = 0;
     for (int i = 0; i < Program.CondemnMenu["pushDistance"].Cast<Slider>().CurrentValue; i += 20)
     {
         var cell = startPos.Extend(endPos, endPos.Distance(startPos) + i).ToNavMeshCell().CollFlags;
         if (cell.HasFlag(CollisionFlags.Wall) || cell.HasFlag(CollisionFlags.Building))
         {
             distance = i - 20;
         }
     }
     return startPos.Extend(endPos, distance + endPos.Distance(startPos));
 }
예제 #2
0
 public static Vector2 GetFirstNonWallPos(Vector2 startPos, Vector2 endPos)
 {
     int distance = 0;
     for (int i = 0; i < Manager.MenuManager.CondemnPushDistance; i += 20)
     {
         var cell = startPos.Extend(endPos, endPos.Distance(startPos) + i);
         if (NavMesh.GetCollisionFlags(cell).HasFlag(CollisionFlags.Wall) ||
             NavMesh.GetCollisionFlags(cell).HasFlag(CollisionFlags.Building))
         {
             distance = i - 20;
         }
     }
     return startPos.Extend(endPos, distance + endPos.Distance(startPos));
 }
예제 #3
0
        public static Vector3 GetCondemnPosition(this Vector3 position)
        {
            var pointList = new List<Vector3>();

            pointList.Add(Vector3.Zero);

            for (var j = 485; j >= 50; j -= 100)
            {
                var offset = (int)(2 * Math.PI * j / 100);

                for (var i = 0; i <= offset; i++)
                {
                    var angle = i * Math.PI * 2 / offset;
                    var point =
                        new Vector2(
                            (float)(position.X + j * Math.Cos(angle)),
                            (float)(position.Y - j * Math.Sin(angle))).To3D();

                    var cP = point.Extend(position, point.Distance(position) + 50);
                    if (point.IsWall() && cP.Distance(point) < 425 && !cP.UnderTurret(true) && cP.Distance(position) > 325 && cP.Distance(position) < 545 &&
                 (cP.CountEnemiesInRange(425) <= cP.CountAlliesInRange(325)))
                    {
                        pointList.Add(cP);
                    }
                }
            }

            return pointList.OrderByDescending(p=>p.Distance(position)).FirstOrDefault();
        }
예제 #4
0
파일: Gragas.cs 프로젝트: xcxooxl/Lsharp3
 public static void Insec(Obj_AI_Hero target)
 {
     Rpos = Player.Position.To2D().Extend(target.Position.To2D(), Player.Distance(target) + 250);
     if (Rpos.Distance(Player.Position) <= R.Range)
     {
         if (Player.Distance(Rpos.Extend(target.Position.To2D(), 700 - target.Distance(Rpos))) < E.Range && !IsWall(Rpos.To3D()) && target.IsFacing(Player))
         {
             R.Cast(Rpos);
         }
     }
 }
예제 #5
0
 public static bool InMiddileWall(Vector2 firstwall, Vector2 lastwall)
 {
     var midwall = new Vector2((firstwall.X + lastwall.X) / 2, (firstwall.Y + lastwall.Y) / 2);
     var point = midwall.Extend(Game.CursorPos.To2D(), 50);
     for (int i = 0; i <= 350; i = i + 10)
     {
         var testpoint = point.BadaoRotateAround(midwall, i);
         var flags = NavMesh.GetCollisionFlags(testpoint.X, testpoint.Y);
         if (!flags.HasFlag(CollisionFlags.Wall) && !flags.HasFlag(CollisionFlags.Building))
         {
             return false;
         }
     }
     return true;
 }
예제 #6
0
        public static bool IsCondemable(this AIHeroClient unit, Vector2 pos = new Vector2())
        {
            if (unit.HasBuffOfType(BuffType.SpellImmunity) || unit.HasBuffOfType(BuffType.SpellShield) || LastCheck + 50 > Environment.TickCount || _Player.IsDashing()) return false;
            Program.CorrectPoints = new List<Vector2>();
            Program.Points = new List<Vector2>();
            if (!pos.IsValid()) pos = ObjectManager.Player.Position.To2D();
            int wallCount = 0;
            int pushDistance = Program.CondemnMenu["pushDistance"].Cast<Slider>().CurrentValue;

            for (int i = 0; i < pushDistance; i += 20)
            {
                var unitPos = Prediction.Position.PredictUnitPosition(unit, 250);
                var cell = pos.Extend(unitPos, unitPos.Distance(pos) + i);
                if (cell.ToNavMeshCell().CollFlags.HasFlag(CollisionFlags.Wall))
                {
                    Program.CorrectPoints.Add(cell);
                    wallCount++;
                }
                else
                {
                    Program.Points.Add(cell);
                }
            }

            if (CheckCount >= 2 && wallCount > 2)
            {
                CheckCount = 0;
                LastCheck = Environment.TickCount;
                return true;
            }

            if (wallCount > 2)
            {
                CheckCount++;
            }
            else
            {
                CheckCount = 0;
            }
            LastCheck = Environment.TickCount;
            return false;
        }
예제 #7
0
파일: Program.cs 프로젝트: tramyeu/EloBuddy
 public static bool willColide(Skillshot ss, Vector2 from, float speed, Vector2 direction, float radius)
 {
     Vector2 ssVel = ss.Direction.Normalized() * ss.SpellData.MissileSpeed;
     Vector2 dashVel = direction * speed;
     Vector2 a = ssVel - dashVel;
     Vector2 realFrom = from.Extend(direction, ss.SpellData.Delay + speed);
     if (!ss.IsAboutToHit((int)((dashVel.Length() / 475) * 1000) + Game.Ping + 100, ObjectManager.Player))
         return false;
     if (ss.IsAboutToHit(1000, ObjectManager.Player) && interCir(ss.MissilePosition, ss.MissilePosition.Extend(ss.MissilePosition + a, ss.SpellData.Range + 50), from,
         radius))
         return true;
     return false;
 }
예제 #8
0
        public static bool CanStun(AIHeroClient unit, Vector2 pos)
        {
            if (unit.HasBuffOfType(BuffType.SpellImmunity) || unit.HasBuffOfType(BuffType.SpellShield) || Player.Instance.IsDashing()) return false;
            var prediction = Prediction.Position.PredictUnitPosition(unit, 400);
            var predictionsList = new List<Vector3>
                        {
                            unit.ServerPosition,
                            unit.Position,
                            prediction.To3D(),
                        };

            var wallsFound = 0;
            foreach (var position in predictionsList)
            {
                for (var i = 0; i < 300; i += (int) unit.BoundingRadius)
                {
                    var cPos = pos.Extend(position, pos.Distance(position) + i).To3D();
                    if (cPos.IsWall())
                    {
                        wallsFound++;
                        break;
                    }
                }
            }
            if ((wallsFound / predictionsList.Count) >= Settings.MiscSettings.StunPercent / 100f)
            {
                return true;
            }

            return false;
        }
예제 #9
0
 private bool IsWallStunable(Vector2 from, Vector2 to)
 {
     float count = from.Distance(to);
     for (uint i = 0; i <= count; i += 25)
     {
         Vector2 pos = from.Extend(ObjectManager.Player.ServerPosition.To2D(), -i);
         var colFlags = NavMesh.GetCollisionFlags(pos.X, pos.Y);
         if (colFlags.HasFlag(CollisionFlags.Wall) || colFlags.HasFlag(CollisionFlags.Building))
             return true;
     }
     return false;
 }
예제 #10
0
        public static bool IsCondemnable(this Obj_AI_Hero hero)
        {
            if (!hero.IsValidTarget(550f) || hero.HasBuffOfType(BuffType.SpellShield) ||
                hero.HasBuffOfType(BuffType.SpellImmunity) || hero.IsDashing()) return false;

            //values for pred calc pP = player position; p = enemy position; pD = push distance
            var pP = Heroes.Player.ServerPosition;
            var p = hero.ServerPosition;
            var pD = Program.ComboMenu.Item("EPushDist").GetValue<Slider>().Value;
            var mode = Program.ComboMenu.Item("EMode").GetValue<StringList>().SelectedValue;

            if (mode == "PRADA" &&
                (p.Extend(pP, -pD).IsCollisionable() || p.Extend(pP, -pD/2f).IsCollisionable() ||
                 p.Extend(pP, -pD/3f).IsCollisionable()))
            {
                if (!hero.CanMove ||
                    (hero.IsWindingUp && Program.ComboMenu.Item("EHitchance").GetValue<Slider>().Value < 100))
                    return true;

                if (Program.ComboMenu.Item("EHitchance").GetValue<Slider>().Value <= 85)
                {
                    var prediction = Program.E.GetPrediction(hero);
                    for (var i = 15; i < pD; i += 75)
                    {
                        var posCF = NavMesh.GetCollisionFlags(
                            prediction.UnitPosition.To2D()
                                .Extend(
                                    pP.To2D(),
                                    -i)
                                .To3D());
                        if (posCF.HasFlag(CollisionFlags.Wall) || posCF.HasFlag(CollisionFlags.Building))
                        {
                            return true;
                        }
                    }
                    return false;
                }

                var eT = 0.063 + Game.Ping/2000f + 0.06;
                eT += (double) Program.ComboMenu.Item("EHitchance").GetValue<Slider>().Value*4/1000;
                var d = hero.MoveSpeed*eT;

                var pList = new List<Vector3>();
                pList.Add(hero.ServerPosition);

                for (var i = 0; i <= 360; i += 60)
                {
                    var v3 = new Vector2((int) (p.X + d*Math.Cos(i)), (int) (p.Y - d*Math.Sin(i))).To3D();
                    pList.Add(v3.Extend(pP, -pD));
                }

                return pList.All(el => el.IsCollisionable());
            }

            if (mode == "MARKSMAN")
            {
                var prediction = Program.E.GetPrediction(hero);
                return NavMesh.GetCollisionFlags(
                    prediction.UnitPosition.To2D()
                        .Extend(
                            pP.To2D(),
                            -pD)
                        .To3D()).HasFlag(CollisionFlags.Wall) ||
                       NavMesh.GetCollisionFlags(
                           prediction.UnitPosition.To2D()
                               .Extend(
                                   pP.To2D(),
                                   -pD/2f)
                               .To3D()).HasFlag(CollisionFlags.Wall);
            }

            if (mode == "GOSU")
            {
                var prediction = Program.E.GetPrediction(hero);
                for (var i = 15; i < pD; i += 100)
                {
                    var posCF = NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.To2D()
                            .Extend(
                                pP.To2D(),
                                -i)
                            .To3D());
                    if (posCF.HasFlag(CollisionFlags.Wall) || posCF.HasFlag(CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == "SHARPSHOOTER")
            {
                var prediction = Program.E.GetPrediction(hero);
                for (var i = 15; i < pD; i += 75)
                {
                    var posCF = NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.To2D()
                            .Extend(
                                pP.To2D(),
                                -i)
                            .To3D());
                    if (posCF.HasFlag(CollisionFlags.Wall) || posCF.HasFlag(CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == "VHREWORK")
            {
                var prediction = Program.E.GetPrediction(hero);
                for (var i = 15; i < pD; i += (int) hero.BoundingRadius) //:frosty:
                {
                    var posCF = NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.To2D()
                            .Extend(
                                pP.To2D(),
                                -i)
                            .To3D());
                    if (posCF.HasFlag(CollisionFlags.Wall) || posCF.HasFlag(CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }
            return false;
        }
예제 #11
0
        private bool IsCondemnable(EloBuddy.AIHeroClient hero)
        {
            if (!hero.LSIsValidTarget(550f) || hero.HasBuffOfType(EloBuddy.BuffType.SpellShield) ||
                hero.HasBuffOfType(EloBuddy.BuffType.SpellImmunity) || hero.IsDashing()) return false;

            //values for pred calc pP = player position; p = enemy position; pD = push distance
            var pP = EloBuddy.ObjectManager.Player.ServerPosition;
            var p = hero.ServerPosition;
            var pD = EPushDistanceSlider;
            var mode = EModeStringList;

            if (mode == 1 && (IsCollisionable(p.LSExtend(pP, -pD)) || IsCollisionable(p.LSExtend(pP, -pD / 2f)) ||
                                         IsCollisionable(p.LSExtend(pP, -pD / 3f))))
            {
                if (!hero.CanMove)
                    return true;

                var enemiesCount = EloBuddy.ObjectManager.Player.CountEnemyHeroesInRange(1200);
                if (enemiesCount > 1 && enemiesCount <= 3)
                {
                    var prediction = E.GetPrediction(hero);
                    for (var i = 15; i < pD; i += 75)
                    {
                        if (i > pD)
                        {
                            var lastPosFlags = EloBuddy.NavMesh.GetCollisionFlags(
                            prediction.UnitPosition.ToVector2()
                                .Extend(
                                    pP.ToVector2(),
                                    -pD)
                                .ToVector3());
                            if (lastPosFlags.HasFlag(EloBuddy.CollisionFlags.Wall) || lastPosFlags.HasFlag(EloBuddy.CollisionFlags.Building))
                            {
                                return true;
                            }
                            return false;
                        }
                        var posFlags = EloBuddy.NavMesh.GetCollisionFlags(
                            prediction.UnitPosition.ToVector2()
                                .Extend(
                                    pP.ToVector2(),
                                    -i)
                                .ToVector3());
                        if (posFlags.HasFlag(EloBuddy.CollisionFlags.Wall) || posFlags.HasFlag(EloBuddy.CollisionFlags.Building))
                        {
                            return true;
                        }
                    }
                    return false;
                }
                else
                {
                    var hitchance = EHitchanceSlider;
                    var angle = 0.20 * hitchance;
                    const float travelDistance = 0.5f;
                    var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                        (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                    var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                        (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

                    for (var i = 15; i < pD; i += 100)
                    {
                        if (i > pD) return false;
                        if (IsCollisionable(pP.ToVector2().Extend(alpha,
                            i)
                            .ToVector3()) && IsCollisionable(pP.ToVector2().Extend(beta, i).ToVector3())) return true;
                    }
                    return false;
                }
            }

            if (mode == 2 &&
                (IsCollisionable(p.LSExtend(pP, -pD)) || IsCollisionable(p.LSExtend(pP, -pD / 2f)) ||
                 IsCollisionable(p.LSExtend(pP, -pD / 3f))))
            {
                if (!hero.CanMove ||
                    (hero.Spellbook.IsAutoAttacking))
                    return true;

                var hitchance = EHitchanceSlider;
                var angle = 0.20 * hitchance;
                const float travelDistance = 0.5f;
                var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

                for (var i = 15; i < pD; i += 100)
                {
                    if (i > pD)
                    {
                        return IsCollisionable(alpha.Extend(pP.ToVector2(),
                            -pD)
                            .ToVector3()) && IsCollisionable(beta.Extend(pP.ToVector2(), -pD).ToVector3());
                    }
                    if (IsCollisionable(alpha.Extend(pP.ToVector2(),
                        -i)
                        .ToVector3()) && IsCollisionable(beta.Extend(pP.ToVector2(), -i).ToVector3())) return true;
                }
                return false;
            }

            if (mode == 9)
            {
                if (!hero.CanMove ||
                    (hero.Spellbook.IsAutoAttacking))
                    return true;

                var hitchance = EHitchanceSlider;
                var angle = 0.20 * hitchance;
                const float travelDistance = 0.5f;
                var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

                for (var i = 15; i < pD; i += 100)
                {
                    if (IsCollisionable(pP.ToVector2().Extend(alpha,
                        i)
                        .ToVector3()) || IsCollisionable(pP.ToVector2().Extend(beta, i).ToVector3())) return true;
                }
                return false;
            }

            if (mode == 3)
            {
                var prediction = E.GetPrediction(hero);
                return EloBuddy.NavMesh.GetCollisionFlags(
                    prediction.UnitPosition.ToVector2()
                        .Extend(
                            pP.ToVector2(),
                            -pD)
                        .ToVector3()).HasFlag(EloBuddy.CollisionFlags.Wall) ||
                       EloBuddy.NavMesh.GetCollisionFlags(
                           prediction.UnitPosition.ToVector2()
                               .Extend(
                                   pP.ToVector2(),
                                   -pD / 2f)
                               .ToVector3()).HasFlag(EloBuddy.CollisionFlags.Wall);
            }

            if (mode == 4)
            {
                var prediction = E.GetPrediction(hero);
                for (var i = 15; i < pD; i += 100)
                {
                    if (i > pD) return false;
                    var posCF = EloBuddy.NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.ToVector2()
                            .Extend(
                                pP.ToVector2(),
                                -i)
                            .ToVector3());
                    if (posCF.HasFlag(EloBuddy.CollisionFlags.Wall) || posCF.HasFlag(EloBuddy.CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == 5)
            {
                var prediction = E.GetPrediction(hero);
                for (var i = 15; i < pD; i += 75)
                {
                    var posCF = EloBuddy.NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.ToVector2()
                            .Extend(
                                pP.ToVector2(),
                                -i)
                            .ToVector3());
                    if (posCF.HasFlag(EloBuddy.CollisionFlags.Wall) || posCF.HasFlag(EloBuddy.CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == 6)
            {
                var prediction = E.GetPrediction(hero);
                for (var i = 15; i < pD; i += (int)hero.BoundingRadius) //:frosty:
                {
                    var posCF = EloBuddy.NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.ToVector2()
                            .Extend(
                                pP.ToVector2(),
                                -i)
                            .ToVector3());
                    if (posCF.HasFlag(EloBuddy.CollisionFlags.Wall) || posCF.HasFlag(EloBuddy.CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == 7)
            {
                var prediction = E.GetPrediction(hero);
                for (var i = 15; i < pD; i += 75)
                {
                    var posCF = EloBuddy.NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.ToVector2()
                            .Extend(
                                pP.ToVector2(),
                                -i)
                            .ToVector3());
                    if (posCF.HasFlag(EloBuddy.CollisionFlags.Wall) || posCF.HasFlag(EloBuddy.CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == 8 &&
                (IsCollisionable(p.LSExtend(pP, -pD)) || IsCollisionable(p.LSExtend(pP, -pD / 2f)) ||
                 IsCollisionable(p.LSExtend(pP, -pD / 3f))))
            {
                return true;
            }

            return false;
        }
예제 #12
0
        private static Vector2 getEndOfMissilePosition(Vector2 basePosition, Vector2 endPosition, int dividend, out Obj_AI_Base enemyHit, Obj_AI_Base ignoreCollisionWithThisUnit = null)
        {
            List<Obj_AI_Base> enemiesHitByQ = new List<Obj_AI_Base>();
            foreach (Obj_AI_Base enemy in EntityManager.Enemies.Where(a=>!a.IsDead && a.Distance(vel) <= Q.Range * 2))
                if ((ignoreCollisionWithThisUnit == null || enemy.Name != ignoreCollisionWithThisUnit.Name) && Prediction.Position.Collision.LinearMissileCollision(enemy, basePosition, endPosition, Q.Speed, Q.Width, Q.CastDelay))
                    enemiesHitByQ.Add(enemy);

            if (enemiesHitByQ.Count == 0)
            {
                enemyHit = null;
                return basePosition.Extend(endPosition, (Q.Range / numQDivideTimes) * dividend);
            }
            else
            {
                enemyHit = enemiesHitByQ.OrderByDescending(a => a.Distance(basePosition)).FirstOrDefault();
                return endPosition;//basePosition.Extend(endPosition, enemiesHitByQ.OrderByDescending(a => a.Distance(basePosition)).FirstOrDefault().Distance(basePosition));
            }
        }
예제 #13
0
            private static Queue<Vector2> GeneratePath(Vector2 start, Vector2 end)
            {
                //return PathGenerator.GeneratePath(start.ToWorldPoint().To2D(), end.ToWorldPoint().To2D());
                var d = start.Distance(end);

                var path = new Queue<Vector2>();

                if (d < 75)
                {
                    path.Enqueue(end);
                    return path;
                }

                var increment = (int) d / 30; //(2 * d / FPS)
                var count = 0;
                for (var i = 0; i < d; i += increment)
                {
                    if (i > d)
                    {
                        break;
                    }

                    var point = start.Extend(end, i);
                    if (count++ % 10 == 0)
                    {
                        point.Randomize(10, 50);

                        if (count % 6 == 0)
                        {
                            point.Randomize(50, 100);
                        }
                    }

                    path.Enqueue(point);
                }

                path.Enqueue(end);
                return path;
            }
예제 #14
0
        private static void TryToEvade(List<Skillshot> HitBy, Vector2 to)
        {
            var dangerLevel = 0;

            foreach (var skillshot in HitBy)
            {
                dangerLevel = Math.Max(dangerLevel, skillshot.GetValue<Slider>("DangerLevel").Value);
            }

            foreach (var evadeSpell in EvadeSpellDatabase.Spells)
            {
                if (evadeSpell.Enabled && evadeSpell.DangerLevel <= dangerLevel)
                {
                    //SpellShields
                    if (evadeSpell.IsSpellShield &&
                        ObjectManager.Player.Spellbook.CanUseSpell(evadeSpell.Slot) == SpellState.Ready)
                    {
                        if (IsAboutToHit(ObjectManager.Player, evadeSpell.Delay))
                        {
                            ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, ObjectManager.Player);
                        }
                        //Let the user move freely inside the skillshot.
                        NoSolutionFound = true;
                        return;
                    }

                    //Walking
                    if (evadeSpell.Name == "Walking")
                    {
                        var points = Evader.GetEvadePoints();
                        if (points.Count > 0)
                        {
                            EvadePoint = to.Closest(points);
                            var nEvadePoint = EvadePoint.Extend(PlayerPosition, -100);
                            if (
                                Program.IsSafePath(
                                    ObjectManager.Player.GetPath(nEvadePoint.To3D()).To2DList(),
                                    Config.EvadingSecondTimeOffset, (int) ObjectManager.Player.MoveSpeed, 100).IsSafe)
                            {
                                EvadePoint = nEvadePoint;
                            }

                            Evading = true;
                            return;
                        }
                    }

                    if (evadeSpell.IsReady())
                    {
                        //MovementSpeed Buff
                        if (evadeSpell.IsMovementSpeedBuff)
                        {
                            var points = Evader.GetEvadePoints((int) evadeSpell.MoveSpeedTotalAmount());

                            if (points.Count > 0)
                            {
                                EvadePoint = to.Closest(points);
                                Evading = true;

                                if (evadeSpell.IsSummonerSpell)
                                {
                                    ObjectManager.Player.Spellbook.CastSpell(
                                        evadeSpell.Slot, ObjectManager.Player);
                                }
                                else
                                {
                                    ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, ObjectManager.Player);
                                }

                                return;
                            }
                        }

                        //Dashes
                        if (evadeSpell.IsDash)
                        {
                            //Targetted dashes
                            if (evadeSpell.IsTargetted) //Lesinga W.
                            {
                                var targets = Evader.GetEvadeTargets(
                                    evadeSpell.ValidTargets, evadeSpell.Speed, evadeSpell.Delay, evadeSpell.MaxRange,
                                    false, false);

                                if (targets.Count > 0)
                                {
                                    var closestTarget = Utils.Closest(targets, to);
                                    EvadePoint = closestTarget.ServerPosition.To2D();
                                    Evading = true;

                                    if (evadeSpell.IsSummonerSpell)
                                    {
                                        ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, closestTarget);
                                    }
                                    else
                                    {
                                        ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, closestTarget);
                                    }

                                    return;
                                }
                                if (Utils.TickCount - LastWardJumpAttempt < 250)
                                {
                                    //Let the user move freely inside the skillshot.
                                    NoSolutionFound = true;
                                    return;
                                }

                                if (evadeSpell.IsTargetted &&
                                    evadeSpell.ValidTargets.Contains(SpellValidTargets.AllyWards) &&
                                    Config.Menu.Item("WardJump" + evadeSpell.Name).GetValue<bool>())
                                {
                                    var wardSlot = Items.GetWardSlot();
                                    if (wardSlot != null)
                                    {
                                        var points = Evader.GetEvadePoints(evadeSpell.Speed, evadeSpell.Delay, false);

                                        // Remove the points out of range
                                        points.RemoveAll(
                                            item => item.Distance(ObjectManager.Player.ServerPosition) > 600);

                                        if (points.Count > 0)
                                        {
                                            //Dont dash just to the edge:
                                            for (var i = 0; i < points.Count; i++)
                                            {
                                                var k =
                                                    (int)
                                                        (600 -
                                                         PlayerPosition.Distance(points[i]));

                                                k = k - new Random(Utils.TickCount).Next(k);
                                                var extended = points[i] +
                                                               k *
                                                               (points[i] - PlayerPosition)
                                                                   .Normalized();
                                                if (IsSafe(extended).IsSafe)
                                                {
                                                    points[i] = extended;
                                                }
                                            }

                                            var ePoint = to.Closest(points);
                                            ObjectManager.Player.Spellbook.CastSpell(wardSlot.SpellSlot, ePoint.To3D());
                                            LastWardJumpAttempt = Utils.TickCount;
                                            //Let the user move freely inside the skillshot.
                                            NoSolutionFound = true;
                                            return;
                                        }
                                    }
                                }
                            }
                                //Skillshot type dashes.
                            else
                            {
                                var points = Evader.GetEvadePoints(evadeSpell.Speed, evadeSpell.Delay, false);

                                // Remove the points out of range
                                points.RemoveAll(
                                    item => item.Distance(ObjectManager.Player.ServerPosition) > evadeSpell.MaxRange);

                                //If the spell has a fixed range (Vaynes Q), calculate the real dashing location. TODO: take into account walls in the future.
                                if (evadeSpell.FixedRange)
                                {
                                    for (var i = 0; i < points.Count; i++)
                                    {
                                        points[i] = PlayerPosition
                                            .Extend(points[i], evadeSpell.MaxRange);
                                    }

                                    for (var i = points.Count - 1; i > 0; i--)
                                    {
                                        if (!IsSafe(points[i]).IsSafe)
                                        {
                                            points.RemoveAt(i);
                                        }
                                    }
                                }
                                else
                                {
                                    for (var i = 0; i < points.Count; i++)
                                    {
                                        var k =
                                            (int)
                                                (evadeSpell.MaxRange -
                                                 PlayerPosition.Distance(points[i]));
                                        k -= Math.Max(RandomN.Next(k) - 100, 0);
                                        var extended = points[i] +
                                                       k *
                                                       (points[i] - PlayerPosition)
                                                           .Normalized();
                                        if (IsSafe(extended).IsSafe)
                                        {
                                            points[i] = extended;
                                        }
                                    }
                                }

                                if (points.Count > 0)
                                {
                                    EvadePoint = to.Closest(points);
                                    Evading = true;

                                    if (!evadeSpell.Invert)
                                    {
                                        if (evadeSpell.RequiresPreMove)
                                        {
                                            ObjectManager.Player.SendMovePacket(EvadePoint);
                                            var theSpell = evadeSpell;
                                            Utility.DelayAction.Add(
                                                Game.Ping / 2 + 100,
                                                delegate
                                                {
                                                    ObjectManager.Player.Spellbook.CastSpell(
                                                        theSpell.Slot, EvadePoint.To3D());
                                                });
                                        }
                                        else
                                        {
                                            ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, EvadePoint.To3D());
                                        }
                                    }
                                    else
                                    {
                                        var castPoint = PlayerPosition -
                                                        (EvadePoint - PlayerPosition);
                                        ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, castPoint.To3D());
                                    }

                                    return;
                                }
                            }
                        }

                        //Blinks
                        if (evadeSpell.IsBlink)
                        {
                            //Targetted blinks
                            if (evadeSpell.IsTargetted)
                            {
                                var targets = Evader.GetEvadeTargets(
                                    evadeSpell.ValidTargets, int.MaxValue, evadeSpell.Delay, evadeSpell.MaxRange, true,
                                    false);

                                if (targets.Count > 0)
                                {
                                    if (IsAboutToHit(ObjectManager.Player, evadeSpell.Delay))
                                    {
                                        var closestTarget = Utils.Closest(targets, to);
                                        EvadePoint = closestTarget.ServerPosition.To2D();
                                        Evading = true;

                                        if (evadeSpell.IsSummonerSpell)
                                        {
                                            ObjectManager.Player.Spellbook.CastSpell(
                                                evadeSpell.Slot, closestTarget);
                                        }
                                        else
                                        {
                                            ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, closestTarget);
                                        }
                                    }

                                    //Let the user move freely inside the skillshot.
                                    NoSolutionFound = true;
                                    return;
                                }
                                if (Utils.TickCount - LastWardJumpAttempt < 250)
                                {
                                    //Let the user move freely inside the skillshot.
                                    NoSolutionFound = true;
                                    return;
                                }

                                if (evadeSpell.IsTargetted &&
                                    evadeSpell.ValidTargets.Contains(SpellValidTargets.AllyWards) &&
                                    Config.Menu.Item("WardJump" + evadeSpell.Name).GetValue<bool>())
                                {
                                    var wardSlot = Items.GetWardSlot();
                                    if (wardSlot != null)
                                    {
                                        var points = Evader.GetEvadePoints(int.MaxValue, evadeSpell.Delay, true);

                                        // Remove the points out of range
                                        points.RemoveAll(
                                            item => item.Distance(ObjectManager.Player.ServerPosition) > 600);

                                        if (points.Count > 0)
                                        {
                                            //Dont blink just to the edge:
                                            for (var i = 0; i < points.Count; i++)
                                            {
                                                var k =
                                                    (int)
                                                        (600 -
                                                         PlayerPosition.Distance(points[i]));

                                                k = k - new Random(Utils.TickCount).Next(k);
                                                var extended = points[i] +
                                                               k *
                                                               (points[i] - PlayerPosition)
                                                                   .Normalized();
                                                if (IsSafe(extended).IsSafe)
                                                {
                                                    points[i] = extended;
                                                }
                                            }

                                            var ePoint = to.Closest(points);
                                            ObjectManager.Player.Spellbook.CastSpell(wardSlot.SpellSlot, ePoint.To3D());
                                            LastWardJumpAttempt = Utils.TickCount;
                                            //Let the user move freely inside the skillshot.
                                            NoSolutionFound = true;
                                            return;
                                        }
                                    }
                                }
                            }

                                //Skillshot type blinks.
                            else
                            {
                                var points = Evader.GetEvadePoints(int.MaxValue, evadeSpell.Delay, true);

                                // Remove the points out of range
                                points.RemoveAll(
                                    item => item.Distance(ObjectManager.Player.ServerPosition) > evadeSpell.MaxRange);


                                //Dont blink just to the edge:
                                for (var i = 0; i < points.Count; i++)
                                {
                                    var k =
                                        (int)
                                            (evadeSpell.MaxRange -
                                             PlayerPosition.Distance(points[i]));

                                    k = k - new Random(Utils.TickCount).Next(k);
                                    var extended = points[i] +
                                                   k *
                                                   (points[i] - PlayerPosition).Normalized();
                                    if (IsSafe(extended).IsSafe)
                                    {
                                        points[i] = extended;
                                    }
                                }


                                if (points.Count > 0)
                                {
                                    if (IsAboutToHit(ObjectManager.Player, evadeSpell.Delay))
                                    {
                                        EvadePoint = to.Closest(points);
                                        Evading = true;
                                        if (evadeSpell.IsSummonerSpell)
                                        {
                                            ObjectManager.Player.Spellbook.CastSpell(
                                                evadeSpell.Slot, EvadePoint.To3D());
                                        }
                                        else
                                        {
                                            ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, EvadePoint.To3D());
                                        }
                                    }

                                    //Let the user move freely inside the skillshot.
                                    NoSolutionFound = true;
                                    return;
                                }
                            }
                        }

                        //Invulnerabilities, like Fizz's E
                        if (evadeSpell.IsInvulnerability)
                        {
                            if (evadeSpell.IsTargetted)
                            {
                                var targets = Evader.GetEvadeTargets(
                                    evadeSpell.ValidTargets, int.MaxValue, 0, evadeSpell.MaxRange, true, false, true);

                                if (targets.Count > 0)
                                {
                                    if (IsAboutToHit(ObjectManager.Player, evadeSpell.Delay))
                                    {
                                        var closestTarget = Utils.Closest(targets, to);
                                        EvadePoint = closestTarget.ServerPosition.To2D();
                                        Evading = true;
                                        ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, closestTarget);
                                    }

                                    //Let the user move freely inside the skillshot.
                                    NoSolutionFound = true;
                                    return;
                                }
                            }
                            else
                            {
                                if (IsAboutToHit(ObjectManager.Player, evadeSpell.Delay))
                                {
                                    if (evadeSpell.SelfCast)
                                    {
                                        ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot);
                                    }
                                    else
                                    {
                                        ObjectManager.Player.Spellbook.CastSpell(
                                            evadeSpell.Slot, ObjectManager.Player.ServerPosition);
                                    }
                                }
                            }


                            //Let the user move freely inside the skillshot.
                            NoSolutionFound = true;
                            return;
                        }
                    }

                    //Zhonyas
                    if (evadeSpell.Name == "Zhonyas" && (Items.CanUseItem("ZhonyasHourglass")))
                    {
                        if (IsAboutToHit(ObjectManager.Player, 100))
                        {
                            Items.UseItem("ZhonyasHourglass");
                        }

                        //Let the user move freely inside the skillshot.
                        NoSolutionFound = true;

                        return;
                    }

                    //Shields
                    if (evadeSpell.IsShield &&
                        ObjectManager.Player.Spellbook.CanUseSpell(evadeSpell.Slot) == SpellState.Ready)
                    {
                        if (IsAboutToHit(ObjectManager.Player, evadeSpell.Delay))
                        {
                            ObjectManager.Player.Spellbook.CastSpell(evadeSpell.Slot, ObjectManager.Player);
                        }

                        //Let the user move freely inside the skillshot.
                        NoSolutionFound = true;
                        return;
                    }
                }
            }

            NoSolutionFound = true;
        }
예제 #15
0
파일: Gragas.cs 프로젝트: xcxooxl/Lsharp3
 private static void InsecCombo(Vector2 pos)
 {
     var vTarget = SimpleTs.GetTarget(Q.Range, SimpleTs.DamageType.Magical);
     if (!(vTarget.Distance(pos) <= 700)) return;
     var newpos = pos.Extend(vTarget.Position.To2D(), 700);
     Q.Cast(newpos, true);
     E.Cast(newpos, true);
 }
예제 #16
0
파일: Vayne.cs 프로젝트: cttbot/LeagueSharp
        private bool IsCondemnable(Obj_AI_Hero hero)
        {
            if (!hero.IsValidTarget(550f) || hero.HasBuffOfType(BuffType.SpellShield) ||
                hero.HasBuffOfType(BuffType.SpellImmunity) || hero.IsDashing()) return false;

            //values for pred calc pP = player position; p = enemy position; pD = push distance
            var pP = ObjectManager.Player.ServerPosition;
            var p = hero.ServerPosition;
            var pD = EPushDistanceSlider.Value;
            var mode = EModeStringList.SelectedValue;

            if (mode == "PRADASMART" && (IsCollisionable(p.Extend(pP, -pD)) || IsCollisionable(p.Extend(pP, -pD / 2f)) ||
                                         IsCollisionable(p.Extend(pP, -pD / 3f))))
            {
                if (!hero.CanMove ||
                    (hero.IsWindingUp))
                    return true;

                var enemiesCount = ObjectManager.Player.CountEnemyHeroesInRange(1200);
                if (enemiesCount > 1 && enemiesCount <= 3)
                {
                    var prediction = E.GetPrediction(hero);
                    for (var i = 15; i < pD; i += 75)
                    {
                        if (i > pD)
                        {
                            var lastPosFlags = NavMesh.GetCollisionFlags(
                            prediction.UnitPosition.ToVector2()
                                .Extend(
                                    pP.ToVector2(),
                                    -pD)
                                .ToVector3());
                            if (lastPosFlags.HasFlag(CollisionFlags.Wall) || lastPosFlags.HasFlag(CollisionFlags.Building))
                            {
                                return true;
                            }
                            return false;
                        }
                        var posFlags = NavMesh.GetCollisionFlags(
                            prediction.UnitPosition.ToVector2()
                                .Extend(
                                    pP.ToVector2(),
                                    -i)
                                .ToVector3());
                        if (posFlags.HasFlag(CollisionFlags.Wall) || posFlags.HasFlag(CollisionFlags.Building))
                        {
                            return true;
                        }
                    }
                    return false;
                }
                else
                {
                    var hitchance = EHitchanceSlider.Value;
                    var angle = 0.20 * hitchance;
                    const float travelDistance = 0.5f;
                    var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                        (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                    var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                        (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

                    for (var i = 15; i < pD; i += 100)
                    {
                        if (i > pD) return false;
                        if (IsCollisionable(pP.ToVector2().Extend(alpha,
                            i)
                            .ToVector3()) && IsCollisionable(pP.ToVector2().Extend(beta, i).ToVector3())) return true;
                    }
                    return false;
                }
            }

            if (mode == "PRADAPERFECT" &&
                (IsCollisionable(p.Extend(pP, -pD)) || IsCollisionable(p.Extend(pP, -pD / 2f)) ||
                 IsCollisionable(p.Extend(pP, -pD / 3f))))
            {
                if (!hero.CanMove ||
                    (hero.IsWindingUp))
                    return true;

                var hitchance = EHitchanceSlider.Value;
                var angle = 0.20 * hitchance;
                const float travelDistance = 0.5f;
                var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

                for (var i = 15; i < pD; i += 100)
                {
                    if (i > pD)
                    {
                        return IsCollisionable(alpha.Extend(pP.ToVector2(),
                            -pD)
                            .ToVector3()) && IsCollisionable(beta.Extend(pP.ToVector2(), -pD).ToVector3());
                    }
                    if (IsCollisionable(alpha.Extend(pP.ToVector2(),
                        -i)
                        .ToVector3()) && IsCollisionable(beta.Extend(pP.ToVector2(), -i).ToVector3())) return true;
                }
                return false;
            }

            if (mode == "OLDPRADA")
            {
                if (!hero.CanMove ||
                    (hero.IsWindingUp))
                    return true;

                var hitchance = EHitchanceSlider.Value;
                var angle = 0.20 * hitchance;
                const float travelDistance = 0.5f;
                var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

                for (var i = 15; i < pD; i += 100)
                {
                    if (IsCollisionable(pP.ToVector2().Extend(alpha,
                        i)
                        .ToVector3()) || IsCollisionable(pP.ToVector2().Extend(beta, i).ToVector3())) return true;
                }
                return false;
            }

            if (mode == "MARKSMAN")
            {
                var prediction = E.GetPrediction(hero);
                return NavMesh.GetCollisionFlags(
                    prediction.UnitPosition.ToVector2()
                        .Extend(
                            pP.ToVector2(),
                            -pD)
                        .ToVector3()).HasFlag(CollisionFlags.Wall) ||
                       NavMesh.GetCollisionFlags(
                           prediction.UnitPosition.ToVector2()
                               .Extend(
                                   pP.ToVector2(),
                                   -pD / 2f)
                               .ToVector3()).HasFlag(CollisionFlags.Wall);
            }

            if (mode == "SHARPSHOOTER")
            {
                var prediction = E.GetPrediction(hero);
                for (var i = 15; i < pD; i += 100)
                {
                    if (i > pD) return false;
                    var posCF = NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.ToVector2()
                            .Extend(
                                pP.ToVector2(),
                                -i)
                            .ToVector3());
                    if (posCF.HasFlag(CollisionFlags.Wall) || posCF.HasFlag(CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == "GOSU")
            {
                var prediction = E.GetPrediction(hero);
                for (var i = 15; i < pD; i += 75)
                {
                    var posCF = NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.ToVector2()
                            .Extend(
                                pP.ToVector2(),
                                -i)
                            .ToVector3());
                    if (posCF.HasFlag(CollisionFlags.Wall) || posCF.HasFlag(CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == "VHR")
            {
                var prediction = E.GetPrediction(hero);
                for (var i = 15; i < pD; i += (int)hero.BoundingRadius) //:frosty:
                {
                    var posCF = NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.ToVector2()
                            .Extend(
                                pP.ToVector2(),
                                -i)
                            .ToVector3());
                    if (posCF.HasFlag(CollisionFlags.Wall) || posCF.HasFlag(CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == "PRADALEGACY")
            {
                var prediction = E.GetPrediction(hero);
                for (var i = 15; i < pD; i += 75)
                {
                    var posCF = NavMesh.GetCollisionFlags(
                        prediction.UnitPosition.ToVector2()
                            .Extend(
                                pP.ToVector2(),
                                -i)
                            .ToVector3());
                    if (posCF.HasFlag(CollisionFlags.Wall) || posCF.HasFlag(CollisionFlags.Building))
                    {
                        return true;
                    }
                }
                return false;
            }

            if (mode == "FASTEST" &&
                (IsCollisionable(p.Extend(pP, -pD)) || IsCollisionable(p.Extend(pP, -pD / 2f)) ||
                 IsCollisionable(p.Extend(pP, -pD / 3f))))
            {
                return true;
            }

            return false;
        }
예제 #17
0
            public EvadeResult(EvadePlus evade, Vector2 evadePoint, Vector2 anchorPoint, int totalTimeAvailable,
                int timeAvailable,
                bool enoughTime)
            {
                Evade = evade;
                PlayerPos = Player.Instance.Position.To2D();
                Time = Environment.TickCount;

                EvadePoint = evadePoint.Extend(PlayerPos, -70); //adjust evade range;
                AnchorPoint = anchorPoint;
                TotalTimeAvailable = totalTimeAvailable;
                TimeAvailable = timeAvailable;
                EnoughTime = enoughTime;

                // fix evade pos
                //if (evadePoint.IsInLineSegment(PlayerPos, anchorPoint, 40))
                //{
                //    EvadePoint = anchorPoint;
                //}

                // extra evade range
                if (Evade.ExtraEvadeRange > 0)
                {
                    var newPoint = EvadePoint.Extend(PlayerPos,
                        -(Evade.RandomizeExtraEvadeRange
                            ? Utils.Random.Next(Evade.ExtraEvadeRange/3, Evade.ExtraEvadeRange)
                            : Evade.ExtraEvadeRange));
                    if (Evade.IsPointSafe(newPoint))
                    {
                        EvadePoint = newPoint;
                    }
                }
            }
예제 #18
0
 private static Vector2 getEndOfMissilePosition(Vector2 basePosition, Vector2 endPosition, Obj_AI_Base target, out Obj_AI_Base enemyHit)
 {
     if (Prediction.Position.Collision.LinearMissileCollision(target, basePosition, endPosition, Q.Speed, Q.Width, Q.CastDelay))
     {
         enemyHit = target;
         return endPosition;
     }
     else
     {
         enemyHit = null;
         return basePosition.Extend(endPosition, Q.Range);
     }
 }
예제 #19
0
        /// <summary>
        /// Gets collided units & flags
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <param name="width">Rectangle scale</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <returns>Collision result as <see cref="Collision.Result"/></returns>
        public static Result GetCollisions(Vector2 from, Vector2 to, float range, float width, float delay, float missileSpeed = 0, bool isArc = false)
        {
            List<Obj_AI_Base> collidedUnits = new List<Obj_AI_Base>();
            var spellHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to.Extend(from, -width), width));
            if (isArc)
            {
                spellHitBox = ClipperWrapper.MakePaths(new SPrediction.Geometry.Polygon(
                                ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 200 * (to.Distance(from) / 900)),
                                ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 320 * (to.Distance(from) / 900))));
            }
            Flags _colFlags = Flags.None;
            var collidedMinions = MinionManager.GetMinions(range + 100, MinionTypes.All, MinionTeam.NotAlly, MinionOrderTypes.None).AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius + 15)), spellHitBox));
            var collidedEnemies = HeroManager.Enemies.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox));
            var collidedAllies = HeroManager.Allies.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox));

            if (collidedMinions != null && collidedMinions.Count() != 0)
            {
                collidedUnits.AddRange(collidedMinions);
                _colFlags |= Flags.Minions;
            }

            if (collidedEnemies != null && collidedEnemies.Count() != 0)
            {
                collidedUnits.AddRange(collidedEnemies);
                _colFlags |= Flags.EnemyChampions;
            }

            if (collidedAllies != null && collidedAllies.Count() != 0)
            {
                collidedUnits.AddRange(collidedAllies);
                _colFlags |= Flags.AllyChampions;
            }

            if (CheckWallCollision(from, to))
                _colFlags |= Flags.Wall;

            if (CheckYasuoWallCollision(from, to, width))
                _colFlags |= Flags.YasuoWall;

            return new Result(collidedUnits, _colFlags);
        }
예제 #20
0
            public EvadeResult(EvadePlus evade, Vector2 evadePoint, Vector2 anchorPoint, int totalTimeAvailable,
                int timeAvailable,
                bool enoughTime)
            {
                Evade = evade;
                PlayerPos = Player.Instance.Position.To2D();
                Time = Environment.TickCount;

                EvadePoint = evadePoint.Extend(PlayerPos, -40);
                AnchorPoint = anchorPoint;
                TotalTimeAvailable = totalTimeAvailable;
                TimeAvailable = timeAvailable;
                EnoughTime = enoughTime;

                if (Evade.ExtraEvadeRange > 0)
                {
                    var newPoint = EvadePoint.Extend(PlayerPos,
                        -(Evade.RandomizeExtraEvadeRange
                            ? Utils.Random.Next(Evade.ExtraEvadeRange/3, Evade.ExtraEvadeRange)
                            : Evade.ExtraEvadeRange));
                    if (Evade.IsPointSafe(newPoint))
                    {
                        EvadePoint = newPoint;
                    }
                }
            }
예제 #21
0
        public static void BubbKushGo(Obj_AI_Hero target)
        {
            int posChecked = 0;
            int maxPosToCheck = 50;
            int posRadius = 50;
            int radiusIndex = 0;

            var bubba = new Bubba();
            var bubbaList = new List<Bubba>();

            while (posChecked < maxPosToCheck)
            {
                radiusIndex++;
                var curRadius = radiusIndex * (2 * posRadius);
                var curCurcleChecks = (int)Math.Ceiling((2 * Math.PI * curRadius) / (2 * (double)posRadius));

                for (var i = 1; i < curCurcleChecks; i++)
                {
                    posChecked++;

                    var cRadians = (0x2 * Math.PI / (curCurcleChecks - 1)) * i;
                    var startPos = new Vector2((float)Math.Floor(target.Position.X + curRadius *
                          Math.Cos(cRadians)), (float)Math.Floor(target.Position.Y + curRadius * Math.Sin(cRadians)));

                    var endPos = startPos.Extend(target.Position.To2D(), 1000f);
                    var targetProj = target.Position.To2D().ProjectOn(startPos, endPos);

                    foreach (var hero in HeroManager.Enemies.Where(x => x.IsValidTarget()))
                    {
                        if (hero.NetworkId != target.NetworkId && hero.Distance(targetProj.SegmentPoint) <= 1000)
                        {
                            Vector2 mPos = Prediction.GetPrediction(hero, 250 + Game.Ping / 2).UnitPosition.To2D();
                            Geometry.ProjectionInfo mProj = mPos.ProjectOn(startPos, endPos);
                            if (mProj.IsOnSegment && mProj.SegmentPoint.Distance(hero.Position) <= hero.BoundingRadius + 100)
                            {
                                if (bubba.HeroesOnSegment.Contains(hero) == false)
                                {
                                    bubba.HeroToKick = hero;
                                    bubba.TargetHero = target;
                                    bubba.KickPos = hero.Position.To2D().Extend(startPos, -(hero.BoundingRadius + 35));
                                    bubba.HeroesOnSegment.Add(hero);
                                }
                            }
                        }
                    }

                    bubbaList.Add(bubba);

                    BubbaFat =
                        bubbaList.Where(x => x.HeroesOnSegment.Count > 0)
                            .OrderByDescending(x => x.HeroesOnSegment.Count)
                            .ThenByDescending(x => x.HeroToKick.MaxHealth).FirstOrDefault();

                    if (BubbaFat != null)
                    {
                        if (!LeeSin.spells[LeeSin.Spells.R].IsReady())
                        {
                            return;
                        }

                        if (BubbaFat.KickPos.To3D().IsValid()
                            && BubbaFat.KickPos.Distance(ObjectManager.Player) < LeeSin.spells[LeeSin.Spells.W].Range
                            && Wardmanager.FindBestWardItem() != null
                            && Misc.IsWOne)
                        {
                            Wardmanager.WardJump(BubbaFat.KickPos.To3D(), false, true, true);
                            LeeSin.spells[LeeSin.Spells.R].CastOnUnit(BubbaFat.HeroToKick);
                        }

                        if (MyMenu.Menu.Item("bubbaflash").IsActive() && Wardmanager.FindBestWardItem() == null && BubbaFat.KickPos.To3D().IsValid()
                            && BubbaFat.KickPos.Distance(ObjectManager.Player) < 425)
                        {
                            if (ObjectManager.Player.Spellbook.CanUseSpell(LeeSin.flashSlot) == SpellState.Ready && Wardmanager.LastWard + 1000 < Environment.TickCount)
                            {
                                ObjectManager.Player.Spellbook.CastSpell(LeeSin.flashSlot, BubbaFat.KickPos.To3D());
                                LeeSin.spells[LeeSin.Spells.R].CastOnUnit(BubbaFat.HeroToKick);
                            }
                        }
                    }
                }
            }
        }
예제 #22
0
 public static List<Vector2> GetRadiusPoints(Vector2 targetpredictedpos, Vector2 passivepredictedposition)
 {
     List<Vector2> RadiusPoints = new List<Vector2>();
     for (int i = 50; i <= 300; i = i + 25)
     {
         var x = targetpredictedpos.Extend(passivepredictedposition, i);
         for (int j = -45; j <= 45; j = j + 5)
         {
             RadiusPoints.Add(x.RotateAround(targetpredictedpos, j * (float)(Math.PI / 180)));
         }
     }
     return RadiusPoints;
 }
예제 #23
0
        public static List<Vector2> ExtendDist(Vector2 origin, Vector2 currWallPos, float dist)
        {
            //getting OPs
            List<Vector2> resultVecs = new List<Vector2>();

            for (float i = 1; i <= dist; i += .05f)
            {
                if (!LeagueSharp.Common.Utility.IsWall(origin.Extend(currWallPos, i)))
                    resultVecs.Add(origin.Extend(currWallPos, i));
            }

            return resultVecs;
        }
예제 #24
0
파일: Collision.cs 프로젝트: Ryzeros/L-
        /// <summary>
        /// Checks wall collisions
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <returns>true if collision found</returns>
        public static bool CheckWallCollision(Vector2 from, Vector2 to)
        {
            float step = from.Distance(to) / 20;
            for (var i = 0; i < 20; i++)
            {
                var p = from.Extend(to, step * i);
                if (NavMesh.GetCollisionFlags(p.X, p.Y).HasFlag(CollisionFlags.Wall))
                    return true;
            }

            return false;
        }
예제 #25
0
 private void castWOnAngle(Vector2 playerPos, Vector2 targetPos, float ag)
 {
     var posW = playerPos.Extend(targetPos, azir.Spells.W.Range);
     if (!RotatePoint(posW, playerPos, ag).IsWall())
         azir.Spells.W.Cast(RotatePoint(posW, playerPos, ag));
 }