public void Game_OnGameUpdate() { //Even if it doesnt consume a lot of resources with 20 updatest second works k if (SpellData.CollisionObjects.Count() > 0 && SpellData.CollisionObjects != null && Environment.TickCount - _lastCollisionCalc > 50) { _lastCollisionCalc = Environment.TickCount; _collisionEnd = Collision.GetCollisionPoint(this); } //Update the missile position each time the game updates. if (SpellData.Type == SkillShotType.SkillshotMissileLine) { Rectangle = new Geometry.Rectangle(GetMissilePosition(0), CollisionEnd, SpellData.Radius); UpdatePolygon(); } //Spells that update to the unit position. if (SpellData.MissileFollowsUnit) { if (Unit.IsVisible) { End = Unit.ServerPosition.To2D(); Direction = (End - Start).Normalized(); UpdatePolygon(); } } }
public static Vector2 GetCollisionPoint(Skillshot skillshot) { var collisions = new List<DetectedCollision>(); var from = skillshot.GetMissilePosition(0); skillshot.ForceDisabled = false; foreach (var cObject in skillshot.SpellData.CollisionObjects) { switch (cObject) { case CollisionObjectTypes.Minion: collisions.AddRange( from minion in MinionManager.GetMinions( @from.To3D(), 1200, MinionTypes.All, skillshot.Unit.Team == ObjectManager.Player.Team ? MinionTeam.NotAlly : MinionTeam.NotAllyForEnemy) let pred = FastPrediction( @from, minion, Math.Max( 0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed) let pos = pred.PredictedPosVector2 let w = skillshot.SpellData.RawRadius + (!pred.IsMoving ? (minion.BoundingRadius - 15) : 0) - pos.Distance(@from, skillshot.End, true) where w > 0 select new DetectedCollision { PositionVector2 = pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction * 30, UnitAiBase = minion, Type = CollisionObjectTypes.Minion, Distance = pos.Distance(@from), Difference = w }); break; case CollisionObjectTypes.Champions: collisions.AddRange( from hero in ObjectManager.Get<Obj_AI_Hero>() .Where( h => (h.IsValidTarget(1200, false) && h.Team == ObjectManager.Player.Team && !h.IsMe || h.Team != ObjectManager.Player.Team)) let pred = FastPrediction( @from, hero, Math.Max( 0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed) let pos = pred.PredictedPosVector2 let w = skillshot.SpellData.RawRadius + 30 - pos.Distance(@from, skillshot.End, true) where w > 0 select new DetectedCollision { PositionVector2 = pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction * 30, UnitAiBase = hero, Type = CollisionObjectTypes.Minion, Distance = pos.Distance(@from), Difference = w }); break; case CollisionObjectTypes.YasuoWall: if ( !ObjectManager.Get<Obj_AI_Hero>() .Any( hero => hero.IsValidTarget(float.MaxValue, false) && hero.Team == ObjectManager.Player.Team && hero.ChampionName == "Yasuo")) { break; } GameObject wall = null; foreach ( var gameObject in ObjectManager.Get<GameObject>() .Where( gameObject => gameObject.IsValid && Regex.IsMatch( gameObject.Name, "_w_windwall.\\.troy", RegexOptions.IgnoreCase))) { wall = gameObject; } if (wall == null) { break; } var level = wall.Name.Substring(wall.Name.Length - 6, 1); var wallWidth = (300 + 50 * Convert.ToInt32(level)); var wallDirection = (wall.Position.To2D() - _yasuoWallVector2).Normalized().Perpendicular(); var fraction = wallWidth / 0x2; // 0x2 = 2 var wallStart = wall.Position.To2D() + fraction * wallDirection; var wallEnd = wallStart - wallWidth * wallDirection; var wallPolygon = new Geometry.Rectangle(wallStart, wallEnd, 75).ToPolygon(); var intersections = new List<Vector2>(); for (var i = 0; i < wallPolygon.Points.Count; i++) { var inter = wallPolygon.Points[i].Intersection( wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from, skillshot.End); if (inter.Intersects) { intersections.Add(inter.Point); } } if (intersections.Count > 0) { var intersection = intersections.OrderBy(item => item.Distance(from)).ToList()[0]; var collisionT = Environment.TickCount + Math.Max( 0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)) + 100 + (1000 * intersection.Distance(from)) / skillshot.SpellData.MissileSpeed; if (collisionT - _wallCastTick < 4000) { if (skillshot.SpellData.Type != SkillShotType.SkillshotMissileLine) { skillshot.ForceDisabled = true; } return intersection; } } break; } } return collisions.Count > 0 ? collisions.OrderBy(c => c.Distance).ToList()[0].PositionVector2 : new Vector2(); }
public Skillshot(DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit, Obj_AI_Base target = null ) { DetectionType = detectionType; SpellData = spellData; StartTick = startT; Start = start; End = end; MissilePosition = start; Direction = (end - start).Normalized(); Target = target; Unit = unit; //Create the spatial object for each type of skillshot. switch (spellData.Type) { case SkillShotType.SkillshotCircle: Circle = new Geometry.Circle(CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotMissileLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: Sector = new Geometry.Sector( start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range); break; case SkillShotType.SkillshotRing: Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius); break; } UpdatePolygon(); //Create the polygon. }