예제 #1
0
파일: Evade.cs 프로젝트: yashine59fr/Port
        private void CheckHeroInDanger()
        {
            bool playerInDanger = false;

            foreach (KeyValuePair <int, Spell> entry in SpellDetector.spells)
            {
                Spell spell = entry.Value;

                if (lastPosInfo != null && lastPosInfo.dodgeableSpells.Contains(spell.spellID))
                {
                    if (myHero.ServerPosition.To2D().InSkillShot(spell, ObjectCache.myHeroCache.boundingRadius))
                    {
                        playerInDanger = true;
                        break;
                    }

                    if (ObjectCache.menuCache.cache["EnableEvadeDistance"].GetValue <bool>() &&
                        EvadeUtils.TickCount < lastPosInfo.endTime)
                    {
                        playerInDanger = true;
                        break;
                    }
                }
            }

            if (isDodging && !playerInDanger)
            {
                lastDodgingEndTime = EvadeUtils.TickCount;
            }

            if (isDodging == false && !Situation.ShouldDodge())
            {
                return;
            }

            isDodging = playerInDanger;
        }
예제 #2
0
        public static bool PreferEvadeSpell()
        {
            if (!Situation.ShouldUseEvadeSpell())
            {
                return(false);
            }

            foreach (KeyValuePair <int, Spell> entry in SpellDetector.spells)
            {
                Spell spell = entry.Value;

                if (!ObjectCache.myHeroCache.serverPos2D.InSkillShot(spell, ObjectCache.myHeroCache.boundingRadius))
                {
                    continue;
                }

                if (ActivateEvadeSpell(spell, true))
                {
                    return(true);
                }
            }

            return(false);
        }
예제 #3
0
        private void CheckHeroInDanger()
        {
            bool playerInDanger = false;

            foreach (KeyValuePair <int, Spell> entry in SpellDetector.Spells)
            {
                Spell spell = entry.Value;

                if (LastPosInfo != null) //&& lastPosInfo.dodgeableSpells.Contains(spell.spellID))
                {
                    if (GameData.MyHero.ServerPosition.To2D().InSkillShot(spell, GameData.HeroInfo.BoundingRadius))
                    {
                        playerInDanger = true;
                        break;
                    }

                    if (ConfigValue.EnableEvadeDistance.GetBool() && EvadeUtils.TickCount < LastPosInfo.EndTime)
                    {
                        playerInDanger = true;
                        break;
                    }
                }
            }

            if (IsDodging && !playerInDanger)
            {
                LastDodgingEndTime = EvadeUtils.TickCount;
            }

            if (IsDodging == false && !Situation.ShouldDodge())
            {
                return;
            }

            IsDodging = playerInDanger;
        }
        private void DodgeSkillShots()
        {
            if (!Situation.ShouldDodge())
            {
                isDodging = false;
                return;
            }

            /*
             * if (isDodging && playerInDanger == false) //serverpos test
             * {
             *  myHero.IssueOrder(GameObjectOrder.HoldPosition, myHero, false);
             * }*/

            if (isDodging)
            {
                if (lastPosInfo != null)
                {
                    /*foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells)
                     * {
                     *  Spell spell = entry.Value;
                     *
                     *  Game.PrintChat("" + (int)(GetTickCount()-spell.startTime));
                     * }*/


                    Vector2 lastBestPosition = lastPosInfo.position;

                    if (menu.SubMenu("MiscSettings").Item("RecalculatePosition").GetValue <bool>())//recheck path
                    {
                        var path = myHero.Path;
                        if (path.Length > 0)
                        {
                            var movePos = path[path.Length - 1].To2D();

                            if (movePos.Distance(lastPosInfo.position) < 5) //more strict checking
                            {
                                var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, myHero.MoveSpeed, 0, 0, false);
                                if (EvadeHelper.isSamePosInfo(posInfo, lastPosInfo) && posInfo.posDangerCount > lastPosInfo.posDangerCount)
                                {
                                    var newPosInfo = EvadeHelper.GetBestPosition();
                                    if (newPosInfo.posDangerCount < posInfo.posDangerCount)
                                    {
                                        lastPosInfo = newPosInfo;
                                        CheckHeroInDanger();
                                    }
                                    else if (EvadeSpell.PreferEvadeSpell())
                                    {
                                        lastPosInfo = EvadeHelper.SetAllUndodgeable();
                                        EvadeSpell.UseEvadeSpell(); //using spells)
                                    }
                                }
                            }
                        }
                    }

                    EvadeCommand.MoveTo(lastBestPosition);
                }
            }
            else //if not dodging
            {
                //Check if hero will walk into a skillshot
                var path = myHero.Path;
                if (path.Length > 0)
                {
                    var movePos = path[path.Length - 1].To2D();

                    if (EvadeHelper.CheckMovePath(movePos))
                    {
                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.position);
                        }
                        return;
                    }
                }
            }
        }
        private void Game_OnIssueOrder(Obj_AI_Base hero, GameObjectIssueOrderEventArgs args)
        {
            if (!hero.IsMe)
            {
                return;
            }

            if (!Situation.ShouldDodge())
            {
                return;
            }

            if (args.Order == GameObjectOrder.MoveTo)
            {
                //movement block code goes in here
                if (isDodging && SpellDetector.spells.Count() > 0)
                {
                    CheckHeroInDanger();

                    lastBlockedUserMoveTo = new EvadeCommand
                    {
                        order          = EvadeOrderCommand.MoveTo,
                        targetPosition = args.TargetPosition.To2D(),
                        timestamp      = GetTickCount(),
                        isProcessed    = false,
                    };

                    args.Process = false; //Block the command
                }
                else
                {
                    var movePos    = args.TargetPosition.To2D();
                    var extraDelay = Evade.menu.SubMenu("MiscSettings").SubMenu("ExtraBuffers").Item("ExtraPingBuffer").GetValue <Slider>().Value;
                    if (EvadeHelper.CheckMovePath(movePos, Game.Ping + extraDelay))
                    {
                        args.Process = false; //Block the command

                        if (GetTickCount() - lastMovementBlockTime < 250 && lastMovementBlockPos.Distance(args.TargetPosition) < 100)
                        {
                            return;
                        }

                        lastMovementBlockPos  = args.TargetPosition;
                        lastMovementBlockTime = GetTickCount();

                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.position);
                        }
                        return;
                    }
                }
            }
            else //need more logic
            {
                if (isDodging)
                {
                    args.Process = false; //Block the command
                }
            }
        }
예제 #6
0
파일: Evade.cs 프로젝트: yashine59fr/Port
        private void DodgeSkillShots()
        {
            if (!Situation.ShouldDodge())
            {
                isDodging = false;
                return;
            }

            /*
             * if (isDodging && playerInDanger == false) //serverpos test
             * {
             *  myHero.IssueOrder(GameObjectOrder.HoldPosition, myHero, false);
             * }*/

            if (isDodging)
            {
                if (lastPosInfo != null)
                {
                    /*foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells)
                     * {
                     *  Spell spell = entry.Value;
                     *
                     *  Console.WriteLine("" + (int)(TickCount-spell.startTime));
                     * }*/


                    Vector2 lastBestPosition = lastPosInfo.position;

                    if (ObjectCache.menuCache.cache["ClickOnlyOnce"].GetValue <bool>() == false ||
                        !(myHero.Path.Count() > 0 && lastPosInfo.position.Distance(myHero.Path.Last().To2D()) < 5))
                    //|| lastPosInfo.timestamp > lastEvadeOrderTime)
                    {
                        EvadeCommand.MoveTo(lastBestPosition);
                        lastEvadeOrderTime = EvadeUtils.TickCount;
                    }
                }
            }
            else //if not dodging
            {
                //Check if hero will walk into a skillshot
                var path = myHero.Path;
                if (path.Length > 0)
                {
                    var movePos = path[path.Length - 1].To2D();

                    if (EvadeHelper.CheckMovePath(movePos))
                    {
                        /*if (ObjectCache.menuCache.cache["AllowCrossing"].GetValue<bool>())
                         * {
                         *  var extraDelayBuffer = ObjectCache.menuCache.cache["ExtraPingBuffer"]
                         *      .GetValue<Slider>().Value + 30;
                         *  var extraDist = ObjectCache.menuCache.cache["ExtraCPADistance"]
                         *      .GetValue<Slider>().Value + 10;
                         *
                         *  var tPosInfo = EvadeHelper.CanHeroWalkToPos(movePos, ObjectCache.myHeroCache.moveSpeed, extraDelayBuffer + ObjectCache.gamePing, extraDist);
                         *
                         *  if (tPosInfo.posDangerLevel == 0)
                         *  {
                         *      lastPosInfo = tPosInfo;
                         *      return;
                         *  }
                         * }*/

                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.position);
                        }
                        return;
                    }
                }
            }
        }
예제 #7
0
파일: Evade.cs 프로젝트: yashine59fr/Port
        private void Game_OnIssueOrder(Obj_AI_Base hero, PlayerIssueOrderEventArgs args)
        {
            if (!hero.IsMe)
            {
                return;
            }

            if (!Situation.ShouldDodge())
            {
                return;
            }

            if (args.Order == GameObjectOrder.MoveTo)
            {
                if (isDodging && SpellDetector.spells.Any())
                {
                    CheckHeroInDanger();

                    lastBlockedUserMoveTo = new EvadeCommand
                    {
                        order          = EvadeOrderCommand.MoveTo,
                        targetPosition = args.TargetPosition.To2D(),
                        timestamp      = EvadeUtils.TickCount,
                        isProcessed    = false,
                    };

                    args.Process = false;
                }
                else
                {
                    var movePos    = args.TargetPosition.To2D();
                    var extraDelay = ObjectCache.menuCache.cache["ExtraPingBuffer"].GetValue <Slider>().Value;

                    if (EvadeHelper.CheckMovePath(movePos, ObjectCache.gamePing + extraDelay))
                    {
                        /*if (ObjectCache.menuCache.cache["AllowCrossing"].GetValue<bool>())
                         * {
                         *  var extraDelayBuffer = ObjectCache.menuCache.cache["ExtraPingBuffer"]
                         *      .GetValue<Slider>().Value + 30;
                         *  var extraDist = ObjectCache.menuCache.cache["ExtraCPADistance"]
                         *      .GetValue<Slider>().Value + 10;
                         *
                         *  var tPosInfo = EvadeHelper.CanHeroWalkToPos(movePos, ObjectCache.myHeroCache.moveSpeed, extraDelayBuffer + ObjectCache.gamePing, extraDist);
                         *
                         *  if (tPosInfo.posDangerLevel == 0)
                         *  {
                         *      lastPosInfo = tPosInfo;
                         *      return;
                         *  }
                         * }*/

                        lastBlockedUserMoveTo = new EvadeCommand
                        {
                            order          = EvadeOrderCommand.MoveTo,
                            targetPosition = args.TargetPosition.To2D(),
                            timestamp      = EvadeUtils.TickCount,
                            isProcessed    = false,
                        };

                        args.Process = false; //Block the command

                        if (EvadeUtils.TickCount - lastMovementBlockTime < 500 && lastMovementBlockPos.Distance(args.TargetPosition) < 100)
                        {
                            return;
                        }

                        lastMovementBlockPos  = args.TargetPosition;
                        lastMovementBlockTime = EvadeUtils.TickCount;

                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.position);
                        }
                        return;
                    }
                    else
                    {
                        lastBlockedUserMoveTo.isProcessed = true;
                    }
                }
            }
            else //need more logic
            {
                if (isDodging)
                {
                    args.Process = false; //Block the command
                }
                else
                {
                    if (args.Order == GameObjectOrder.AttackUnit)
                    {
                        var target = args.Target;
                        if (target != null && target.IsValid <Obj_AI_Base>())
                        {
                            var baseTarget = target as Obj_AI_Base;
                            if (ObjectCache.myHeroCache.serverPos2D.Distance(baseTarget.ServerPosition.To2D()) >
                                myHero.AttackRange + ObjectCache.myHeroCache.boundingRadius + baseTarget.BoundingRadius)
                            {
                                var movePos    = args.TargetPosition.To2D();
                                var extraDelay = ObjectCache.menuCache.cache["ExtraPingBuffer"].GetValue <Slider>().Value;
                                if (EvadeHelper.CheckMovePath(movePos, ObjectCache.gamePing + extraDelay))
                                {
                                    args.Process = false; //Block the command
                                    return;
                                }
                            }
                        }
                    }
                }
            }

            if (args.Process == true)
            {
                lastIssueOrderGameTime = Game.Time * 1000;
                lastIssueOrderTime     = EvadeUtils.TickCount;
                lastIssueOrderArgs     = args;

                if (args.Order == GameObjectOrder.MoveTo)
                {
                    lastMoveToPosition  = args.TargetPosition.To2D();
                    lastMoveToServerPos = myHero.ServerPosition.To2D();
                }

                if (args.Order == GameObjectOrder.Stop)
                {
                    lastStopPosition = myHero.ServerPosition.To2D();
                }
            }
        }
예제 #8
0
파일: Evade.cs 프로젝트: yashine59fr/Port
        private void Game_OnCastSpell(Spellbook spellbook, SpellbookCastSpellEventArgs args) /////LOI DOAN NAY
        {
            if (!spellbook.Owner.IsMe)
            {
                return;
            }

            var    sData = spellbook.GetSpell(args.Slot);
            string name;

            if (SpellDetector.channeledSpells.TryGetValue(sData.Name, out name))
            {
                //Evade.isChanneling = true;
                //Evade.channelPosition = ObjectCache.myHeroCache.serverPos2D;
                lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
            }

            //block spell commmands if evade spell just used
            if (EvadeSpell.lastSpellEvadeCommand != null &&
                EvadeSpell.lastSpellEvadeCommand.timestamp + ObjectCache.gamePing + 150 > EvadeUtils.TickCount)
            {
                args.Process = false;
            }

            lastSpellCast     = args.Slot;
            lastSpellCastTime = EvadeUtils.TickCount;

            //moved from processPacket

            /*if (args.Slot == SpellSlot.Recall)
             * {
             *  lastStopPosition = myHero.ServerPosition.To2D();
             * }*/

            if (Situation.ShouldDodge())
            {
                if (isDodging && SpellDetector.spells.Any())
                {
                    foreach (KeyValuePair <String, SpellData> entry in SpellDetector.windupSpells)
                    {
                        SpellData spellData = entry.Value;

                        if (spellData.spellKey == args.Slot) //check if it's a spell that we should block
                        {
                            args.Process = false;
                            return;
                        }
                    }
                }
            }

            foreach (var evadeSpell in EvadeSpell.evadeSpells)
            {
                if (evadeSpell.isItem == false && evadeSpell.spellKey == args.Slot && evadeSpell.untargetable == false)
                {
                    if (evadeSpell.evadeType == EvadeType.Blink)
                    {
                        var dir = (args.StartPosition.To2D() - myHero.ServerPosition.To2D()).Normalized();

                        var end = myHero.ServerPosition.To2D() + dir * myHero.ServerPosition.To2D().Distance(Game.CursorPos.To2D());
                        if (evadeSpell.fixedRange || end.Distance(myHero.ServerPosition.To2D()) > evadeSpell.range)
                        {
                            end = myHero.ServerPosition.To2D() + dir * evadeSpell.range;
                        }

                        var posInfo = EvadeHelper.CanHeroWalkToPos(end, evadeSpell.speed, ObjectCache.gamePing, 0);
                        if (posInfo.posDangerCount < 1)
                        {
                            if (lastPosInfo != null)
                            {
                                lastPosInfo = posInfo;
                            }

                            if (lastPosInfo == null)
                            {
                                lastPosInfo = posInfo;
                            }

                            if (isDodging || EvadeUtils.TickCount < lastDodgingEndTime + 250)
                            {
                                EvadeCommand.MoveTo(Game.CursorPos.To2D());
                                lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
                            }
                            return;
                        }
                    }

                    if (evadeSpell.evadeType == EvadeType.Dash)
                    {
                        var dashPos = args.StartPosition.To2D();

                        if (args.Target != null)
                        {
                            dashPos = args.Target.Position.To2D();
                        }

                        if (evadeSpell.fixedRange || dashPos.Distance(myHero.ServerPosition.To2D()) > evadeSpell.range)
                        {
                            var dir = (dashPos - myHero.ServerPosition.To2D()).Normalized();
                            dashPos = myHero.ServerPosition.To2D() + dir * evadeSpell.range;
                        }

                        var posInfo = EvadeHelper.CanHeroWalkToPos(dashPos, evadeSpell.speed, ObjectCache.gamePing, 0);
                        if (posInfo.posDangerLevel > 0)
                        {
                            args.Process = false;
                        }
                        else
                        {
                            if (isDodging || EvadeUtils.TickCount < lastDodgingEndTime + 500)
                            {
                                EvadeCommand.MoveTo(Game.CursorPos.To2D());
                                lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
                            }

                            return;
                        }
                    }

                    lastPosInfo = PositionInfo.SetAllUndodgeable();
                    return;
                }
            }
        }
예제 #9
0
        private void Game_OnCastSpell(Spellbook spellbook, SpellbookCastSpellEventArgs args)
        {
            if (!spellbook.Owner.IsMe)
            {
                return;
            }

            var    sData = spellbook.GetSpell(args.Slot);
            string name;

            if (SpellDetector.channeledSpells.TryGetValue(sData.Name, out name))
            {
                //Evade.isChanneling = true;
                //Evade.channelPosition = ObjectCache.myHeroCache.serverPos2D;
                lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
            }

            if (EvadeSpell.lastSpellEvadeCommand != null &&
                EvadeSpell.lastSpellEvadeCommand.timestamp + ObjectCache.gamePing + 150 > EvadeUtils.TickCount)
            {
                args.Process = false;
            }

            lastSpellCast     = args.Slot;
            lastSpellCastTime = EvadeUtils.TickCount;

            //moved from processPacket

            /*if (args.Slot == SpellSlot.Recall)
             * {
             *  lastStopPosition = myHero.ServerPosition.To2D();
             * }*/

            if (Situation.ShouldDodge())
            {
                if (isDodging && SpellDetector.spells.Count() > 0)
                {
                    foreach (KeyValuePair <String, SpellData> entry in SpellDetector.windupSpells)
                    {
                        SpellData spellData = entry.Value;

                        if (spellData.spellKey == args.Slot) //check if it's a spell that we should block
                        {
                            args.Process = false;
                            return;
                        }
                    }
                }
            }

            foreach (var evadeSpell in EvadeSpell.evadeSpells)
            {
                if (evadeSpell.isItem == false && evadeSpell.spellKey == args.Slot)
                {
                    if (evadeSpell.evadeType == EvadeType.Blink ||
                        evadeSpell.evadeType == EvadeType.Dash)
                    {
                        //Block spell cast if flashing/blinking into spells
                        if (args.EndPosition.To2D().CheckDangerousPos(6, true)) //for blink + dash
                        {
                            args.Process = false;
                            return;
                        }

                        if (evadeSpell.evadeType == EvadeType.Dash)
                        {
                            var extraDelayBuffer =
                                ObjectCache.menuCache.cache["ExtraPingBuffer"].Cast <Slider>().CurrentValue;
                            var extraDist = ObjectCache.menuCache.cache["ExtraCPADistance"].Cast <Slider>().CurrentValue;

                            var dashPos = Game.CursorPos.To2D(); //real pos?

                            if (evadeSpell.fixedRange)
                            {
                                var dir = (dashPos - myHero.ServerPosition.To2D()).Normalized();
                                dashPos = myHero.ServerPosition.To2D() + dir * evadeSpell.range;
                            }

                            //Draw.RenderObjects.Add(new Draw.RenderPosition(dashPos, 1000));

                            var posInfo = EvadeHelper.CanHeroWalkToPos(dashPos, evadeSpell.speed,
                                                                       extraDelayBuffer + ObjectCache.gamePing, extraDist);

                            if (posInfo.posDangerLevel > 0)
                            {
                                args.Process = false;
                                return;
                            }
                        }

                        lastPosInfo = PositionInfo.SetAllUndodgeable(); //really?

                        if (isDodging || EvadeUtils.TickCount < lastDodgingEndTime + 500)
                        {
                            EvadeCommand.MoveTo(Game.CursorPos.To2D()); //block moveto
                            lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
                        }
                    }
                    return;
                }
            }
        }
예제 #10
0
        private void DodgeSkillShots()
        {
            if (!Situation.ShouldDodge())
            {
                IsDodging = false;
                return;
            }

            /*
             * if (isDodging && playerInDanger == false) //serverpos test
             * {
             *  GameData.MyHero.IssueOrder(GameObjectOrder.HoldPosition, myHero, false);
             * }*/

            if (IsDodging)
            {
                ConsoleDebug.WriteLineColor("Dodging Skill Shots by Ka", ConsoleColor.Green);
                if (LastPosInfo != null)
                {
                    /*foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells)
                     * {
                     *  Spell spell = entry.Value;
                     *
                     *  ConsoleDebug.WriteLine("" + (int)(TickCount-spell.startTime));
                     * }*/


                    Vector2 lastBestPosition = LastPosInfo.Position;

                    if (!ConfigValue.ClickOnlyOnce.GetBool() || !(GameData.MyHero.Path.Length > 0 && LastPosInfo.Position.Distance(GameData.MyHero.Path.Last().To2D()) < 5))
                    //|| lastPosInfo.timestamp > lastEvadeOrderTime)
                    {
                        EvadeCommand.MoveTo(lastBestPosition);
                        LastEvadeOrderTime = EvadeUtils.TickCount;
                    }
                }
            }
            else //if not dodging
            {
                //Check if hero will walk into a skillshot
                var path = GameData.MyHero.Path;
                if (path.Length > 0)
                {
                    var movePos = path[path.Length - 1].To2D();

                    if (EvadeHelper.CheckMovePath(movePos))
                    {
                        /*if (() Properties.Properties.Data["AllowCrossing"].Cast<CheckBox>().CurrentValue)
                         * {
                         *  var extraDelayBuffer = () Properties.Properties.Data["ExtraPingBuffer"]
                         + 30;
                         +  var extraDist = () Properties.Properties.Data["ExtraCPADistance"]
                         + 10;
                         +
                         +  var tPosInfo = EvadeHelper.CanHeroWalkToPos(movePos, GameData.HeroInfo.moveSpeed, extraDelayBuffer + Game.Ping, extraDist);
                         +
                         +  if (tPosInfo.posDangerLevel == 0)
                         +  {
                         +      lastPosInfo = tPosInfo;
                         +      return;
                         +  }
                         + }*/

                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.Position);
                        }
                        return;
                    }
                }
            }
        }
예제 #11
0
        private void Game_OnIssueOrder(Obj_AI_Base hero, PlayerIssueOrderEventArgs args)
        {
            if (!hero.IsMe)
            {
                return;
            }

            if (!Situation.ShouldDodge())
            {
                return;
            }
            //DebugIssueOrders(args);

            if (args.Order == GameObjectOrder.MoveTo)
            {
                //movement block code goes in here
                if (IsDodging && SpellDetector.Spells.Count > 0)
                {
                    ConsoleDebug.WriteLineColor("Issue Order detected while spells exist", ConsoleColor.Yellow);
                    CheckHeroInDanger();

                    LastBlockedUserMoveTo = new EvadeCommand
                    {
                        Order          = EvadeOrderCommand.MoveTo,
                        TargetPosition = args.TargetPosition.To2D(),
                        Timestamp      = EvadeUtils.TickCount,
                        IsProcessed    = false,
                    };

                    args.Process = false; //Block the command
                    ConsoleDebug.WriteLineColor("   Blocked Movement Command", ConsoleColor.Red);
                }
                else
                {
                    var movePos    = args.TargetPosition.To2D();
                    var extraDelay = Config.Properties.GetInt(ConfigValue.ExtraPingBuffer);
                    if (EvadeHelper.CheckMovePath(movePos, Game.Ping + extraDelay))
                    {
                        ConsoleDebug.WriteLineColor("Move Path is colliding with spell", ConsoleColor.Yellow);

                        /*if (() Properties.Properties.Data["AllowCrossing"].Cast<CheckBox>().CurrentValue)
                         * {
                         *  var extraDelayBuffer = () Properties.Properties.Data["ExtraPingBuffer"]
                         + 30;
                         +  var extraDist = () Properties.Properties.Data["ExtraCPADistance"]
                         + 10;
                         +
                         +  var tPosInfo = EvadeHelper.CanHeroWalkToPos(movePos, GameData.HeroInfo.moveSpeed, extraDelayBuffer + Game.Ping, extraDist);
                         +
                         +  if (tPosInfo.posDangerLevel == 0)
                         +  {
                         +      lastPosInfo = tPosInfo;
                         +      return;
                         +  }
                         + }*/

                        LastBlockedUserMoveTo = new EvadeCommand
                        {
                            Order          = EvadeOrderCommand.MoveTo,
                            TargetPosition = args.TargetPosition.To2D(),
                            Timestamp      = EvadeUtils.TickCount,
                            IsProcessed    = false,
                        };

                        args.Process = false; //Block the command
                        ConsoleDebug.WriteLineColor("   Blocked Movement Command", ConsoleColor.Red);
                        if (EvadeUtils.TickCount - LastMovementBlockTime < 500 && LastMovementBlockPos.Distance(args.TargetPosition) < 100)
                        {
                            return;
                        }

                        LastMovementBlockPos  = args.TargetPosition;
                        LastMovementBlockTime = EvadeUtils.TickCount;

                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.Position);
                        }
                        return;
                    }
                    else
                    {
                        LastBlockedUserMoveTo.IsProcessed = true;
                    }
                }
            }
            else //need more logic
            {
                if (IsDodging)
                {
                    args.Process = false; //Block the command
                    ConsoleDebug.WriteLineColor("   Blocked IssueOrder(" + args.Order + ") Command", ConsoleColor.Red);
                }
                else
                {
                    if (args.Order == GameObjectOrder.AttackUnit)
                    {
                        var target = args.Target;
                        if (target != null && target.GetType() == typeof(Obj_AI_Base))
                        {
                            var baseTarget = (Obj_AI_Base)target;
                            if (baseTarget.IsValid())
                            {
                                if (GameData.HeroInfo.ServerPos2D.Distance(baseTarget.ServerPosition.To2D()) > GameData.MyHero.AttackRange + GameData.HeroInfo.BoundingRadius + baseTarget.BoundingRadius)
                                {
                                    var movePos    = args.TargetPosition.To2D();
                                    var extraDelay = Config.Properties.GetInt(ConfigValue.ExtraPingBuffer);
                                    if (EvadeHelper.CheckMovePath(movePos, Game.Ping + extraDelay))
                                    {
                                        args.Process = false; //Block the command
                                        ConsoleDebug.WriteLineColor("   Blocked Attack Unit Command", ConsoleColor.Red);
                                        return;
                                    }
                                }
                            }
                        }
                    }
                }
            }

            if (args.Process == true)
            {
                LastIssueOrderGameTime = Game.Time * 1000;
                LastIssueOrderTime     = EvadeUtils.TickCount;
                LastIssueOrderArgs     = args;

                if (args.Order == GameObjectOrder.MoveTo)
                {
                    LastMoveToPosition  = args.TargetPosition.To2D();
                    LastMoveToServerPos = GameData.MyHero.ServerPosition.To2D();
                }

                if (args.Order == GameObjectOrder.Stop)
                {
                    LastStopPosition = GameData.MyHero.ServerPosition.To2D();
                }
            }
        }
예제 #12
0
        private void DodgeSkillShots()
        {
            if (!Situation.ShouldDodge())
            {
                isDodging = false;
                return;
            }

            /*
             * if (isDodging && playerInDanger == false) //serverpos test
             * {
             *  myHero.IssueOrder(GameObjectOrder.HoldPosition, myHero, false);
             * }*/

            if (isDodging)
            {
                if (lastPosInfo != null)
                {
                    /*foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells)
                     * {
                     *  Spell spell = entry.Value;
                     *
                     *  Console.WriteLine("" + (int)(TickCount-spell.startTime));
                     * }*/


                    Vector2 lastBestPosition = lastPosInfo.position;

                    if (ObjectCache.menuCache.cache["RecalculatePosition"].GetValue <bool>())//recheck path
                    {
                        var dodgeInterval = ObjectCache.menuCache.cache["DodgeInterval"].GetValue <Slider>().Value;
                        if (lastPosInfo != null && !lastPosInfo.recalculatedPath &&
                            dodgeInterval <= EvadeUtils.TickCount - lastPosInfo.timestamp)
                        {
                            var path = myHero.Path;
                            if (path.Length > 0)
                            {
                                var movePos = path[path.Length - 1].To2D();

                                if (movePos.Distance(lastPosInfo.position) < 5) //more strict checking
                                {
                                    var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, ObjectCache.myHeroCache.moveSpeed, 0, 0, false);
                                    if (posInfo.isSamePosInfo(lastPosInfo) &&
                                        posInfo.posDangerCount > lastPosInfo.posDangerCount)
                                    {
                                        var newPosInfo = EvadeHelper.GetBestPosition();
                                        if (newPosInfo.posDangerCount < posInfo.posDangerCount)
                                        {
                                            lastPosInfo = newPosInfo;
                                            CheckHeroInDanger();
                                        }
                                        else if (EvadeSpell.PreferEvadeSpell())
                                        {
                                            lastPosInfo = PositionInfo.SetAllUndodgeable();
                                        }
                                        else
                                        {
                                            lastPosInfo.recalculatedPath = true;
                                        }
                                    }
                                }
                            }
                        }
                    }

                    EvadeCommand.MoveTo(lastBestPosition);

                    if (Game.Time * 1000 - lastIssueOrderTime < 1)
                    {
                        DelayAction.Add(0, () => EvadeCommand.MoveTo(lastBestPosition));
                    }
                }
            }
            else //if not dodging
            {
                //return;
                //Check if hero will walk into a skillshot
                var path = myHero.Path;
                if (path.Length > 0)
                {
                    var movePos = path[path.Length - 1].To2D();

                    if (EvadeHelper.CheckMovePath(movePos))
                    {
                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.position);

                            if (Game.Time * 1000 - lastIssueOrderTime < 1)
                            {
                                DelayAction.Add(0, () => EvadeCommand.MoveTo(posInfo.position));
                            }
                        }
                        return;
                    }
                }
            }
        }
예제 #13
0
        private void Game_OnIssueOrder(Obj_AI_Base hero, GameObjectIssueOrderEventArgs args)
        {
            if (!hero.IsMe)
            {
                return;
            }

            if (!Situation.ShouldDodge())
            {
                return;
            }

            if (args.Order == GameObjectOrder.MoveTo)
            {
                //movement block code goes in here
                if (isDodging && SpellDetector.spells.Count() > 0)
                {
                    CheckHeroInDanger();

                    lastBlockedUserMoveTo = new EvadeCommand
                    {
                        order          = EvadeOrderCommand.MoveTo,
                        targetPosition = args.TargetPosition.To2D(),
                        timestamp      = EvadeUtils.TickCount,
                        isProcessed    = false,
                    };

                    args.Process = false; //Block the command
                }
                else
                {
                    var movePos    = args.TargetPosition.To2D();
                    var extraDelay = ObjectCache.menuCache.cache["ExtraPingBuffer"].GetValue <Slider>().Value;
                    if (EvadeHelper.CheckMovePath(movePos, ObjectCache.gamePing + extraDelay))
                    {
                        lastBlockedUserMoveTo = new EvadeCommand
                        {
                            order          = EvadeOrderCommand.MoveTo,
                            targetPosition = args.TargetPosition.To2D(),
                            timestamp      = EvadeUtils.TickCount,
                            isProcessed    = false,
                        };

                        args.Process = false; //Block the command

                        if (EvadeUtils.TickCount - lastMovementBlockTime < 500 && lastMovementBlockPos.Distance(args.TargetPosition) < 100)
                        {
                            return;
                        }

                        lastMovementBlockPos  = args.TargetPosition;
                        lastMovementBlockTime = EvadeUtils.TickCount;

                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.position);
                        }
                        return;
                    }
                    else
                    {
                        lastBlockedUserMoveTo.isProcessed = true;
                    }
                }
            }
            else //need more logic
            {
                if (isDodging)
                {
                    args.Process = false; //Block the command
                }
                else
                {
                    if (args.Order == GameObjectOrder.AttackUnit)
                    {
                        var target = args.Target;
                        if (target != null && target.IsValid <Obj_AI_Base>())
                        {
                            var baseTarget = target as Obj_AI_Base;
                            if (ObjectCache.myHeroCache.serverPos2D.Distance(baseTarget.ServerPosition.To2D()) >
                                myHero.AttackRange + ObjectCache.myHeroCache.boundingRadius + baseTarget.BoundingRadius)
                            {
                                var movePos    = args.TargetPosition.To2D();
                                var extraDelay = ObjectCache.menuCache.cache["ExtraPingBuffer"].GetValue <Slider>().Value;
                                if (EvadeHelper.CheckMovePath(movePos, ObjectCache.gamePing + extraDelay))
                                {
                                    args.Process = false; //Block the command
                                    return;
                                }
                            }
                        }
                    }
                }
            }

            if (args.Process == true)
            {
                lastIssueOrderTime = Game.Time * 1000;
            }
        }
예제 #14
0
        private void Game_OnCastSpell(Spellbook spellbook, SpellbookCastSpellEventArgs args)
        {
            if (!spellbook.Owner.IsMe)
            {
                return;
            }

            var    sData = spellbook.GetSpell(args.Slot);
            string name;

            if (SpellDetector.channeledSpells.TryGetValue(sData.Name, out name))
            {
                lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
            }

            //block spell commmands if evade spell just used
            if (EvadeSpell.lastSpellEvadeCommand != null && EvadeSpell.lastSpellEvadeCommand.timestamp + ObjectCache.gamePing + 150 > EvadeUtils.TickCount)
            {
                args.Process = false;
            }

            lastSpellCast     = args.Slot;
            lastSpellCastTime = EvadeUtils.TickCount;

            if (Situation.ShouldDodge())
            {
                if (isDodging && SpellDetector.spells.Count() > 0)
                {
                    foreach (KeyValuePair <String, SpellData> entry in SpellDetector.windupSpells)
                    {
                        SpellData spellData = entry.Value;

                        if (spellData.spellKey == args.Slot) //check if it's a spell that we should block
                        {
                            args.Process = false;
                            return;
                        }
                    }
                }
            }

            foreach (var evadeSpell in EvadeSpell.evadeSpells)
            {
                if (evadeSpell.isItem == false && evadeSpell.spellKey == args.Slot && evadeSpell.untargetable == false)
                {
                    if (evadeSpell.evadeType == EvadeType.Dash)
                    {
                        if (evadeSpell.evadeType == EvadeType.Dash)
                        {
                            var dashPos = args.StartPosition.LSTo2D(); //real pos?

                            if (args.Target != null)
                            {
                                dashPos = args.Target.Position.LSTo2D();
                            }

                            if (evadeSpell.fixedRange || dashPos.LSDistance(myHero.ServerPosition.LSTo2D()) > evadeSpell.range)
                            {
                                var dir = (dashPos - myHero.ServerPosition.LSTo2D()).LSNormalized();
                                dashPos = myHero.ServerPosition.LSTo2D() + dir * evadeSpell.range;
                            }

                            var posInfo = EvadeHelper.CanHeroWalkToPos(dashPos, evadeSpell.speed, ObjectCache.gamePing, 0);

                            if (posInfo.posDangerLevel > 0)
                            {
                                args.Process = false;
                                return;
                            }
                        }

                        lastPosInfo = PositionInfo.SetAllUndodgeable();

                        if (isDodging || EvadeUtils.TickCount < lastDodgingEndTime + 500)
                        {
                            EvadeCommand.MoveTo(Game.CursorPos.LSTo2D());
                            lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
                        }
                    }
                    return;
                }
            }
        }
예제 #15
0
        private void Game_OnCastSpell(Spellbook spellbook, SpellbookCastSpellEventArgs args)
        {
            if (!spellbook.Owner.IsMe)
            {
                return;
            }

            var    sData = spellbook.GetSpell(args.Slot);
            string name;

            if (SpellDetector.channeledSpells.TryGetValue(sData.Name, out name))
            {
                //Evade.isChanneling = true;
                //Evade.channelPosition = ObjectCache.myHeroCache.serverPos2D;
                lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
            }

            if (EvadeSpell.lastSpellEvadeCommand != null && EvadeSpell.lastSpellEvadeCommand.timestamp + ObjectCache.gamePing + 150 > EvadeUtils.TickCount)
            {
                args.Process = false;
            }

            lastSpellCast     = args.Slot;
            lastSpellCastTime = EvadeUtils.TickCount;

            //moved from processPacket

            if (Situation.ShouldDodge())
            {
                if (isDodging && SpellDetector.spells.Count() > 0)
                {
                    foreach (KeyValuePair <String, SpellData> entry in SpellDetector.windupSpells)
                    {
                        SpellData spellData = entry.Value;

                        if (spellData.spellKey == args.Slot) //check if it's a spell that we should block
                        {
                            args.Process = false;
                            return;
                        }
                    }
                }
            }

            foreach (var evadeSpell in EvadeSpell.evadeSpells)
            {
                if (evadeSpell.isItem == false && evadeSpell.spellKey == args.Slot)
                {
                    lastPosInfo = PositionInfo.SetAllUndodgeable();

                    if (evadeSpell.evadeType == EvadeType.Blink ||
                        evadeSpell.evadeType == EvadeType.Dash)
                    {
                        /*if (args.EndPosition.To2D().CheckDangerousPos(6, true)) //need testing
                         * {
                         *  args.Process = false;
                         *  return;
                         * }*/

                        if (isDodging || EvadeUtils.TickCount < lastDodgingEndTime + 500)
                        {
                            EvadeCommand.MoveTo(Game.CursorPos.To2D());
                            lastStopEvadeTime = EvadeUtils.TickCount + ObjectCache.gamePing + 100;
                        }
                    }
                    return;
                }
            }
        }
예제 #16
0
        public static void UseEvadeSpell()
        {
            if (!Situation.ShouldUseEvadeSpell())
            {
                return;
            }

            //int posDangerlevel = EvadeHelper.CheckPosDangerLevel(myHero.ServerPosition.To2D(), 0);

            if (Evade.GetTickCount() - lastSpellEvadeCommand.timestamp < 1000)
            {
                return;
            }

            foreach (KeyValuePair <int, Spell> entry in SpellDetector.spells)
            {
                Spell spell = entry.Value;

                if (ShouldActivateEvadeSpell(spell))
                {
                    foreach (var evadeSpell in evadeSpells)
                    {
                        if (Evade.menu.SubMenu("EvadeSpells").SubMenu(evadeSpell.charName + evadeSpell.name + "EvadeSpellSettings")
                            .Item(evadeSpell.name + "UseEvadeSpell").GetValue <bool>() == false ||
                            GetSpellDangerLevel(evadeSpell) > spell.GetSpellDangerLevel() ||
                            (evadeSpell.isItem == false && !(myHero.Spellbook.CanUseSpell(evadeSpell.spellKey) == SpellState.Ready)) ||
                            (evadeSpell.isItem == true && !(Items.CanUseItem((int)evadeSpell.itemID))) ||
                            (evadeSpell.checkSpellName == true && myHero.Spellbook.GetSpell(evadeSpell.spellKey).Name != evadeSpell.spellName))
                        {
                            continue; //can't use spell right now
                        }

                        if (evadeSpell.evadeType == EvadeType.Blink)
                        {
                            if (evadeSpell.castType == CastType.Position)
                            {
                                var posInfo = EvadeHelper.GetBestPositionBlink();
                                if (posInfo != null)
                                {
                                    EvadeCommand.CastSpell(evadeSpell, posInfo.position);
                                    //Utility.DelayAction.Add(50, () => myHero.IssueOrder(GameObjectOrder.MoveTo, posInfo.position.To3D()));
                                }
                            }
                            else if (evadeSpell.castType == CastType.Target)
                            {
                                var posInfo = EvadeHelper.GetBestPositionTargetedDash(evadeSpell);
                                if (posInfo != null)
                                {
                                    EvadeCommand.CastSpell(evadeSpell, posInfo.position);
                                    //Utility.DelayAction.Add(50, () => myHero.IssueOrder(GameObjectOrder.MoveTo, posInfo.position.To3D()));
                                }
                            }
                        }
                        else if (evadeSpell.evadeType == EvadeType.Dash)
                        {
                            if (evadeSpell.castType == CastType.Position)
                            {
                                var posInfo = EvadeHelper.GetBestPositionDash(evadeSpell);
                                if (posInfo != null)
                                {
                                    if (evadeSpell.isReversed)
                                    {
                                        var dir   = (posInfo.position - myHero.ServerPosition.To2D()).Normalized();
                                        var range = myHero.ServerPosition.To2D().Distance(posInfo.position);
                                        var pos   = myHero.ServerPosition.To2D() - dir * range;

                                        posInfo.position = pos;
                                    }

                                    EvadeCommand.CastSpell(evadeSpell, posInfo.position);
                                    //Utility.DelayAction.Add(50, () => myHero.IssueOrder(GameObjectOrder.MoveTo, posInfo.position.To3D()));
                                }
                            }
                            else if (evadeSpell.castType == CastType.Target)
                            {
                                var posInfo = EvadeHelper.GetBestPositionTargetedDash(evadeSpell);
                                if (posInfo != null)
                                {
                                    EvadeCommand.CastSpell(evadeSpell, posInfo.position);
                                    //Utility.DelayAction.Add(50, () => myHero.IssueOrder(GameObjectOrder.MoveTo, posInfo.position.To3D()));
                                }
                            }
                        }
                        else if (evadeSpell.evadeType == EvadeType.SpellShield)
                        {
                            if (evadeSpell.isItem)
                            {
                                Items.UseItem((int)evadeSpell.itemID);
                            }
                            else
                            {
                                EvadeCommand.CastSpell(evadeSpell);
                            }
                        }

                        return;
                    }
                }
            }
        }