Exemplo n.º 1
0
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetSPrediction(this Spell s, AIHeroClient target)
        {
            #region if common prediction selected
            if (ConfigMenu.SelectedPrediction.Index == 1)
            {
                var pred   = s.GetPrediction(target);
                var result = new Prediction.Result(new Prediction.Input(target, s), target, pred.CastPosition.ToVector2(), pred.UnitPosition.ToVector2(), pred.Hitchance, default(Collision.Result));
                result.Lock(false);
                return(result);
            }
            #endregion

            switch (s.Type)
            {
            case SkillshotType.Line:
                return(LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2()));

            case SkillshotType.Circle:
                return(CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2()));

            case SkillshotType.Cone:
                return(ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2()));
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
Exemplo n.º 2
0
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
        {
            switch (s.Type)
            {
            case SkillshotType.SkillshotLine:
                return(LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCircle:
                return(CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));

            case SkillshotType.SkillshotCone:
                return(ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D()));
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
Exemplo n.º 3
0
        /// <summary>
        /// Spell extension for cast spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCast(this Spell s, AIHeroClient t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (rangeCheckFrom == null)
            {
                rangeCheckFrom = ObjectManager.Player.PreviousPosition;
            }

            if (t == null)
            {
                return(s.Cast());
            }

            if (!s.IsSkillShot)
            {
                return(s.Cast(t) == CastStates.SuccessfullyCasted);
            }

            #region if common prediction selected
            if (ConfigMenu.SelectedPrediction.Index == 1)
            {
                var pout = s.GetPrediction(t, minHit > 1);

                if (minHit > 1)
                {
                    if (pout.AoeTargetsHitCount >= minHit)
                    {
                        return(s.Cast(pout.CastPosition));
                    }
                    else
                    {
                        return(false);
                    }
                }

                if (pout.Hitchance >= hc)
                {
                    return(s.Cast(pout.CastPosition));
                }
                else
                {
                    return(false);
                }
            }
            #endregion

            if (minHit > 1)
            {
                return(SPredictionCastAoe(s, minHit));
            }

            if (t.HealthPercent > filterHPPercent)
            {
                return(false);
            }

            float avgt      = t.AvgMovChangeTime() + reactionIgnoreDelay;
            float movt      = t.LastMovChangeTime();
            float avgp      = t.AvgPathLenght();
            var   waypoints = t.GetWaypoints();

            Prediction.Result result;

            switch (s.Type)
            {
            case SkillshotType.Line:
                result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2());
                break;

            case SkillshotType.Circle:
                result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2());
                break;

            case SkillshotType.Cone:
                result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2());
                break;

            default:
                throw new InvalidOperationException("Unknown spell type");
            }

            Drawings.s_DrawTick      = Variables.TickCount;
            Drawings.s_DrawPos       = result.CastPosition;
            Drawings.s_DrawHitChance = result.HitChance.ToString();
            Drawings.s_DrawDirection = (result.CastPosition - s.From.ToVector2()).Normalized().Perpendicular();
            Drawings.s_DrawWidth     = (int)s.Width;

            if (result.HitChance >= hc)
            {
                s.Cast(result.CastPosition);
                return(true);
            }

            return(false);
        }
        /// <summary>
        /// Spell extension for cast spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (rangeCheckFrom == null)
            {
                rangeCheckFrom = ObjectManager.Player.ServerPosition;
            }

            if (t == null)
            {
                return(s.Cast());
            }

            if (!s.IsSkillshot)
            {
                return(s.Cast(t) == Spell.CastStates.SuccessfullyCasted);
            }

            #region if common prediction selected
            if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue <StringList>().SelectedIndex == 1)
            {
                var pout = s.GetPrediction(t, minHit > 1);

                if (minHit > 1)
                {
                    if (pout.AoeTargetsHitCount >= minHit)
                    {
                        return(s.Cast(pout.CastPosition));
                    }
                    else
                    {
                        return(false);
                    }
                }

                if (pout.Hitchance >= hc)
                {
                    return(s.Cast(pout.CastPosition));
                }
                else
                {
                    return(false);
                }
            }
            #endregion

            if (minHit > 1)
            {
                return(SPredictionCastAoe(s, minHit));
            }

            if (t.HealthPercent > filterHPPercent)
            {
                return(false);
            }

            if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
            {
                try
                {
                    float avgt      = t.AvgMovChangeTime() + reactionIgnoreDelay;
                    float movt      = t.LastMovChangeTime();
                    float avgp      = t.AvgPathLenght();
                    var   waypoints = t.GetWaypoints();

                    Prediction.Result result;

                    switch (s.Type)
                    {
                    case SkillshotType.SkillshotLine: result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    case SkillshotType.SkillshotCircle: result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    case SkillshotType.SkillshotCone: result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
                        break;

                    default:
                        throw new InvalidOperationException("Unknown spell type");
                    }

                    Prediction.lastDrawTick      = Utils.TickCount;
                    Prediction.lastDrawPos       = result.CastPosition;
                    Prediction.lastDrawHitchance = result.HitChance.ToString();
                    Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
                    Prediction.lastDrawWidth     = (int)s.Width;

                    if (result.HitChance >= hc)
                    {
                        s.Cast(result.CastPosition);
                        return(true);
                    }

                    Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                    return(false);
                }
                finally
                {
                    Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
                }
            }

            return(false);
        }