Пример #1
0
        /// <summary>
        /// Check Yasuo wall collisions
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <param name="width">Rectangle scale</param>
        /// <param name="isArc">Check collision for arc spell</param>
        /// <returns>true if collision found</returns>
        public static bool CheckYasuoWallCollision(Vector2 from, Vector2 to, float width, bool isArc = false)
        {
            if (Utils.TickCount - yasuoWallCastedTick > 4000)
            {
                return(false);
            }

            GameObject yasuoWall = ObjectManager.Get <GameObject>().Where(p => p.IsValid && Regex.IsMatch(p.Name, "_w_windwall_enemy_0.\\.troy", RegexOptions.IgnoreCase)).FirstOrDefault();

            if (yasuoWall == null)
            {
                return(false);
            }

            Vector2 yasuoWallDirection = (yasuoWall.Position.LSTo2D() - yasuoWallCastedPos).Normalized().Perpendicular();
            float   yasuoWallWidth     = 300 + 50 * yasuoWallLevel;

            Vector2 yasuoWallStart = yasuoWall.Position.LSTo2D() + yasuoWallWidth / 2f * yasuoWallDirection;
            Vector2 yasuoWallEnd   = yasuoWallStart - yasuoWallWidth * yasuoWallDirection;

            Geometry.Polygon yasuoWallPoly = ClipperWrapper.DefineRectangle(yasuoWallStart, yasuoWallEnd, 5);
            Geometry.Polygon spellHitBox   = ClipperWrapper.DefineRectangle(from, to, width);

            if (isArc)
            {
                spellHitBox = new SPrediction.Geometry.Polygon(
                    ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.LSDistance(from) / 900), 410, 200 * (to.LSDistance(from) / 900)),
                    ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.LSDistance(from) / 900), 410, 320 * (to.LSDistance(from) / 900)));
            }

            return(ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(yasuoWallPoly), ClipperWrapper.MakePaths(spellHitBox)));
        }
        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="collisionable">Spell collisionable</param>
        /// <param name="type">Spell skillshot type</param>
        /// <param name="path">Waypoints of target</param>
        /// <param name="avgt">Average reaction time (in ms)</param>
        /// <param name="movt">Passed time from last movement change (in ms)</param>
        /// <param name="avgp">Average Path Lenght</param>
        /// <param name="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        public static Prediction.Result GetPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, List <Vector2> path, float avgt, float movt, float avgp, Vector2 from, Vector2 rangeCheckFrom)
        {
            Prediction.AssertInitializationMode();

            Prediction.Result result = Prediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, path, avgt, movt, avgp, from, rangeCheckFrom);

            if (result.HitChance >= HitChance.Low && result.HitChance < HitChance.VeryHigh)
            {
                if (result.CastPosition.Distance(from) < 875.0f)
                {
                    Vector2 direction = (result.CastPosition - from).Normalized();

                    result.CastPosition = from + direction * (875f + width / 2f);

                    var targetHitBox = ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(target, delay, missileSpeed, from), target.BoundingRadius);

                    float multp = (result.CastPosition.Distance(from) / 875.0f);

                    var arcHitBox = new SPrediction.Geometry.Polygon(
                        ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition, (float)Math.PI * multp, 410, 200 * multp),
                        ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition, (float)Math.PI * multp, 410, 320 * multp));

                    if (ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(targetHitBox), ClipperWrapper.MakePaths(arcHitBox)))
                    {
                        result.HitChance = (HitChance)(result.HitChance + 1);
                    }
                }
            }

            return(result);
        }
Пример #3
0
        /// <summary>
        /// Gets Prediction result while unit is dashing
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="collisionable">Spell collisionable</param>
        /// <param name="type">Spell skillshot type</param>
        /// <param name="from">Spell casted position</param>
        /// <returns></returns>
        internal static Result GetDashingPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from)
        {
            Result result = new Result();

            if (target.IsDashing())
            {
                var dashInfo = target.GetDashInfo();
                if (dashInfo.IsBlink)
                {
                    result.HitChance = HitChance.Impossible;
                    return(result);
                }

                //define hitboxes
                var dashHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(dashInfo.StartPos, dashInfo.EndPos + (dashInfo.EndPos - dashInfo.StartPos).Normalized() * 500, target.BoundingRadius * 2));
                var myHitBox   = ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(from, from == ObjectManager.Player.ServerPosition.To2D() ? ObjectManager.Player.BoundingRadius : width));

                if (ClipperWrapper.IsIntersects(myHitBox, dashHitBox))
                {
                    result.HitChance       = HitChance.Dashing;
                    result.CastPosition    = target.ServerPosition.To2D();
                    result.UnitPosition    = result.CastPosition;
                    result.CollisionResult = Collision.GetCollisions(from, result.CastPosition, width, delay, missileSpeed);

                    //check collisions
                    if (collisionable && result.CollisionResult.Objects.HasFlag(Collision.Flags.Minions))
                    {
                        result.HitChance = HitChance.Collision;
                    }

                    return(result);
                }

                result.CastPosition = GetFastUnitPosition(target, dashInfo.Path, delay, missileSpeed, from, dashInfo.Speed);
                result.HitChance    = HitChance.Dashing;

                //check range
                if (result.CastPosition.Distance(from) > range)
                {
                    result.HitChance = HitChance.OutOfRange;
                }

                //check collisions
                if (collisionable && (result.CollisionResult.Objects.HasFlag(Collision.Flags.Minions) || result.CollisionResult.Objects.HasFlag(Collision.Flags.YasuoWall)))
                {
                    result.HitChance = HitChance.Collision;
                }
            }
            else
            {
                result.HitChance = HitChance.Impossible;
            }
            return(result);
        }
Пример #4
0
        /// <summary>
        /// Checks enemy hero collisions
        /// </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>
        /// <param name="isArc">Checks collision for arc spell</param>
        /// <returns>true if collision found</returns>
        public static bool CheckAllyHeroCollision(Vector2 from, Vector2 to, float width, float delay, float missileSpeed = 0, bool isArc = false)
        {
            var spellHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to, 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))));
            }
            return(HeroManager.Allies.AsParallel().Any(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox)));
        }
Пример #5
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)
        {
            var collidedUnits = new List<Obj_AI_Base>();
            var spellHitBox =
                ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to.LSExtend(from, -width), width));
            if (isArc)
            {
                spellHitBox = ClipperWrapper.MakePaths(new Geometry.Polygon(
                    ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to,
                        (float) Math.PI*(to.LSDistance(from)/ 900), 410, 200*(to.LSDistance(from)/ 900)),
                    ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to,
                        (float) Math.PI*(to.LSDistance(from)/ 900), 410, 320*(to.LSDistance(from)/ 900))));
            }
            var _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);
        }
Пример #6
0
        /// <summary>
        /// Gets collided units & flags
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <param name="range"></param>
        /// <param name="width">Rectangle scale</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="isArc"></param>
        /// <returns>Collision result as <see cref="CollisionResult"/></returns>
        public static CollisionResult GetCollisions(Vector2 from, Vector2 to, float range, float width, float delay, float missileSpeed = 0, bool isArc = false)
        {
            var collidedUnits = new List <AIBaseClient>();
            var spellHitBox   = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to.Extend(from, -width), width));

            if (isArc)
            {
                spellHitBox = ClipperWrapper.MakePaths(new 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))));
            }
            var _colFlags       = CollisionFlags.None;
            var collidedMinions = GameObjects.GetMinions(range + 100).AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius + 15)), spellHitBox)).ToList();
            var collidedJungles = GameObjects.GetJungles(range + 100).AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius + 15)), spellHitBox)).ToList();
            var collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox)).ToList();
            var collidedAllies  = GameObjects.AllyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox)).ToList();

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

            if (collidedJungles.Count != 0)
            {
                collidedUnits.AddRange(collidedJungles);
                _colFlags |= CollisionFlags.Minions;
            }

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

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

            if (CheckWallCollision(from, to))
            {
                _colFlags |= CollisionFlags.Wall;
            }

            if (CheckYasuoWallCollision(from, to, width))
            {
                _colFlags |= CollisionFlags.YasuoWall;
            }

            return(new CollisionResult(collidedUnits, _colFlags));
        }
Пример #7
0
        /// <summary>
        ///     Gets Aoe Prediction result
        /// </summary>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.AoeResult" /></returns>
        public static Prediction.AoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range,
                                                            Vector2 from, Vector2 rangeCheckFrom)
        {
            var result  = new Prediction.AoeResult();
            var enemies =
                HeroManager.Enemies.Where(
                    p =>
                    p.IsValidTarget() &&
                    Prediction.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range);

            foreach (var enemy in enemies)
            {
                var prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(),
                                               enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(),
                                               from, rangeCheckFrom);
                if (prediction.HitChance > HitChance.Medium)
                {
                    var multp = result.CastPosition.Distance(@from) / 875.0f;

                    var spellHitBox = new Geometry.Polygon(
                        ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition,
                                                 (float)Math.PI * multp, 410, 200 * multp),
                        ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition,
                                                 (float)Math.PI * multp, 410, 320 * multp));

                    var collidedEnemies =
                        HeroManager.Enemies.AsParallel()
                        .Where(
                            p =>
                            ClipperWrapper.IsIntersects(
                                ClipperWrapper.MakePaths(
                                    ClipperWrapper.DefineCircle(
                                        Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)),
                                ClipperWrapper.MakePaths(spellHitBox)));
                    var collisionCount = collidedEnemies.Count();
                    if (collisionCount > result.HitCount)
                    {
                        result = prediction.ToAoeResult(collisionCount,
                                                        new Collision.Result(collidedEnemies.ToList <Obj_AI_Base>(), Collision.Flags.EnemyChampions));
                    }
                }
            }

            return(result);
        }
Пример #8
0
        /// <summary>
        /// Check Yasuo wall collisions
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <param name="width">Rectangle scale</param>
        /// <param name="isArc">Check collision for arc spell</param>
        /// <returns>true if collision found</returns>
        public static bool CheckYasuoWallCollision(Vector2 from, Vector2 to, float width, bool isArc = false)
        {
            if (GameObjects.EnemyHeroes.All(x => x.CharacterName != "Yasuo"))
            {
                return(false);
            }

            var spellHitBox = ClipperWrapper.DefineRectangle(from, to, width);

            if (isArc)
            {
                spellHitBox = 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)));
            }

            foreach (var effectEmitter in ObjectManager.Get <EffectEmitter>())
            {
                if (effectEmitter.IsValid &&
                    Regex.IsMatch(effectEmitter.Name, @"Yasuo_.+_w_windwallenemy\d", RegexOptions.IgnoreCase))
                {
                    var wall          = effectEmitter;
                    var level         = wall.Name.Substring(wall.Name.Length - 2, 2);
                    var wallWidth     = 250 + 50 * Convert.ToInt32(level);
                    var wallDirection = wall.Position.ToVector2();
                    var wallStart     = wall.Position.ToVector2() + wallWidth / 2 * wallDirection;
                    var wallEnd       = wallStart - wallWidth * wallDirection;
                    var wallPoly      = ClipperWrapper.DefineRectangle(wallStart, wallEnd, 5);

                    if (Variables.GameTimeTickCount < wall.RestartTime + 4000)
                    {
                        if (ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(wallPoly), ClipperWrapper.MakePaths(spellHitBox)))
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }
Пример #9
0
 /// <summary>
 ///     Checks minion collisions
 /// </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>
 /// <param name="isArc">Checks collision for arc spell</param>
 /// <returns>true if collision found</returns>
 public static bool CheckMinionCollision(Vector2 from, Vector2 to, float width, float delay,
     float missileSpeed = 0, bool isArc = false)
 {
     var spellHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to, width));
     if (isArc)
     {
         spellHitBox = ClipperWrapper.MakePaths(new Geometry.Polygon(
             ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to,
                 (float) Math.PI*(to.LSDistance(from)/ 900), 410, 200*(to.LSDistance(from)/ 900)),
             ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to,
                 (float) Math.PI*(to.LSDistance(from)/ 900), 410, 320*(to.LSDistance(from)/ 900))));
     }
     return
         MinionManager.GetMinions(from.LSDistance(to) + 250, MinionTypes.All, MinionTeam.NotAlly,
             MinionOrderTypes.None)
             .AsParallel()
             .Any(
                 p =>
                     ClipperWrapper.IsIntersects(
                         ClipperWrapper.MakePaths(
                             ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed),
                                 p.BoundingRadius*2f + 10f)), spellHitBox));
 }
Пример #10
0
        /// <summary>
        /// Checks Yasuo wall collisions
        /// </summary>
        /// <param name="poly">Polygon to check collision</param>
        /// <returns>true if collision found</returns>
        public static bool CheckYasuoWallCollision(Geometry.Polygon spellHitBox)
        {
            if (Utils.TickCount - yasuoWallCastedTick > 4000)
            {
                return(false);
            }

            GameObject yasuoWall = ObjectManager.Get <GameObject>().Where(p => p.IsValid && Regex.IsMatch(p.Name, "_w_windwall_enemy_0.\\.troy", RegexOptions.IgnoreCase)).FirstOrDefault();

            if (yasuoWall == null)
            {
                return(false);
            }

            Vector2 yasuoWallDirection = (yasuoWall.Position.To2D() - yasuoWallCastedPos).Normalized().Perpendicular();
            float   yasuoWallWidth     = 300 + 50 * yasuoWallLevel;

            Vector2 yasuoWallStart = yasuoWall.Position.To2D() + yasuoWallWidth / 2f * yasuoWallDirection;
            Vector2 yasuoWallEnd   = yasuoWallStart - yasuoWallWidth * yasuoWallDirection;

            Geometry.Polygon yasuoWallPoly = ClipperWrapper.DefineRectangle(yasuoWallStart, yasuoWallEnd, 5);

            return(ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(yasuoWallPoly), ClipperWrapper.MakePaths(spellHitBox)));
        }
Пример #11
0
        /// <summary>
        /// Checks minion collisions
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <param name="width">Width</param>
        /// <returns>true if collision found</returns>
        public bool CheckMinionCollision(Vector2 from, Vector2 to, Spell s)
        {
            Geometry.Polygon poly = ClipperWrapper.DefineRectangle(from, to, s.Width);
            HitChance        hc;

            return(MinionManager.GetMinions(from.Distance(to) + 100, MinionTypes.All, MinionTeam.NotAlly, MinionOrderTypes.None).AsParallel().Any(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetPrediction(p, s, p.GetWaypoints(), 0, 0, 0, out hc, p.ServerPosition), p.BoundingRadius)), ClipperWrapper.MakePaths(poly))));
        }