Пример #1
0
            /// <summary>
            /// Stasis calculations
            /// </summary>
            /// <param name="spell">The spell.</param>
            internal void Process(Spell spell)
            {
                float arrivalT = Prediction.GetArrivalTime(spell.From.Distance(this.Unit.ServerPosition), spell.Delay, spell.Speed) * 1000f;

                if (Utils.TickCount - this.StartTick >= this.Duration - arrivalT)
                {
                    var pred = new Prediction.Result();
                    pred.Input        = new Prediction.Input(this.Unit, spell.Delay, spell.Speed, spell.Width, spell.Range, spell.Collision, spell.Type, spell.From, spell.RangeCheckFrom);
                    pred.Unit         = this.Unit;
                    pred.CastPosition = this.Unit.ServerPosition.To2D();
                    pred.UnitPosition = pred.CastPosition;
                    pred.HitChance    = HitChance.VeryHigh;
                    pred.Lock(false);

                    var result = new Result();
                    result.Spell      = spell;
                    result.Prediction = pred;

                    if (OnGuaranteedHit != null && pred.HitChance != HitChance.Collision && pred.HitChance != HitChance.OutOfRange)
                    {
                        OnGuaranteedHit(MethodBase.GetCurrentMethod().DeclaringType, result);
                    }

                    this.Processed = true;
                }
            }
Пример #2
0
            /// <summary>
            ///     Stasis calculations
            /// </summary>
            /// <param name="spell">The spell.</param>
            internal void Process(Spell spell)
            {
                var arrivalT =
                    Prediction.GetArrivalTime(spell.From.LSDistance(Unit.ServerPosition), spell.Delay, spell.Speed) * 1000f;

                if (Utils.TickCount - StartTick >= Duration - arrivalT)
                {
                    var pred = new Prediction.Result
                    {
                        Input = new Prediction.Input(Unit, spell.Delay, spell.Speed, spell.Width, spell.Range,
                                                     spell.Collision, spell.Type, spell.From, spell.RangeCheckFrom),
                        Unit         = Unit,
                        CastPosition = Unit.ServerPosition.LSTo2D()
                    };
                    pred.UnitPosition = pred.CastPosition;
                    pred.HitChance    = EloBuddy.SDK.Enumerations.HitChance.High;
                    pred.Lock(false);

                    var result = new Result
                    {
                        Spell      = spell,
                        Prediction = pred
                    };

                    if (OnGuaranteedHit != null && pred.HitChance != EloBuddy.SDK.Enumerations.HitChance.Collision &&
                        pred.HitChance != EloBuddy.SDK.Enumerations.HitChance.Unknown)
                    {
                        OnGuaranteedHit(MethodBase.GetCurrentMethod().DeclaringType, result);
                    }

                    Processed = true;
                }
            }
        /// <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.Result result = Prediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, path, avgt, movt, avgp, from, rangeCheckFrom);
            if (result.HitChance >= HitChance.Low && delay >= 1.0f && width < 250)
            {
                result.CastPosition += (result.CastPosition - from + target.Direction.To2D()).Normalized() * width / 2f;
                if (from.Distance(result.CastPosition) > range - Prediction.GetArrivalTime(from.Distance(result.CastPosition), delay, missileSpeed) * target.MoveSpeed * (100 - Prediction.predMenu.Item("SPREDMAXRANGEIGNORE").GetValue <Slider>().Value) / 100f)
                {
                    result.HitChance = HitChance.OutOfRange;
                }
            }

            return(result);
        }
Пример #4
0
        /// <summary>
        /// Gets prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <param name="width">Vector width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</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="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns>
        public static Result GetPrediction(AIBaseClient target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom)
        {
            Prediction.AssertInitializationMode();

            Result result = new Result();

            //auto aoe hit (2 hits with using one target as from position)
            if (target.Type == GameObjectType.AIHeroClient && target.IsValid)                                                                                                                                                                                                                                                                                                                               //do these calcs if champion kappa
            {
                if (ObjectManager.Player.CountEnemyHeroesInRange(range) > 0 && ObjectManager.Player.CountEnemyHeroesInRange(range + vectorLenght) > 1)                                                                                                                                                                                                                                                      //if there is at least 1 enemy in range && at least 2 enemy which laser can hit
                {
                    Vector2 predPos1 = Prediction.GetFastUnitPosition(target, delay);                                                                                                                                                                                                                                                                                                                       //get target unit position after delay
                    foreach (var enemy in GameObjects.EnemyHeroes)                                                                                                                                                                                                                                                                                                                                          //loop all enemies
                    {
                        if (enemy.NetworkId != target.NetworkId && enemy.Distance(rangeCheckFrom) < range + vectorLenght)                                                                                                                                                                                                                                                                                   //if enemy is not given target and enemy is hitable by laser
                        {
                            Vector2 predPos2 = Prediction.GetFastUnitPosition(enemy, delay);                                                                                                                                                                                                                                                                                                                //get enemy unit position after delay
                            if (predPos1.Distance(rangeCheckFrom) < range)                                                                                                                                                                                                                                                                                                                                  //if target is in range
                            {
                                Prediction.Result predRes = LinePrediction.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), 360, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get enemy prediciton with from = target's position (a bit backward)
                                if (predRes.HitChance >= HitChance.Low)
                                {
                                    return(predRes.AsVectorResult(predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30));
                                }
                            }
                            else if (predPos2.Distance(rangeCheckFrom) < range)                                                                                                                                                                                                                                                    //if enemy is in range
                            {
                                Prediction.Result predRes = LinePrediction.GetPrediction(target, width, delay, vectorSpeed, vectorLenght, false, path, avgt, movt, avgp, 360, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get target prediction with from = enemy's position (a bit backward)
                                if (predRes.HitChance >= HitChance.Low)
                                {
                                    return(predRes.AsVectorResult(predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30));
                                }
                            }
                        }
                    }
                }
            }

            Vector2 immobileFrom = rangeCheckFrom + (target.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * range;

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance          = HitChance.VeryHigh;
                result.CastSourcePosition = immobileFrom;
                result.CastTargetPosition = target.PreviousPosition.ToVector2();
                result.UnitPosition       = result.CastTargetPosition;
                result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                {
                    result.HitChance = HitChance.OutOfRange;
                }

                return(result);
            }

            if (target is AIHeroClient)
            {
                if (((AIHeroClient)target).IsCastingImporantSpell())
                {
                    result.HitChance          = HitChance.VeryHigh;
                    result.CastSourcePosition = immobileFrom;
                    result.CastTargetPosition = target.PreviousPosition.ToVector2();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }

                //to do: find a fuking logic
                if (avgp < 400 && movt < 100)
                {
                    result.HitChance          = HitChance.High;
                    result.CastTargetPosition = target.PreviousPosition.ToVector2();
                    result.CastSourcePosition = immobileFrom;
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }
            }

            if (target.IsDashing())
            {
                return(Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.Line, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom));
            }

            if (Utility.IsImmobileTarget(target))
            {
                return(Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.Line, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom));
            }

            for (int i = 0; i < path.Count - 1; i++)
            {
                Vector2 point = Vector2.Zero;
                if (path[i].Distance(ObjectManager.Player.PreviousPosition) < range)
                {
                    point = path[i];
                }
                else
                {
                    point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]);
                }

                var res = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.Line, path, avgt, movt, avgp, 360, point);
                res.Input = new Prediction.Input(target, delay, vectorSpeed, width, range, false, SkillshotType.Line, rangeCheckFrom.ToVector3World(), rangeCheckFrom.ToVector3World());
                res.Lock();
                if (res.HitChance >= HitChance.Low)
                {
                    return(res.AsVectorResult(point));
                }
            }

            result.CastSourcePosition = immobileFrom;
            result.CastTargetPosition = target.PreviousPosition.ToVector2();
            result.HitChance          = HitChance.None;
            return(result);
        }
Пример #5
0
        /// <summary>
        /// Gets prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <param name="width">Vector width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</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="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns>
        public static Result GetPrediction(Obj_AI_Base target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom)
        {
            Prediction.AssertInitializationMode();

            Result result = new Result();

            Vector2 immobileFrom = rangeCheckFrom + (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range;

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance          = HitChance.VeryHigh;
                result.CastTargetPosition = target.ServerPosition.To2D();
                result.UnitPosition       = result.CastTargetPosition;
                result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed);


                if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                {
                    result.HitChance = HitChance.OutOfRange;
                }

                return(result);
            }

            if (target is Obj_AI_Hero)
            {
                if (((Obj_AI_Hero)target).IsChannelingImportantSpell())
                {
                    result.HitChance          = HitChance.VeryHigh;
                    result.CastTargetPosition = target.ServerPosition.To2D();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }

                //to do: find a fuking logic
                if (avgp < 400 && movt < 100)
                {
                    result.HitChance          = HitChance.High;
                    result.CastTargetPosition = target.ServerPosition.To2D();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed)
                    {
                        result.HitChance = HitChance.OutOfRange;
                    }

                    return(result);
                }
            }

            if (target.IsDashing())
            {
                return(Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom));
            }

            if (SPrediction.Utility.IsImmobileTarget(target))
            {
                return(Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom));
            }

            for (int i = 0; i < path.Count - 1; i++)
            {
                Vector2           point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i], path[i + 1]);
                Prediction.Result res   = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.SkillshotLine, path, avgt, movt, avgp, point);
                if (res.HitChance >= HitChance.Low)
                {
                    return(res.AsVectorResult(point));
                }
            }

            result.CastSourcePosition = immobileFrom;
            result.CastTargetPosition = target.ServerPosition.To2D();
            result.HitChance          = HitChance.Impossible;
            return(result);
        }
Пример #6
0
        /// <summary>
        ///     Gets prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <param name="width">Vector width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="vectorSpeed">Vector speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="vectorLenght">Vector lenght</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="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Vector.Result" /></returns>
        public static Result GetPrediction(Obj_AI_Base target, float width, float delay, float vectorSpeed, float range,
                                           float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom)
        {
            Prediction.AssertInitializationMode();

            var result = new Result();

            //auto aoe hit (2 hits with using one target as from position)
            if (target.IsChampion()) //do these calcs if champion kappa
            {
                if (ObjectManager.Player.LSCountEnemiesInRange(range) > 0 &&
                    ObjectManager.Player.LSCountEnemiesInRange(range + vectorLenght) > 1)
                //if there is at least 1 enemy in range && at least 2 enemy which laser can hit
                {
                    var predPos1 = Prediction.GetFastUnitPosition(target, delay); //get target unit position after delay
                    foreach (var enemy in HeroManager.Enemies)                    //loop all enemies
                    {
                        if (enemy.NetworkId != target.NetworkId && enemy.LSDistance(rangeCheckFrom) < range + vectorLenght)
                        //if enemy is not given target and enemy is hitable by laser
                        {
                            var predPos2 = Prediction.GetFastUnitPosition(enemy, delay);
                            //get enemy unit position after delay
                            if (predPos1.LSDistance(rangeCheckFrom) < range) //if target is in range
                            {
                                var predRes = LinePrediction.GetPrediction(enemy, width, delay, vectorSpeed,
                                                                           vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(),
                                                                           enemy.LastMovChangeTime(), enemy.AvgPathLenght(), 360,
                                                                           predPos1 - (predPos1 - rangeCheckFrom).LSNormalized().LSPerpendicular() * 30,
                                                                           predPos1 - (predPos1 - rangeCheckFrom).LSNormalized().LSPerpendicular() * 30);
                                //get enemy prediciton with from = target's position (a bit backward)
                                if (predRes.HitChance >= EloBuddy.SDK.Enumerations.HitChance.Low)
                                {
                                    return
                                        (predRes.AsVectorResult(predPos1 -
                                                                (predPos1 - rangeCheckFrom).LSNormalized().LSPerpendicular() *
                                                                30));
                                }
                            }
                            else if (predPos2.LSDistance(rangeCheckFrom) < range) //if enemy is in range
                            {
                                var predRes = LinePrediction.GetPrediction(target, width, delay, vectorSpeed,
                                                                           vectorLenght, false, path, avgt, movt, avgp, 360,
                                                                           predPos2 - (predPos2 - rangeCheckFrom).LSNormalized().LSPerpendicular() * 30,
                                                                           predPos2 - (predPos2 - rangeCheckFrom).LSNormalized().LSPerpendicular() * 30);
                                //get target prediction with from = enemy's position (a bit backward)
                                if (predRes.HitChance >= EloBuddy.SDK.Enumerations.HitChance.Low)
                                {
                                    return
                                        (predRes.AsVectorResult(predPos2 -
                                                                (predPos2 - rangeCheckFrom).LSNormalized().LSPerpendicular() *
                                                                30));
                                }
                            }
                        }
                    }
                }
            }

            var immobileFrom = rangeCheckFrom + (target.ServerPosition.LSTo2D() - rangeCheckFrom).LSNormalized() * range;

            if (path.Count <= 1) //if target is not moving, easy to hit
            {
                result.HitChance          = EloBuddy.SDK.Enumerations.HitChance.High;
                result.CastSourcePosition = immobileFrom;
                result.CastTargetPosition = target.ServerPosition.LSTo2D();
                result.UnitPosition       = result.CastTargetPosition;
                result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width,
                                                                    delay, vectorSpeed);

                if (immobileFrom.LSDistance(result.CastTargetPosition) >
                    vectorLenght -
                    Prediction.GetArrivalTime(immobileFrom.LSDistance(result.CastTargetPosition), delay, vectorSpeed) *
                    target.MoveSpeed)
                {
                    result.HitChance = EloBuddy.SDK.Enumerations.HitChance.Unknown;
                }

                return(result);
            }

            if (target is AIHeroClient)
            {
                if (((AIHeroClient)target).IsChannelingImportantSpell())
                {
                    result.HitChance          = EloBuddy.SDK.Enumerations.HitChance.High;
                    result.CastSourcePosition = immobileFrom;
                    result.CastTargetPosition = target.ServerPosition.LSTo2D();
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range,
                                                                        width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.LSDistance(result.CastTargetPosition) >
                        range -
                        Prediction.GetArrivalTime(immobileFrom.LSDistance(result.CastTargetPosition), delay, vectorSpeed) *
                        target.MoveSpeed)
                    {
                        result.HitChance = EloBuddy.SDK.Enumerations.HitChance.Unknown;
                    }

                    return(result);
                }

                //to do: find a fuking logic
                if (avgp < 400 && movt < 100)
                {
                    result.HitChance          = EloBuddy.SDK.Enumerations.HitChance.High;
                    result.CastTargetPosition = target.ServerPosition.LSTo2D();
                    result.CastSourcePosition = immobileFrom;
                    result.UnitPosition       = result.CastTargetPosition;
                    result.CollisionResult    = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range,
                                                                        width, delay, vectorSpeed);

                    //check if target can dodge with moving backward
                    if (immobileFrom.LSDistance(result.CastTargetPosition) >
                        range -
                        Prediction.GetArrivalTime(immobileFrom.LSDistance(result.CastTargetPosition), delay, vectorSpeed) *
                        target.MoveSpeed)
                    {
                        result.HitChance = EloBuddy.SDK.Enumerations.HitChance.Unknown;
                    }

                    return(result);
                }
            }

            if (target.IsDashing())
            {
                return
                    (Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false,
                                                     SkillshotType.SkillshotLine, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom));
            }

            if (Utility.IsImmobileTarget(target))
            {
                return
                    (Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false,
                                                      SkillshotType.SkillshotLine, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom));
            }

            for (var i = 0; i < path.Count - 1; i++)
            {
                var point = Vector2.Zero;
                point = path[i].LSDistance(ObjectManager.Player.ServerPosition) < range ? path[i] : Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]);

                var res = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false,
                                                     SkillshotType.SkillshotLine, path, avgt, movt, avgp, 360, point);
                res.Lock();
                if (res.HitChance >= EloBuddy.SDK.Enumerations.HitChance.Low)
                {
                    return(res.AsVectorResult(point));
                }
            }

            result.CastSourcePosition = immobileFrom;
            result.CastTargetPosition = target.ServerPosition.LSTo2D();
            result.HitChance          = EloBuddy.SDK.Enumerations.HitChance.Impossible;
            return(result);
        }