示例#1
0
 protected override void Volatile_ProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
 {
     if (sender.Type != Player.Type || !E.IsReady() || !sender.IsEnemy ||
         !SpellMenu["autoe"].Cast <CheckBox>().CurrentValue)
     {
         return;
     }
     foreach (var ally in EntityManager.Heroes.Allies.Where(x => x.IsValidTarget(E.Range)))
     {
         var detectRange = ally.ServerPosition +
                           (args.End - ally.ServerPosition).Normalized() * ally.Distance(args.End);
         if (detectRange.Distance(ally.ServerPosition) > ally.AttackRange - ally.BoundingRadius)
         {
             continue;
         }
         {
             if (!args.SData.IsAutoAttack())
             {
                 if (CCDataBase.IsCC_SkillShot(args.SData.Name) &&
                     (SpellMenu["Shield" + ally.ChampionName].Cast <CheckBox>().CurrentValue))
                 {
                     E.Cast(ally);
                 }
             }
             if (CCDataBase.IsCC_NonSkillShot(args.SData.Name))
             {
                 if (ally.Distance(args.End) < 365 &&
                     (SpellMenu["Shield" + ally.ChampionName].Cast <CheckBox>().CurrentValue))
                 {
                     E.Cast(ally);
                 }
             }
         }
     }
 }
示例#2
0
        protected override void Volatile_ProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            if (sender.NetworkId == Player.NetworkId && args.Slot == SpellSlot.E)
            {
                LastE = Now;
                Chat.Print("Now: " + Now);
                Chat.Print("Last E: " + LastE);
            }
            if (sender.Type != Player.Type || !W.IsReady() || !sender.IsEnemy ||
                !SpellMenu["wtd"].Cast <CheckBox>().CurrentValue)
            {
                return;
            }

            if (!args.SData.IsAutoAttack())
            {
                if (CCDataBase.IsCC_SkillShot(args.SData.Name))
                {
                    if (Player.HealthPercent < SpellMenu["wtdhp"].Cast <Slider>().CurrentValue)
                    {
                        W.Cast();
                    }
                }
                if (CCDataBase.IsCC_NonSkillShot(args.SData.Name))
                {
                    if (Player.HealthPercent < SpellMenu["wtdhp"].Cast <Slider>().CurrentValue)
                    {
                        W.Cast();
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        ///     OKTR turkey magic :x
        /// </summary>
        /// <param name="pos">Pretty self-explainatory tbh</param>
        /// <returns></returns>
        internal static float GetSafeScoreTM(Vector3 pos)
        {
            var score = 0f;

            foreach (var enemy in Variables.CloseEnemies(Player.Instance.GetAutoAttackRange(), pos))
            {
                var enemySafeScore = 0f;

                for (var i = 0; i < 4; i++)
                {
                    var spell          = SpellSlot.Unknown;
                    var spellSafeScore = 0f;
                    switch (i)
                    {
                    case 0:
                        spell = SpellSlot.Q;
                        break;

                    case 1:
                        spell = SpellSlot.W;
                        break;

                    case 2:
                        spell = SpellSlot.E;
                        break;

                    case 3:
                        spell = SpellSlot.R;
                        break;
                    }

                    if (enemy.Spellbook.GetSpell(spell).IsReady)
                    {
                        if (
                            TargetSpellDatabase.Spells.Any(
                                s => s.ChampionName == enemy.ChampionName && s.Spellslot == spell) &&
                            (TargetSpellDatabase.Spells.First(
                                 s => s.ChampionName == enemy.ChampionName && s.Spellslot == spell).Type ==
                             SpellType.Skillshot
                             ||
                             TargetSpellDatabase.Spells.First(
                                 s => s.ChampionName == enemy.ChampionName && s.Spellslot == spell).Type ==
                             SpellType.Targeted))
                        {
                            var spellDmg = enemy.GetSpellDamage(Player.Instance, spell);
                            var isCC     = CCDataBase.IsCC(enemy.Spellbook.GetSpell(spell).Name);
                            if ((spellDmg > Player.Instance.MaxHealth * 0.05 || isCC) &&
                                enemy.Distance(pos) < enemy.Spellbook.GetSpell(spell).SData.CastRange)
                            {
                                if (spellDmg > Player.Instance.MaxHealth * 0.05)
                                {
                                    spellSafeScore += (Player.Instance.MaxHealth - spellDmg) / Player.Instance.MaxHealth *
                                                      100;
                                }
                                if (isCC)
                                {
                                    spellSafeScore += Variables.CloseEnemies(1000, pos).Count * 20;
                                }
                            }
                        }
                    }
                    enemySafeScore += spellSafeScore;
                }

                if (!enemy.IsMelee)
                {
                    if (pos.Distance(enemy) < enemy.GetAutoAttackRange())
                    {
                        enemySafeScore += 80;
                    }
                    enemySafeScore += enemy.Distance(Player.Instance) / 20;
                }
                if (enemy.IsMelee)
                {
                    if (pos.Distance(enemy) < enemy.GetAutoAttackRange())
                    {
                        enemySafeScore += 1000;
                    }
                    enemySafeScore += enemy.Distance(Player.Instance) / 5;
                }
                if (enemy.TotalShieldMaxHealth() < Player.Instance.GetAutoAttackDamage(enemy, true))
                {
                    enemySafeScore = 0;
                }
                score += enemySafeScore;
            }
            if (pos.IsUnderTurret())
            {
                score += 200;
            }
            return(score);
        }