/// <summary> /// Returns the unit health after time milliseconds assuming that the past auto-attacks are periodic. /// </summary> public static float LaneClearHealthPrediction(Obj_AI_Base unit, int time, int delay = 70) { var predictedDamage = 0f; foreach (var attack in ActiveAttacks.Values) { var n = 0; if (Utils.GameTimeTickCount - 100 <= attack.StartTick + attack.AnimationTime && attack.Target.IsValidTarget(float.MaxValue, false) && attack.Source.IsValidTarget(float.MaxValue, false) && attack.Target.NetworkId == unit.NetworkId) { var fromT = attack.StartTick; var toT = Utils.GameTimeTickCount + time; while (fromT < toT) { if (fromT >= Utils.GameTimeTickCount && (fromT + attack.Delay + Math.Max(0, unit.Distance2(attack.Source) - attack.Source.BoundingRadius) / attack.ProjectileSpeed < toT)) { n++; } fromT += (int)attack.AnimationTime; } } predictedDamage += n * attack.Damage; } return(unit.Health - predictedDamage); }
/// <summary> /// Returns the unit health after a set time milliseconds. /// </summary> public static float GetHealthPrediction(Obj_AI_Base unit, int time, int delay = 70) { var predictedDamage = 0f; foreach (var attack in ActiveAttacks.Values) { var attackDamage = 0f; if (!attack.Processed && attack.Source.IsValidTarget(float.MaxValue, false) && attack.Target.IsValidTarget(float.MaxValue, false) && attack.Target.NetworkId == unit.NetworkId) { var landTime = attack.StartTick + attack.Delay + 1000 * Math.Max(0, unit.Distance2(attack.Source) - attack.Source.BoundingRadius) / attack.ProjectileSpeed + delay; if (/*Utils.GameTimeTickCount < landTime - delay &&*/ landTime < Utils.GameTimeTickCount + time) { attackDamage = attack.Damage; } } predictedDamage += attackDamage; } return(unit.Health - predictedDamage); }
/// <summary> /// Returns the unit health after a set time milliseconds. /// </summary> public static float GetHealthPrediction(Obj_AI_Base unit, int time, int delay = 70) { var predictedDamage = 0f; foreach (var attack in ActiveAttacks.Values) { var attackDamage = 0f; if (!attack.Processed && attack.Source.IsValidTarget(float.MaxValue, false) && attack.Target.IsValidTarget(float.MaxValue, false) && attack.Target.NetworkId == unit.NetworkId) { var landTime = attack.StartTick + attack.Delay + 1000 * Math.Max(0, unit.Distance2(attack.Source) - attack.Source.BoundingRadius) / attack.ProjectileSpeed + delay; if (/*Utils.GameTimeTickCount < landTime - delay &&*/ landTime < Utils.GameTimeTickCount + time) { attackDamage = attack.Damage; } } predictedDamage += attackDamage; } return unit.Health - predictedDamage; }
/// <summary> /// Returns the unit health after time milliseconds assuming that the past auto-attacks are periodic. /// </summary> public static float LaneClearHealthPrediction(Obj_AI_Base unit, int time, int delay = 70) { var predictedDamage = 0f; foreach (var attack in ActiveAttacks.Values) { var n = 0; if (Utils.GameTimeTickCount - 100 <= attack.StartTick + attack.AnimationTime && attack.Target.IsValidTarget(float.MaxValue, false) && attack.Source.IsValidTarget(float.MaxValue, false) && attack.Target.NetworkId == unit.NetworkId) { var fromT = attack.StartTick; var toT = Utils.GameTimeTickCount + time; while (fromT < toT) { if (fromT >= Utils.GameTimeTickCount && (fromT + attack.Delay + Math.Max(0, unit.Distance2(attack.Source) - attack.Source.BoundingRadius) / attack.ProjectileSpeed < toT)) { n++; } fromT += (int)attack.AnimationTime; } } predictedDamage += n * attack.Damage; } return unit.Health - predictedDamage; }