示例#1
0
 public static void SetAllUndodgeable()
 {
     LastPosInfo = PositionInfo.SetAllUndodgeable();
 }
示例#2
0
        public static PositionInfo GetBestPosition()
        {
            var posChecked    = 0;
            var maxPosToCheck = 50;
            var posRadius     = 50;
            var radiusIndex   = 0;

            var extraDelayBuffer   = ObjectCache.MenuCache.Cache["ExtraPingBuffer"].As <MenuSlider>().Value;
            var extraEvadeDistance = ObjectCache.MenuCache.Cache["ExtraEvadeDistance"].As <MenuSlider>().Value;

            SpellDetector.UpdateSpells();
            CalculateEvadeTime();

            if (ObjectCache.MenuCache.Cache["CalculateWindupDelay"].Enabled)
            {
                var extraWindupDelay = Evade.LastWindupTime - Environment.TickCount;
                if (extraWindupDelay > 0)
                {
                    extraDelayBuffer += (int)extraWindupDelay;
                }
            }

            extraDelayBuffer += (int)Evade.AvgCalculationTime;

            if (ObjectCache.MenuCache.Cache["HigherPrecision"].Enabled)
            {
                maxPosToCheck = 150;
                posRadius     = 25;
            }

            var heroPoint   = ObjectCache.MyHeroCache.ServerPos2D;
            var lastMovePos = Game.CursorPos.To2D();

            var lowestEvadeTime = SpellDetector.GetLowestEvadeTime(out var lowestEvadeTimeSpell);

            var fastestPositions = GetFastestPositions();

            var posTable = fastestPositions.Select(pos => InitPositionInfo(pos, extraDelayBuffer, extraEvadeDistance, lastMovePos, lowestEvadeTimeSpell)).ToList();

            while (posChecked < maxPosToCheck)
            {
                radiusIndex++;

                var curRadius       = radiusIndex * 2 * posRadius;
                var curCircleChecks = (int)Math.Ceiling(2 * Math.PI * curRadius / (2 * (double)posRadius));

                for (var i = 1; i < curCircleChecks; i++)
                {
                    posChecked++;
                    var cRadians = 2 * Math.PI / (curCircleChecks - 1) * i; //check decimals
                    var pos      = new Vector2((float)Math.Floor(heroPoint.X + curRadius * Math.Cos(cRadians)), (float)Math.Floor(heroPoint.Y + curRadius * Math.Sin(cRadians)));
                    posTable.Add(InitPositionInfo(pos, extraDelayBuffer, extraEvadeDistance, lastMovePos, lowestEvadeTimeSpell));
                }
            }

            IOrderedEnumerable <PositionInfo> sortedPosTable;

            if (ObjectCache.MenuCache.Cache["EvadeMode"].As <MenuList>().SelectedItem == "Fastest")
            {
                sortedPosTable = posTable.OrderBy(p => p.IsDangerousPos).ThenByDescending(p => p.IntersectionTime).ThenBy(p => p.PosDangerLevel).ThenBy(p => p.PosDangerCount);

                FastEvadeMode = true;
            }
            else if (FastEvadeMode)
            {
                sortedPosTable = posTable.OrderBy(p => p.IsDangerousPos).ThenByDescending(p => p.IntersectionTime).ThenBy(p => p.PosDangerLevel).ThenBy(p => p.PosDangerCount);
            }
            else if (ObjectCache.MenuCache.Cache["FastEvadeActivationTime"].As <MenuSlider>().Value > 0 &&
                     ObjectCache.MenuCache.Cache["FastEvadeActivationTime"].As <MenuSlider>().Value + ObjectCache.GamePing + extraDelayBuffer > lowestEvadeTime)
            {
                sortedPosTable = posTable.OrderBy(p => p.IsDangerousPos).ThenByDescending(p => p.IntersectionTime).ThenBy(p => p.PosDangerLevel).ThenBy(p => p.PosDangerCount);

                FastEvadeMode = true;
            }
            else
            {
                sortedPosTable = posTable.OrderBy(p => p.RejectPosition).ThenBy(p => p.PosDangerLevel).ThenBy(p => p.PosDangerCount).ThenBy(p => p.DistanceToMouse);

                if (sortedPosTable.First().PosDangerCount != 0) //if can't dodge smoothly, dodge fast
                {
                    var sortedPosTableFastest = posTable.OrderBy(p => p.IsDangerousPos).ThenByDescending(p => p.IntersectionTime).ThenBy(p => p.PosDangerLevel).ThenBy(p => p.PosDangerCount);

                    if (sortedPosTableFastest.First().PosDangerCount == 0)
                    {
                        sortedPosTable = sortedPosTableFastest;
                        FastEvadeMode  = true;
                    }
                }
            }

            foreach (var posInfo in sortedPosTable)
            {
                if (CheckPathCollision(MyHero, posInfo.Position))
                {
                    continue;
                }
                if (FastEvadeMode)
                {
                    posInfo.Position = GetExtendedSafePosition(ObjectCache.MyHeroCache.ServerPos2D, posInfo.Position, extraEvadeDistance);
                    return(CanHeroWalkToPos(posInfo.Position, ObjectCache.MyHeroCache.MoveSpeed, ObjectCache.GamePing, 0));
                }

                if (!PositionInfoStillValid(posInfo))
                {
                    continue;
                }

                if (posInfo.Position.CheckDangerousPos(extraEvadeDistance)) //extra evade distance, no multiple skillshots
                {
                    posInfo.Position = GetExtendedSafePosition(ObjectCache.MyHeroCache.ServerPos2D, posInfo.Position, extraEvadeDistance);
                }

                return(posInfo);
            }

            return(PositionInfo.SetAllUndodgeable());
        }