internal static PredictionOutput GetDashingPrediction(PredictionInput input) { var dashData = input.Unit.GetDashInfo(); var result = new PredictionOutput { Input = input }; //Normal dashes. if (!dashData.IsBlink) { //Mid air: var endP = dashData.Path.Last(); var dashPred = GetPositionOnPath( input, new List<Vector2> { input.Unit.ServerPosition.To2D2(), endP }, dashData.Speed); if (dashPred.Hitchance >= HitChance.High && dashPred.UnitPosition.To2D2().Distance(input.Unit.Position.To2D2(), endP, true) < 200) { dashPred.CastPosition = dashPred.UnitPosition; dashPred.Hitchance = HitChance.Dashing; return dashPred; } //At the end of the dash: if (dashData.Path.PathLength() > 200) { var timeToPoint = input.Delay / 2f + input.From.To2D2().Distance7(endP) / input.Speed - 0.25f; if (timeToPoint <= input.Unit.Distance5(endP) / dashData.Speed + input.RealRadius / input.Unit.MoveSpeed) { return new PredictionOutput { CastPosition = endP.To3D(), UnitPosition = endP.To3D(), Hitchance = HitChance.Dashing }; } } result.CastPosition = dashData.Path.Last().To3D(); result.UnitPosition = result.CastPosition; //Figure out where the unit is going. } return result; }
internal static PredictionOutput GetPrediction(PredictionInput input, bool ft, bool checkCollision) { PredictionOutput result = null; if (!input.Unit.IsValidTarget(float.MaxValue, false)) { return(new PredictionOutput()); } if (ft) { //Increase the delay due to the latency and server tick: input.Delay += Game.Ping / 2000f + 0.06f; if (input.Aoe) { return(AoePrediction.GetPrediction(input)); } } //Target too far away. if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon && input.Unit.Distance4(input.RangeCheckFrom, true) > Math.Pow(input.Range * 1.5, 2)) { return(new PredictionOutput { Input = input }); } //Unit is dashing. if (input.Unit.IsDashing()) { result = GetDashingPrediction(input); } else { //Unit is immobile. var remainingImmobileT = UnitIsImmobileUntil(input.Unit); if (remainingImmobileT >= 0d) { result = GetImmobilePrediction(input, remainingImmobileT); } else { input.Range = input.Range * _menu["PredMaxRange"].Cast <Slider>().CurrentValue / 100f; } } //Normal prediction if (result == null) { result = GetStandardPrediction(input); } //Check if the unit position is in range if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon) { if (result.Hitchance >= HitChance.High && input.RangeCheckFrom.Distance6(input.Unit.Position, true) > Math.Pow(input.Range + input.RealRadius * 3 / 4, 2)) { result.Hitchance = HitChance.Medium; } if (input.RangeCheckFrom.Distance6(result.UnitPosition, true) > Math.Pow(input.Range + (input.Type == SkillshotType.SkillshotCircle ? input.RealRadius : 0), 2)) { result.Hitchance = HitChance.OutOfRange; } if (input.RangeCheckFrom.Distance6(result.CastPosition, true) > Math.Pow(input.Range, 2)) { if (result.Hitchance != HitChance.OutOfRange) { result.CastPosition = input.RangeCheckFrom + input.Range * (result.UnitPosition - input.RangeCheckFrom).To2D2().Normalized2().To3D2(); } else { result.Hitchance = HitChance.OutOfRange; } } } //Check for collision if (checkCollision && input.Collision) { var positions = new List <Vector3> { result.UnitPosition, result.CastPosition, input.Unit.Position }; var originalUnit = input.Unit; result.CollisionObjects = Collision.GetCollision(positions, input); result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId); result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance; } return(result); }