示例#1
0
        public static List <Vector2> GetEvadePoints(
            int speed     = -1,
            int delay     = 0,
            bool isBlink  = false,
            bool onlyGood = false)
        {
            speed = speed == -1 ? (int)ObjectManager.Player.MoveSpeed : speed;
            var goodCandidates  = new List <Vector2>();
            var badCandidates   = new List <Vector2>();
            var polygonList     = new List <Geometry.Polygon>();
            var takeClosestPath = false;

            foreach (var skillshot in Evade.DetectedSkillshots.Where(i => i.Enable))
            {
                if (skillshot.SpellData.TakeClosestPath && skillshot.IsDanger(Evade.PlayerPosition))
                {
                    takeClosestPath = true;
                }
                polygonList.Add(skillshot.EvadePolygon);
            }
            var dangerPolygons = Geometry.ClipPolygons(polygonList).ToPolygons();
            var myPosition     = Evade.PlayerPosition;

            foreach (var poly in dangerPolygons)
            {
                for (var i = 0; i <= poly.Points.Count - 1; i++)
                {
                    var sideStart            = poly.Points[i];
                    var sideEnd              = poly.Points[(i == poly.Points.Count - 1) ? 0 : i + 1];
                    var originalCandidate    = myPosition.ProjectOn(sideStart, sideEnd).SegmentPoint;
                    var distanceToEvadePoint = Vector2.DistanceSquared(originalCandidate, myPosition);
                    if (distanceToEvadePoint < 600 * 600)
                    {
                        var sideDistance = Vector2.DistanceSquared(sideEnd, sideStart);
                        var direction    = (sideEnd - sideStart).Normalized();
                        var s            = (distanceToEvadePoint < 200 * 200 && sideDistance > 90 * 90)
                                    ? Config.DiagonalEvadePointsCount
                                    : 0;
                        for (var j = -s; j <= s; j++)
                        {
                            var candidate   = originalCandidate + j * Config.DiagonalEvadePointsStep * direction;
                            var pathToPoint = ObjectManager.Player.GetPath(candidate.To3D()).ToList().To2D();
                            if (!isBlink)
                            {
                                if (Evade.IsSafePath(pathToPoint, Config.EvadingFirstTimeOffset, speed, delay).IsSafe)
                                {
                                    goodCandidates.Add(candidate);
                                }
                                if (Evade.IsSafePath(pathToPoint, Config.EvadingSecondTimeOffset, speed, delay).IsSafe &&
                                    j == 0)
                                {
                                    badCandidates.Add(candidate);
                                }
                            }
                            else
                            {
                                if (Evade.IsSafeToBlink(
                                        pathToPoint[pathToPoint.Count - 1],
                                        Config.EvadingFirstTimeOffset,
                                        delay))
                                {
                                    goodCandidates.Add(candidate);
                                }
                                if (Evade.IsSafeToBlink(
                                        pathToPoint[pathToPoint.Count - 1],
                                        Config.EvadingSecondTimeOffset,
                                        delay))
                                {
                                    badCandidates.Add(candidate);
                                }
                            }
                        }
                    }
                }
            }
            if (takeClosestPath)
            {
                if (goodCandidates.Count > 0)
                {
                    goodCandidates = new List <Vector2>
                    {
                        goodCandidates.MinOrDefault(i => ObjectManager.Player.Distance(i, true))
                    };
                }
                if (badCandidates.Count > 0)
                {
                    badCandidates = new List <Vector2>
                    {
                        badCandidates.MinOrDefault(i => ObjectManager.Player.Distance(i, true))
                    };
                }
            }
            return(goodCandidates.Count > 0 ? goodCandidates : (onlyGood ? new List <Vector2>() : badCandidates));
        }
示例#2
0
        public static List <Obj_AI_Base> GetEvadeTargets(
            SpellValidTargets[] validTargets,
            int speed,
            int delay,
            float range,
            bool isBlink            = false,
            bool onlyGood           = false,
            bool dontCheckForSafety = false)
        {
            var badTargets  = new List <Obj_AI_Base>();
            var goodTargets = new List <Obj_AI_Base>();
            var allTargets  = new List <Obj_AI_Base>();

            foreach (var targetType in validTargets)
            {
                switch (targetType)
                {
                case SpellValidTargets.AllyChampions:
                    allTargets.AddRange(HeroManager.Allies.Where(i => i.IsValidTarget(range, false) && !i.IsMe));
                    break;

                case SpellValidTargets.AllyMinions:
                    allTargets.AddRange(
                        ObjectManager.Get <Obj_AI_Minion>().Where(x => x.IsAlly).Where(
                            i =>
                            i.IsValidTarget(range, false, ObjectManager.Player.Position) &&
                            MinionManager.IsMinion(i)));
                    break;

                case SpellValidTargets.AllyWards:
                    allTargets.AddRange(
                        ObjectManager.Get <Obj_AI_Minion>()
                        .Where(x => x.IsAlly && MinionManager.IsWard(x.CharData.BaseSkinName))
                        .Where(i => i.IsValidTarget(range, false)));
                    break;

                case SpellValidTargets.EnemyChampions:
                    allTargets.AddRange(HeroManager.Enemies.Where(i => i.IsValidTarget(range)));
                    break;

                case SpellValidTargets.EnemyMinions:
                    allTargets.AddRange(
                        ObjectManager.Get <Obj_AI_Minion>().Where(x => x.IsEnemy).Where(
                            i =>
                            i.IsValidTarget(range, true, ObjectManager.Player.Position) &&
                            MinionManager.IsMinion(i)));
                    allTargets.AddRange(
                        ObjectManager.Get <Obj_AI_Minion>()
                        .Where(x => x.Team == GameObjectTeam.Neutral)
                        .Where(i => i.IsValidTarget(range, true, ObjectManager.Player.Position)));
                    break;

                case SpellValidTargets.EnemyWards:
                    allTargets.AddRange(
                        ObjectManager.Get <Obj_AI_Minion>()
                        .Where(x => x.IsEnemy && MinionManager.IsWard(x.CharData.BaseSkinName))
                        .Where(i => i.IsValidTarget(range)));
                    break;
                }
            }
            foreach (var target in
                     allTargets.Where(i => dontCheckForSafety || Evade.IsSafePoint(i.ServerPosition.To2D()).IsSafe))
            {
                if (isBlink)
                {
                    if (Utils.GameTimeTickCount - Evade.LastWardJumpAttempt < 250 ||
                        Evade.IsSafeToBlink(target.ServerPosition.To2D(), Config.EvadingFirstTimeOffset, delay))
                    {
                        goodTargets.Add(target);
                    }
                    if (Utils.GameTimeTickCount - Evade.LastWardJumpAttempt < 250 ||
                        Evade.IsSafeToBlink(target.ServerPosition.To2D(), Config.EvadingSecondTimeOffset, delay))
                    {
                        badTargets.Add(target);
                    }
                }
                else
                {
                    var pathToTarget = new List <Vector2> {
                        Evade.PlayerPosition, target.ServerPosition.To2D()
                    };
                    if (Utils.GameTimeTickCount - Evade.LastWardJumpAttempt < 250 ||
                        Evade.IsSafePath(pathToTarget, Config.EvadingFirstTimeOffset, speed, delay).IsSafe)
                    {
                        goodTargets.Add(target);
                    }
                    if (Utils.GameTimeTickCount - Evade.LastWardJumpAttempt < 250 ||
                        Evade.IsSafePath(pathToTarget, Config.EvadingSecondTimeOffset, speed, delay).IsSafe)
                    {
                        badTargets.Add(target);
                    }
                }
            }
            return(goodTargets.Count > 0 ? goodTargets : (onlyGood ? new List <Obj_AI_Base>() : badTargets));
        }