public Skillshot(DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit) { DetectionType = detectionType; SpellData = spellData; StartTick = startT; Start = start; End = end; MissilePosition = start; Direction = (end - start).Normalized(); Unit = unit; //Create the spatial object for each type of skillshot. switch (spellData.Type) { case SkillShotType.SkillshotCircle: Circle = new Geometry.Circle(CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotMissileLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: Sector = new Geometry.Sector( start, CollisionEnd - start, spellData.Radius * (float)Math.PI / 180, spellData.Range); break; case SkillShotType.SkillshotRing: Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius); break; } UpdatePolygon(); //Create the polygon. }
//public bool Evade() //{ // if (ForceDisabled) // { // return false; // } // if (Environment.TickCount - _cachedValueTick < 100) // { // return _cachedValue; // } // if (!ConfigValue<bool>("IsDangerous") && Config.Menu.Item("OnlyDangerous").ConfigValue<KeyBind>().Active) // { // _cachedValue = false; // _cachedValueTick = Environment.TickCount; // return _cachedValue; // } // _cachedValue = ConfigValue<bool>("Enabled"); // _cachedValueTick = Environment.TickCount; // return _cachedValue; //} public void Game_OnGameUpdate() { //Even if it doesnt consume a lot of resources with 20 updatest second works k if (SpellData.CollisionObjects.Count() > 0 && SpellData.CollisionObjects != null && Environment.TickCount - _lastCollisionCalc > 50) { _lastCollisionCalc = Environment.TickCount; _collisionEnd = Collision.GetCollisionPoint(this); } //Update the missile position each time the game updates. if (SpellData.Type == SkillShotType.SkillshotMissileLine) { Rectangle = new Geometry.Rectangle(GetMissilePosition(0), CollisionEnd, SpellData.Radius); UpdatePolygon(); } //Spells that update to the unit position. if (SpellData.MissileFollowsUnit) { if (Unit.IsVisible) { End = Unit.ServerPosition.LSTo2D(); Direction = (End - Start).Normalized(); UpdatePolygon(); } } }
public Skillshot(DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit) { DetectionType = detectionType; SpellData = spellData; StartTick = startT; Start = start; End = end; MissilePosition = start; Direction = (end - start).Normalized(); Unit = unit; //Create the spatial object for each type of skillshot. switch (spellData.Type) { case SkillShotType.SkillshotCircle: Circle = new Geometry.Circle(CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotMissileLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: Sector = new Geometry.Sector( start, CollisionEnd - start, spellData.Radius*(float) Math.PI/180, spellData.Range); break; case SkillShotType.SkillshotRing: Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius); break; } UpdatePolygon(); //Create the polygon. }
public static Vector2 GetCollisionPoint(Skillshot skillshot) { var collisions = new List<DetectedCollision>(); var from = skillshot.GetMissilePosition(0); skillshot.ForceDisabled = false; foreach (var cObject in skillshot.SpellData.CollisionObjects) { switch (cObject) { case CollisionObjectTypes.Minion: collisions.AddRange(from minion in MinionManager.GetMinions(@from.To3D(), 1200, MinionTypes.All, skillshot.Unit.Team == ObjectManager.Player.Team ? MinionTeam.NotAlly : MinionTeam.NotAllyForEnemy) let pred = FastPrediction(@from, minion, Math.Max(0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed) let pos = pred.PredictedPos let w = skillshot.SpellData.RawRadius + (!pred.IsMoving ? minion.BoundingRadius - 15 : 0) - pos.Distance(@from, skillshot.End, true) where w > 0 select new DetectedCollision { Position = pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction*30, Unit = minion, Type = CollisionObjectTypes.Minion, Distance = pos.Distance(@from), Diff = w }); break; case CollisionObjectTypes.Champions: collisions.AddRange(from hero in ObjectManager.Get<AIHeroClient>().Where(h => h.IsValidTarget(1200) && h.Team == ObjectManager.Player.Team && !h.IsMe || h.Team != ObjectManager.Player.Team) let pred = FastPrediction(@from, hero, Math.Max(0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed) let pos = pred.PredictedPos let w = skillshot.SpellData.RawRadius + 30 - pos.Distance(@from, skillshot.End, true) where w > 0 select new DetectedCollision { Position = pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction*30, Unit = hero, Type = CollisionObjectTypes.Minion, Distance = pos.Distance(@from), Diff = w }); break; case CollisionObjectTypes.YasuoWall: if ( !ObjectManager.Get<AIHeroClient>() .Any( hero => hero.IsValidTarget(float.MaxValue) && hero.Team == ObjectManager.Player.Team && hero.ChampionName == "Yasuo")) { break; } GameObject wall = null; foreach (var gameObject in ObjectManager.Get<GameObject>()) { if (gameObject.IsValid && Regex.IsMatch( gameObject.Name, "_w_windwall.\\.troy", RegexOptions.IgnoreCase)) { wall = gameObject; } } if (wall == null) { break; } var level = wall.Name.Substring(wall.Name.Length - 6, 1); var wallWidth = 300 + 50*Convert.ToInt32(level); var wallDirection = (wall.Position.To2D() - YasuoWallCastedPos).Normalized().Perpendicular(); var wallStart = wall.Position.To2D() + wallWidth/2*wallDirection; var wallEnd = wallStart - wallWidth*wallDirection; var wallPolygon = new Geometry.Rectangle(wallStart, wallEnd, 75).ToPolygon(); var intersection = new Vector2(); var intersections = new List<Vector2>(); for (var i = 0; i < wallPolygon.Points.Count; i++) { var inter = wallPolygon.Points[i].Intersection( wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from, skillshot.End); if (inter.Intersects) { intersections.Add(inter.Point); } } if (intersections.Count > 0) { intersection = intersections.OrderBy(item => item.Distance(from)).ToList()[0]; var collisionT = Environment.TickCount + Math.Max( 0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)) + 100 + 1000*intersection.Distance(@from)/skillshot.SpellData.MissileSpeed; if (collisionT - WallCastT < 4000) { if (skillshot.SpellData.Type != SkillShotType.SkillshotMissileLine) { skillshot.ForceDisabled = true; } return intersection; } } break; } } var result = collisions.Count > 0 ? collisions.OrderBy(c => c.Distance).ToList()[0].Position : new Vector2(); return result; }
public static Vector2 GetCollisionPoint(Skillshot skillshot) { var collisions = new List <DetectedCollision>(); var from = skillshot.GetMissilePosition(0); skillshot.ForceDisabled = false; foreach (var cObject in skillshot.SpellData.CollisionObjects) { switch (cObject) { case CollisionObjectTypes.Minion: collisions.AddRange(from minion in MinionManager.GetMinions(@from.To3D(), 1200, MinionTypes.All, skillshot.Unit.Team == ObjectManager.Player.Team ? MinionTeam.NotAlly : MinionTeam.NotAllyForEnemy) let pred = FastPrediction(@from, minion, Math.Max(0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed) let pos = pred.PredictedPos let w = skillshot.SpellData.RawRadius + (!pred.IsMoving ? minion.BoundingRadius - 15 : 0) - pos.LSDistance(@from, skillshot.End, true) where w > 0 select new DetectedCollision { Position = pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction * 30, Unit = minion, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(@from), Diff = w }); break; case CollisionObjectTypes.Champions: collisions.AddRange(from hero in ObjectManager.Get <AIHeroClient>().Where(h => h.IsValidTarget(1200) && h.Team == ObjectManager.Player.Team && !h.IsMe || h.Team != ObjectManager.Player.Team) let pred = FastPrediction(@from, hero, Math.Max(0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)), skillshot.SpellData.MissileSpeed) let pos = pred.PredictedPos let w = skillshot.SpellData.RawRadius + 30 - pos.LSDistance(@from, skillshot.End, true) where w > 0 select new DetectedCollision { Position = pos.ProjectOn(skillshot.End, skillshot.Start).LinePoint + skillshot.Direction * 30, Unit = hero, Type = CollisionObjectTypes.Minion, Distance = pos.LSDistance(@from), Diff = w }); break; case CollisionObjectTypes.YasuoWall: if ( !ObjectManager.Get <AIHeroClient>() .Any( hero => hero.IsValidTarget(float.MaxValue) && hero.Team == ObjectManager.Player.Team && hero.ChampionName == "Yasuo")) { break; } GameObject wall = null; foreach (var gameObject in ObjectManager.Get <GameObject>()) { if (gameObject.IsValid && Regex.IsMatch( gameObject.Name, "_w_windwall.\\.troy", RegexOptions.IgnoreCase)) { wall = gameObject; } } if (wall == null) { break; } var level = wall.Name.Substring(wall.Name.Length - 6, 1); var wallWidth = 300 + 50 * Convert.ToInt32(level); var wallDirection = (wall.Position.To2D() - YasuoWallCastedPos).Normalized().Perpendicular(); var wallStart = wall.Position.To2D() + wallWidth / 2 * wallDirection; var wallEnd = wallStart - wallWidth * wallDirection; var wallPolygon = new Geometry.Rectangle(wallStart, wallEnd, 75).ToPolygon(); var intersection = new Vector2(); var intersections = new List <Vector2>(); for (var i = 0; i < wallPolygon.Points.Count; i++) { var inter = wallPolygon.Points[i].Intersection( wallPolygon.Points[i != wallPolygon.Points.Count - 1 ? i + 1 : 0], from, skillshot.End); if (inter.Intersects) { intersections.Add(inter.Point); } } if (intersections.Count > 0) { intersection = intersections.OrderBy(item => item.LSDistance(from)).ToList()[0]; var collisionT = Environment.TickCount + Math.Max( 0, skillshot.SpellData.Delay - (Environment.TickCount - skillshot.StartTick)) + 100 + 1000 * intersection.LSDistance(@from) / skillshot.SpellData.MissileSpeed; if (collisionT - WallCastT < 4000) { if (skillshot.SpellData.Type != SkillShotType.SkillshotMissileLine) { skillshot.ForceDisabled = true; } return(intersection); } } break; } } var result = collisions.Count > 0 ? collisions.OrderBy(c => c.Distance).ToList()[0].Position : new Vector2(); return(result); }