/// <summary> /// Gets prediction result /// </summary> /// <param name="target">Target</param> /// <param name="width">Vector width</param> /// <param name="delay">Spell delay</param> /// <param name="vectorSpeed">Vector speed</param> /// <param name="range">Spell range</param> /// <param name="vectorLenght">Vector lenght</param> /// <param name="path">Waypoints of target</param> /// <param name="avgt">Average reaction time (in ms)</param> /// <param name="movt">Passed time from last movement change (in ms)</param> /// <param name="avgp">Average Path Lenght</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="VectorResult"/></returns> public static VectorResult GetPrediction(AIBaseClient target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom) { var result = new VectorResult(); //auto aoe hit (2 hits with using one target as from position) if (target.Type == GameObjectType.AIHeroClient && target.IsValid) //do these calcs if champion kappa { if (ObjectManager.Player.CountEnemyHeroesInRange(range) > 0 && ObjectManager.Player.CountEnemyHeroesInRange(range + vectorLenght) > 1) //if there is at least 1 enemy in range && at least 2 enemy which laser can hit { var predPos1 = PredictionExtensions.GetFastUnitPosition(target, delay); //get target unit position after delay foreach (var enemy in GameObjects.EnemyHeroes) //loop all enemies { if (enemy.NetworkId != target.NetworkId && enemy.Distance(rangeCheckFrom) < range + vectorLenght) //if enemy is not given target and enemy is hitable by laser { var predPos2 = PredictionExtensions.GetFastUnitPosition(enemy, delay); //get enemy unit position after delay if (predPos1.Distance(rangeCheckFrom) < range) //if target is in range { var predRes = LinePrediction.GetLinePrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), 360, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get enemy prediciton with from = target's position (a bit backward) if (predRes.HitChance >= HitChance.Low) { var f = predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30; return(new VectorResult { CastSourcePosition = f, CastTargetPosition = predRes.CastPosition, UnitPosition = predRes.UnitPosition, HitChance = predRes.HitChance, CollisionResult = predRes.CollisionResult, }); } } else if (predPos2.Distance(rangeCheckFrom) < range) //if enemy is in range { var predRes = LinePrediction.GetLinePrediction(target, width, delay, vectorSpeed, vectorLenght, false, path, avgt, movt, avgp, 360, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get target prediction with from = enemy's position (a bit backward) if (predRes.HitChance >= HitChance.Low) { var f = predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30; return(new VectorResult { CastSourcePosition = f, CastTargetPosition = predRes.CastPosition, UnitPosition = predRes.UnitPosition, HitChance = predRes.HitChance, CollisionResult = predRes.CollisionResult, }); } } } } } } var immobileFrom = rangeCheckFrom + (target.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * range; if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.VeryHigh; result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.PreviousPosition.ToVector2(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed); if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } if (target is AIHeroClient hero) { if (hero.IsCastingImporantSpell()) { result.HitChance = HitChance.VeryHigh; result.CastSourcePosition = immobileFrom; result.CastTargetPosition = hero.PreviousPosition.ToVector2(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * hero.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } //to do: find a fuking logic if (avgp < 400 && movt < 100) { result.HitChance = HitChance.High; result.CastTargetPosition = hero.PreviousPosition.ToVector2(); result.CastSourcePosition = immobileFrom; result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - PredictionExtensions.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * hero.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } } if (target.IsDashing()) { var dashPred = PredictionExtensions.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SpellType.Line, immobileFrom, rangeCheckFrom); return(new VectorResult { CastSourcePosition = immobileFrom, CastTargetPosition = dashPred.CastPosition, UnitPosition = dashPred.UnitPosition, HitChance = dashPred.HitChance, CollisionResult = dashPred.CollisionResult, }); } if (target.IsImmobileTarget()) { var immoPred = PredictionExtensions.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SpellType.Line, immobileFrom, rangeCheckFrom); return(new VectorResult { CastSourcePosition = immobileFrom, CastTargetPosition = immoPred.CastPosition, UnitPosition = immoPred.UnitPosition, HitChance = immoPred.HitChance, CollisionResult = immoPred.CollisionResult, }); } for (var i = 0; i < path.Count - 1; i++) { var point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]); if (path[i].Distance(ObjectManager.Player.PreviousPosition) < range) { point = path[i]; } var res = PredictionExtensions.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SpellType.Line, path, avgt, movt, avgp, 360, point); res.Input = new PredictionInput(target, delay, vectorSpeed, width, range, false, SpellType.Line, rangeCheckFrom.ToVector3World(), rangeCheckFrom.ToVector3World()); res.Lock(); if (res.HitChance >= HitChance.Low) { return(new VectorResult { CastSourcePosition = point, CastTargetPosition = res.CastPosition, UnitPosition = res.UnitPosition, HitChance = res.HitChance, CollisionResult = res.CollisionResult, }); } } result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.PreviousPosition.ToVector2(); result.HitChance = HitChance.None; return(result); }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="vectorSpeed">Vector speed</param> /// <param name="range">Spell range</param> /// <param name="vectorLenght">Vector lenght</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="SpellAoeResult"/></returns> public static VectorAoeResult GetAoePrediction(float width, float delay, float vectorSpeed, float range, float vectorLenght, Vector2 rangeCheckFrom) { var result = new VectorAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, rangeCheckFrom).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { var path = enemy.GetWaypoints(); if (path.Count <= 1) { var from = rangeCheckFrom + (enemy.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * range; var to = from + (enemy.PreviousPosition.ToVector2() - from).Normalized() * vectorLenght; var colResult = Collision.GetCollisions(from, to, range, width, delay, vectorSpeed); if (colResult.Objects.HasFlag(CollisionFlags.EnemyChampions)) { var collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid); if (collisionCount > result.HitCount) { result = new VectorAoeResult { CastSourcePosition = from, CastTargetPosition = enemy.PreviousPosition.ToVector2(), HitCount = collisionCount, CollisionResult = colResult }; } } } else { if (!enemy.IsDashing()) { for (var i = 0; i < path.Count - 1; i++) { var point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]); var prediction = PredictionExtensions.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, SpellType.Line, path, enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), point, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { var to = point + (prediction.CastPosition - point).Normalized() * vectorLenght; var colResult = Collision.GetCollisions(point, to, range, width, delay, vectorSpeed); if (colResult.Objects.HasFlag(CollisionFlags.EnemyChampions)) { var collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid); if (collisionCount > result.HitCount) { result = new VectorAoeResult { CastSourcePosition = point, CastTargetPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = colResult }; } } } } } } } return(result); }
/// <summary> /// Gets prediction result /// </summary> /// <param name="target">Target</param> /// <param name="width">Vector width</param> /// <param name="delay">Spell delay</param> /// <param name="vectorSpeed">Vector speed</param> /// <param name="range">Spell range</param> /// <param name="vectorLenght">Vector lenght</param> /// <param name="path">Waypoints of target</param> /// <param name="avgt">Average reaction time (in ms)</param> /// <param name="movt">Passed time from last movement change (in ms)</param> /// <param name="avgp">Average Path Lenght</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns> public static Result GetPrediction(Obj_AI_Base target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom) { Prediction.AssertInitializationMode(); Result result = new Result(); Vector2 immobileFrom = rangeCheckFrom + (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range; if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.VeryHigh; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } if (target is Obj_AI_Hero) { if (((Obj_AI_Hero)target).IsChannelingImportantSpell()) { result.HitChance = HitChance.VeryHigh; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } //to do: find a fuking logic if (avgp < 400 && movt < 100) { result.HitChance = HitChance.High; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } } if (target.IsDashing()) { return(Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom)); } if (SPrediction.Utility.IsImmobileTarget(target)) { return(Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom).AsVectorResult(immobileFrom)); } for (int i = 0; i < path.Count - 1; i++) { Vector2 point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i], path[i + 1]); Prediction.Result res = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.SkillshotLine, path, avgt, movt, avgp, point); if (res.HitChance >= HitChance.Low) { return(res.AsVectorResult(point)); } } result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.ServerPosition.To2D(); result.HitChance = HitChance.Impossible; return(result); }
/// <summary> /// Gets prediction result /// </summary> /// <param name="target">Target</param> /// <param name="width">Vector width</param> /// <param name="delay">Spell delay</param> /// <param name="vectorSpeed">Vector speed</param> /// <param name="range">Spell range</param> /// <param name="vectorLenght">Vector lenght</param> /// <param name="path">Waypoints of target</param> /// <param name="avgt">Average reaction time (in ms)</param> /// <param name="movt">Passed time from last movement change (in ms)</param> /// <param name="avgp">Average Path Lenght</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.Vector.Result" /></returns> public static Result GetPrediction(Obj_AI_Base target, float width, float delay, float vectorSpeed, float range, float vectorLenght, List <Vector2> path, float avgt, float movt, float avgp, Vector2 rangeCheckFrom) { Prediction.AssertInitializationMode(); var result = new Result(); //auto aoe hit (2 hits with using one target as from position) if (target.IsChampion()) //do these calcs if champion kappa { if (ObjectManager.Player.CountEnemiesInRange(range) > 0 && ObjectManager.Player.CountEnemiesInRange(range + vectorLenght) > 1) //if there is at least 1 enemy in range && at least 2 enemy which laser can hit { var predPos1 = Prediction.GetFastUnitPosition(target, delay); //get target unit position after delay foreach (var enemy in HeroManager.Enemies) //loop all enemies { if (enemy.NetworkId != target.NetworkId && enemy.Distance(rangeCheckFrom) < range + vectorLenght) //if enemy is not given target and enemy is hitable by laser { var predPos2 = Prediction.GetFastUnitPosition(enemy, delay); //get enemy unit position after delay if (predPos1.Distance(rangeCheckFrom) < range) //if target is in range { var predRes = LinePrediction.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), 360, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get enemy prediciton with from = target's position (a bit backward) if (predRes.HitChance >= HitChance.Low) { return (predRes.AsVectorResult(predPos1 - (predPos1 - rangeCheckFrom).Normalized().Perpendicular() * 30)); } } else if (predPos2.Distance(rangeCheckFrom) < range) //if enemy is in range { var predRes = LinePrediction.GetPrediction(target, width, delay, vectorSpeed, vectorLenght, false, path, avgt, movt, avgp, 360, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30, predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30); //get target prediction with from = enemy's position (a bit backward) if (predRes.HitChance >= HitChance.Low) { return (predRes.AsVectorResult(predPos2 - (predPos2 - rangeCheckFrom).Normalized().Perpendicular() * 30)); } } } } } } var immobileFrom = rangeCheckFrom + (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range; if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.VeryHigh; result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed); if (immobileFrom.Distance(result.CastTargetPosition) > vectorLenght - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } if (target is AIHeroClient) { if (((AIHeroClient)target).IsChannelingImportantSpell()) { result.HitChance = HitChance.VeryHigh; result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.ServerPosition.To2D(); result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } //to do: find a fuking logic if (avgp < 400 && movt < 100) { result.HitChance = HitChance.High; result.CastTargetPosition = target.ServerPosition.To2D(); result.CastSourcePosition = immobileFrom; result.UnitPosition = result.CastTargetPosition; result.CollisionResult = Collision.GetCollisions(immobileFrom, result.CastTargetPosition, range, width, delay, vectorSpeed); //check if target can dodge with moving backward if (immobileFrom.Distance(result.CastTargetPosition) > range - Prediction.GetArrivalTime(immobileFrom.Distance(result.CastTargetPosition), delay, vectorSpeed) * target.MoveSpeed) { result.HitChance = HitChance.OutOfRange; } return(result); } } if (target.IsDashing()) { return (Prediction.GetDashingPrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom)); } if (Utility.IsImmobileTarget(target)) { return (Prediction.GetImmobilePrediction(target, width, delay, vectorSpeed, range, false, SkillshotType.SkillshotLine, immobileFrom, rangeCheckFrom).AsVectorResult(immobileFrom)); } for (var i = 0; i < path.Count - 1; i++) { var point = Vector2.Zero; point = path[i].Distance(ObjectManager.Player.ServerPosition) < range ? path[i] : Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i]); var res = Prediction.WaypointAnlysis(target, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.SkillshotLine, path, avgt, movt, avgp, 360, point); res.Lock(); if (res.HitChance >= HitChance.Low) { return(res.AsVectorResult(point)); } } result.CastSourcePosition = immobileFrom; result.CastTargetPosition = target.ServerPosition.To2D(); result.HitChance = HitChance.Impossible; return(result); }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="vectorSpeed">Vector speed</param> /// <param name="range">Spell range</param> /// <param name="vectorLenght">Vector lenght</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="Prediction.AoeResult"/></returns> public static AoeResult GetAoePrediction(float width, float delay, float vectorSpeed, float range, float vectorLenght, Vector2 rangeCheckFrom) { AoeResult result = new AoeResult(); var enemies = HeroManager.Enemies.Where(p => p.IsValidTarget() && Prediction.GetFastUnitPosition(p, delay, 0, rangeCheckFrom).Distance(rangeCheckFrom) < range); foreach (Obj_AI_Hero enemy in enemies) { List <Vector2> path = enemy.GetWaypoints(); if (path.Count <= 1) { Vector2 from = rangeCheckFrom + (enemy.ServerPosition.To2D() - rangeCheckFrom).Normalized() * range; Vector2 to = from + (enemy.ServerPosition.To2D() - from).Normalized() * vectorLenght; Collision.Result colResult = Collision.GetCollisions(from, to, width, delay, vectorSpeed); if (colResult.Objects.HasFlag(Collision.Flags.EnemyChampions)) { int collisionCount = colResult.Units.Count(p => p.IsEnemy && p.IsChampion()); if (collisionCount > result.HitCount) { result = new AoeResult { CastSourcePosition = from, CastTargetPosition = enemy.ServerPosition.To2D(), HitCount = collisionCount, CollisionResult = colResult }; } } } else { if (!enemy.IsDashing()) { for (int i = 0; i < path.Count - 1; i++) { Vector2 point = Geometry.ClosestCirclePoint(rangeCheckFrom, range, path[i], path[i + 1]); Prediction.Result prediction = Prediction.GetPrediction(enemy, width, delay, vectorSpeed, vectorLenght, false, SkillshotType.SkillshotLine, path, enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), point, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { Vector2 to = point + (prediction.CastPosition - point).Normalized() * vectorLenght; Collision.Result colResult = Collision.GetCollisions(point, to, width, delay, vectorSpeed, false); if (colResult.Objects.HasFlag(Collision.Flags.EnemyChampions)) { int collisionCount = colResult.Units.Count(p => p.IsEnemy && p.IsChampion()); if (collisionCount > result.HitCount) { result = new AoeResult { CastSourcePosition = point, CastTargetPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = colResult }; } } } } } } } return(result); }