/// <summary> /// Gets Aoe Prediction result /// </summary> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="PredictionExtensions.AoeResult"/></returns> public static SpellAoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new SpellAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { var prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { var multp = (result.CastPosition.Distance(from) / 875.0f); var spellHitBox = new Geometry.Polygon( ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition, (float)Math.PI * multp, 410, 200 * multp), ClipperWrapper.DefineArc(from - new Vector2(875 / 2f, 20), result.CastPosition, (float)Math.PI * multp, 410, 320 * multp)); var collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), ClipperWrapper.MakePaths(spellHitBox))).ToList(); var collisionCount = collidedEnemies.Count; if (collisionCount > result.HitCount) { var collisionResult = new CollisionResult(collidedEnemies.ToList <AIBaseClient>(), CollisionFlags.EnemyChampions); return(new SpellAoeResult { CastPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = collisionResult }); } } } return(result); }
/// <summary> /// Stasis calculations /// </summary> /// <param name="spell">The spell.</param> internal void Process(Spell spell) { var arrivalT = PredictionExtensions.GetArrivalTime(spell.From.Distance(this.Unit.PreviousPosition), spell.Delay, spell.Speed) * 1000f; if (Variables.TickCount - this.StartTick >= this.Duration - arrivalT) { var pred = new PredictionResult { Input = new PredictionInput(this.Unit, spell.Delay, spell.Speed, spell.Width, spell.Range, spell.Collision, spell.Type, spell.From, spell.RangeCheckFrom), Unit = this.Unit, CastPosition = this.Unit.PreviousPosition.ToVector2(), UnitPosition = this.Unit.PreviousPosition.ToVector2(), HitChance = HitChance.VeryHigh }; pred.Lock(false); var result = new StasisResult { Spell = spell, Prediction = pred }; if (OnGuaranteedHit != null && pred.HitChance != HitChance.Collision && pred.HitChance != HitChance.OutOfRange) { OnGuaranteedHit(MethodBase.GetCurrentMethod().DeclaringType, result); } this.Processed = true; } }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="SpellAoeResult"/></returns> public static SpellAoeResult GetLineAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new SpellAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { var prediction = GetLinePrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { var to = from + (prediction.CastPosition - from).Normalized() * range; var colResult = Collision.GetCollisions(from, to, range, width, delay, missileSpeed); if (colResult.Objects.HasFlag(CollisionFlags.EnemyChampions)) { var collisionCount = colResult.Units.Count(p => p.IsEnemy && p.Type == GameObjectType.AIHeroClient && p.IsValid); if (collisionCount > result.HitCount) { return(new SpellAoeResult { CastPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = colResult }); } } } } return(result); }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="SpellAoeResult"/></returns> public static SpellAoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new SpellAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range); foreach (var enemy in enemies) { var prediction = GetPrediction(enemy, width, delay, missileSpeed, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { var to = from + (prediction.CastPosition - from).Normalized() * range; var spellHitBox = ClipperWrapper.DefineSector(from, to, width, range); var collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => !spellHitBox.IsOutside(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed, from))).ToList(); var collisionCount = collidedEnemies.Count; if (collisionCount > result.HitCount) { var collisionResult = new CollisionResult(collidedEnemies.ToList <AIBaseClient>(), CollisionFlags.EnemyChampions); return(new SpellAoeResult { CastPosition = prediction.CastPosition, HitCount = collisionCount, CollisionResult = collisionResult }); } } } return(result); }
/// <summary> /// Gets Aoe Prediction result /// </summary> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="SpellAoeResult"/></returns> public static SpellAoeResult GetAoePrediction(float width, float delay, float missileSpeed, float range, Vector2 from, Vector2 rangeCheckFrom) { var result = new SpellAoeResult(); var enemies = GameObjects.EnemyHeroes.Where(p => p.IsValidTarget() && PredictionExtensions.GetFastUnitPosition(p, delay, 0, from).Distance(rangeCheckFrom) < range).ToList(); if (enemies.Count > 0) { var posSummary = Vector2.Zero; // ReSharper disable once AccessToModifiedClosure enemies.AsParallel().ForAll(p => posSummary += PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed, from)); var center = posSummary / enemies.Count; float flyTime = 0; if (missileSpeed != 0) { flyTime = from.Distance(center) / missileSpeed; } posSummary = Vector2.Zero; var predictionResults = new List <Tuple <PredictionResult, float> >(); foreach (var enemy in enemies) { var prediction = GetPrediction(enemy, width, delay + flyTime, 0, range, false, enemy.GetWaypoints(), enemy.AvgMovChangeTime(), enemy.LastMovChangeTime(), enemy.AvgPathLenght(), enemy.LastAngleDiff(), from, rangeCheckFrom); if (prediction.HitChance > HitChance.Medium) { posSummary += prediction.UnitPosition; predictionResults.Add(new Tuple <PredictionResult, float>(prediction, enemy.BoundingRadius)); } } if (predictionResults.Count > 0) { center = posSummary / predictionResults.Count; result.CastPosition = center; foreach (var unused in predictionResults.Where(res => center.CircleCircleIntersection(res.Item1.UnitPosition, width, res.Item2).Length > 1)) { result.HitCount++; } } predictionResults.Clear(); GC.Collect(GC.GetGeneration(predictionResults)); } return(result); }
/// <summary> /// Gets Prediction result while unit is immobile /// </summary> /// <param name="target">Target for spell</param> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="collisionable">Spell collisionable</param> /// <param name="type">Spell skillshot type</param> /// <param name="from">Spell casted position</param> /// <returns></returns> public static PredictionResult GetImmobilePrediction(AIBaseClient target, float width, float delay, float missileSpeed, float range, bool collisionable, SpellType type, Vector2 from, Vector2 rangeCheckFrom) { var result = new PredictionResult { Input = new PredictionInput(target, delay, missileSpeed, width, range, collisionable, type, from.ToVector3World(), rangeCheckFrom.ToVector3World()), Unit = target, CastPosition = target.PreviousPosition.ToVector2() }; result.UnitPosition = result.CastPosition; //calculate spell arrival time var t = delay + Game.Ping / 2000f; if (missileSpeed != 0) { t += from.Distance(target.PreviousPosition) / missileSpeed; } if (type == SpellType.Circle) { t += width / target.MoveSpeed / 2f; } if (t >= target.LeftImmobileTime()) { result.HitChance = HitChance.Immobile; result.Lock(); return(result); } if (target is AIHeroClient hero) { result.HitChance = PredictionExtensions.GetHitChance(t - hero.LeftImmobileTime(), hero.AvgMovChangeTime(), 0, 0, 0); } else { result.HitChance = HitChance.High; } result.Lock(); return(result); }
/// <summary> /// Gets fast-predicted unit position /// </summary> /// <param name="target">Target</param> /// <param name="path">Path</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="from">Spell casted position</param> /// <param name="moveSpeed">Move speed</param> /// <param name="distanceSet"></param> /// <returns></returns> public Vector2 GetFastUnitPosition(AIBaseClient target, List <Vector2> path, float delay, float missileSpeed = 0, Vector2?from = null, float moveSpeed = 0, float distanceSet = 0) { return(PredictionExtensions.GetFastUnitPosition(target, path, delay, missileSpeed, from, moveSpeed, distanceSet)); }
/// <summary> /// Gets Prediction result while unit is immobile /// </summary> /// <param name="target">Target for spell</param> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="collisionable">Spell collisionable</param> /// <param name="type">Spell skillshot type</param> /// <param name="from">Spell casted position</param> /// <returns></returns> public PredictionResult GetImmobilePrediction(AIBaseClient target, float width, float delay, float missileSpeed, float range, bool collisionable, SpellType type, Vector2 from, Vector2 rangeCheckFrom) { return(PredictionExtensions.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom)); }
/// <summary> /// Gets Prediction result /// </summary> /// <param name="target">Target for spell</param> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="collisionable">Spell collisionable</param> /// <param name="type">Spell skillshot type</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="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="PredictionResult"/></returns> public PredictionResult GetPrediction(AIBaseClient target, float width, float delay, float missileSpeed, float range, bool collisionable, SpellType type, List <Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom) { return(PredictionExtensions.GetPrediction(target, width, delay, missileSpeed, range, collisionable, type, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom)); }
/// <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 for spell</param> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="collisionable">Spell collisionable</param> /// <param name="type">Spell skillshot type</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="from">Spell casted position</param> /// <param name="rangeCheckFrom"></param> /// <returns>Prediction result as <see cref="PredictionResult"/></returns> public static PredictionResult GetPrediction(AIBaseClient target, float width, float delay, float missileSpeed, float range, bool collisionable, SpellType type, List <Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom) { var result = new PredictionResult(); var input = new PredictionInput(target, delay, missileSpeed, width, range, collisionable, type, from.ToVector3World(), rangeCheckFrom.ToVector3World()); result.Input = input; result.Unit = target; try { if (type == SpellType.Circle) { range += width; } //to do: hook logic ? by storing average movement direction etc if (path.Count <= 1 && movt > 100 && (Environment.TickCount - PathTracker.EnemyInfo[target.NetworkId].LastAATick > 300 || !Program.CheckAAWindUp)) //if target is not moving, easy to hit (and not aaing) { result.HitChance = HitChance.VeryHigh; result.CastPosition = target.PreviousPosition.ToVector2(); result.UnitPosition = result.CastPosition; result.Lock(); return(result); } if (target is AIHeroClient hero) { if (hero.IsCastingImporantSpell()) { result.HitChance = HitChance.VeryHigh; result.CastPosition = hero.PreviousPosition.ToVector2(); result.UnitPosition = result.CastPosition; result.Lock(); return(result); } if (Environment.TickCount - PathTracker.EnemyInfo[hero.NetworkId].LastAATick < 300 && Program.CheckAAWindUp) { if (hero.AttackCastDelay * 1000 + PathTracker.EnemyInfo[hero.NetworkId].AvgOrbwalkTime + avgt - width / 2f / hero.MoveSpeed >= PredictionExtensions.GetArrivalTime(hero.PreviousPosition.ToVector2().Distance(from), delay, missileSpeed)) { result.HitChance = HitChance.High; result.CastPosition = hero.PreviousPosition.ToVector2(); result.UnitPosition = result.CastPosition; result.Lock(); return(result); } } //to do: find a fuking logic if (avgp < 400 && movt < 100 && path.PathLength() <= avgp) { result.HitChance = HitChance.High; result.CastPosition = path.Last(); result.UnitPosition = result.CastPosition; result.Lock(); return(result); } } if (target.IsDashing()) //if unit is dashing { return(GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom)); } if (target.IsImmobileTarget()) //if unit is immobile { return(GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom)); } result = WaypointAnlysis(target, width, delay, missileSpeed, range, collisionable, type, path, avgt, movt, avgp, anglediff, from); result.Input = input; var d = result.CastPosition.Distance(target.PreviousPosition.ToVector2()); if (d >= (avgt - movt) * target.MoveSpeed && d >= avgp) { result.HitChance = HitChance.Medium; } result.Lock(); return(result); } finally { //check if movement changed while prediction calculations if (!target.GetWaypoints().SequenceEqual(path)) { result.HitChance = HitChance.Medium; } } }
/// <summary> /// Calculates cast position with target's path /// </summary> /// <param name="target">Target for spell</param> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="collisionable">Spell collisionable</param> /// <param name="type">Spell skillshot type</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="from">Spell casted position</param> /// <returns></returns> public static PredictionResult WaypointAnlysis(AIBaseClient target, float width, float delay, float missileSpeed, float range, bool collisionable, SpellType type, List <Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, float moveSpeed = 0, bool isDash = false) { if (moveSpeed == 0) { moveSpeed = target.MoveSpeed; } var result = new PredictionResult { Unit = target }; var flyTimeMax = 0f; if (missileSpeed != 0) //skillshot with a missile { flyTimeMax = range / missileSpeed; } var tMin = delay + Game.Ping / 2000f + Program.SpellDelay / 1000f; var tMax = flyTimeMax + delay + Game.Ping / 1000f + Program.SpellDelay / 1000f; var pathTime = 0f; var pathBounds = new[] { -1, -1 }; //find bounds for (var i = 0; i < path.Count - 1; i++) { var t = path[i + 1].Distance(path[i]) / moveSpeed; if (pathTime <= tMin && pathTime + t >= tMin) { pathBounds[0] = i; } if (pathTime <= tMax && pathTime + t >= tMax) { pathBounds[1] = i; } if (pathBounds[0] != -1 && pathBounds[1] != -1) { break; } pathTime += t; } //calculate cast & unit position if (pathBounds[0] != -1 && pathBounds[1] != -1) { for (var k = pathBounds[0]; k <= pathBounds[1]; k++) { var direction = (path[k + 1] - path[k]).Normalized(); var distance = width; var extender = target.BoundingRadius; if (type == SpellType.Line) { extender = width; } var steps = (int)Math.Floor(path[k].Distance(path[k + 1]) / distance); //split & anlyse current path for (var i = 1; i < steps - 1; i++) { var pCenter = path[k] + (direction * distance * i); var pA = pCenter - (direction * extender); var pB = pCenter + (direction * extender); var flytime = missileSpeed != 0 ? from.Distance(pCenter) / missileSpeed : 0f; var t = flytime + delay + Game.Ping / 2000f + Program.SpellDelay / 1000f; var currentPosition = target.PreviousPosition.ToVector2(); var arriveTimeA = currentPosition.Distance(pA) / moveSpeed; var arriveTimeB = currentPosition.Distance(pB) / moveSpeed; if (Math.Min(arriveTimeA, arriveTimeB) <= t && Math.Max(arriveTimeA, arriveTimeB) >= t) { result.HitChance = PredictionExtensions.GetHitChance(t, avgt, movt, avgp, anglediff); result.CastPosition = pCenter; result.UnitPosition = pCenter; //+ (direction * (t - Math.Min(arriveTimeA, arriveTimeB)) * moveSpeed); return(result); } } } } result.HitChance = HitChance.None; result.CastPosition = target.PreviousPosition.ToVector2(); return(result); }
/// <summary> /// Gets Prediction result /// </summary> /// <param name="target">Target for spell</param> /// <param name="width">Spell width</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="range">Spell range</param> /// <param name="collisionable">Spell collisionable</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="from">Spell casted position</param> /// <param name="rangeCheckFrom">Spell range check fropm</param> /// <param name="arconly">Is Arc</param> /// <returns>Prediction result as <see cref="PredictionResult"/></returns> public static PredictionResult GetPrediction(AIBaseClient target, float width, float delay, float missileSpeed, float range, bool collisionable, List <Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom, bool arconly = true) { if (arconly) { if (target.Distance(from) < width || target.Distance(from) > range * 0.75f) { return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom)); } var pred = LinePrediction.GetLinePrediction(target, 80f, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom); if (pred.HitChance >= HitChance.Low) { pred.CastPosition = (from + (pred.CastPosition - from).Normalized() * range); var cos = (float)Math.Cos((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2); var sin = (float)Math.Sin((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2); var x = cos * (pred.CastPosition.X - from.X) - sin * (pred.CastPosition.Y - from.Y) + from.X; var y = sin * (pred.CastPosition.X - from.X) + cos * (pred.CastPosition.Y - from.Y) + from.Y; pred.CastPosition = new Vector2(x, y); } return(pred); } var result = new PredictionResult(); if (path.Count <= 1) //if target is not moving, easy to hit { result.HitChance = HitChance.Immobile; result.CastPosition = target.PreviousPosition.ToVector2(); result.UnitPosition = result.CastPosition; return(result); } if (target is AIHeroClient aiHero && aiHero.IsCastingImporantSpell()) { result.HitChance = HitChance.Immobile; result.CastPosition = aiHero.PreviousPosition.ToVector2(); result.UnitPosition = result.CastPosition; return(result); } if (target.IsImmobileTarget()) { return(PredictionExtensions.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SpellType.Circle, from, rangeCheckFrom)); } if (target.IsDashing()) { return(PredictionExtensions.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SpellType.Circle, from, rangeCheckFrom)); } var targetDistance = rangeCheckFrom.Distance(target.PreviousPosition); var flyTime = 0f; if (missileSpeed != 0) { var Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed; var Vs = (target.PreviousPosition.ToVector2() - rangeCheckFrom).Normalized() * missileSpeed; var Vr = Vs - Vt; flyTime = targetDistance / Vr.Length(); if (path.Count > 5) { flyTime = targetDistance / missileSpeed; } } var t = flyTime + delay + Game.Ping / 2000f + Program.SpellDelay / 1000f; result.HitChance = PredictionExtensions.GetHitChance(t * 1000f, avgt, movt, avgp, anglediff); //arc collision test if (result.HitChance > HitChance.Low) { for (var i = 1; i < path.Count; i++) { var senderPos = rangeCheckFrom; var testPos = path[i]; var multp = (testPos.Distance(senderPos) / 875.0f); var dianaArc = new Geometry.Polygon( ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 200 * multp), ClipperWrapper.DefineArc(senderPos - new Vector2(875 / 2f, 20), testPos, (float)Math.PI * multp, 410, 320 * multp)); if (!dianaArc.IsOutside(target.PreviousPosition.ToVector2())) { result.HitChance = HitChance.VeryHigh; result.CastPosition = testPos; result.UnitPosition = testPos; return(result); } } } return(CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, @from, rangeCheckFrom)); }
/// <summary> /// Gets collided units & flags /// </summary> /// <param name="from">Start position</param> /// <param name="to">End position</param> /// <param name="range"></param> /// <param name="width">Rectangle scale</param> /// <param name="delay">Spell delay</param> /// <param name="missileSpeed">Spell missile speed</param> /// <param name="isArc"></param> /// <returns>Collision result as <see cref="CollisionResult"/></returns> public static CollisionResult GetCollisions(Vector2 from, Vector2 to, float range, float width, float delay, float missileSpeed = 0, bool isArc = false) { var collidedUnits = new List <AIBaseClient>(); var spellHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to.Extend(from, -width), width)); if (isArc) { spellHitBox = ClipperWrapper.MakePaths(new Geometry.Polygon( ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 200 * (to.Distance(from) / 900)), ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 320 * (to.Distance(from) / 900)))); } var _colFlags = CollisionFlags.None; var collidedMinions = GameObjects.GetMinions(range + 100).AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius + 15)), spellHitBox)).ToList(); var collidedJungles = GameObjects.GetJungles(range + 100).AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius + 15)), spellHitBox)).ToList(); var collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox)).ToList(); var collidedAllies = GameObjects.AllyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(PredictionExtensions.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox)).ToList(); if (collidedMinions.Count != 0) { collidedUnits.AddRange(collidedMinions); _colFlags |= CollisionFlags.Minions; } if (collidedJungles.Count != 0) { collidedUnits.AddRange(collidedJungles); _colFlags |= CollisionFlags.Minions; } if (collidedEnemies.Count != 0) { collidedUnits.AddRange(collidedEnemies); _colFlags |= CollisionFlags.EnemyChampions; } if (collidedAllies.Count != 0) { collidedUnits.AddRange(collidedAllies); _colFlags |= CollisionFlags.AllyChampions; } if (CheckWallCollision(from, to)) { _colFlags |= CollisionFlags.Wall; } if (CheckYasuoWallCollision(from, to, width)) { _colFlags |= CollisionFlags.YasuoWall; } return(new CollisionResult(collidedUnits, _colFlags)); }
private void CheckOutofRange(bool checkDodge) { if (this.Input.RangeCheckFrom.ToVector2().Distance(this.CastPosition) > this.Input.SpellRange - (checkDodge ? PredictionExtensions.GetArrivalTime(this.Input.From.ToVector2().Distance(this.CastPosition), this.Input.SpellDelay, this.Input.SpellMissileSpeed) * this.Unit.MoveSpeed * (100 - Program.MaxRangeIgnore) / 100f : 0)) { this.HitChance = HitChance.OutOfRange; } }