/// <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> /// 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)); }