/// <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 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 Prediction result while unit is dashing /// </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 GetDashingPrediction(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 }; if (target.IsDashing()) { var dashInfo = target.GetDashInfo(); result.CastPosition = GetFastUnitPosition(target, dashInfo.Path, delay, missileSpeed, from, dashInfo.Speed); result.HitChance = HitChance.Dash; result.Lock(false); } else { result = GetPrediction(target, width, delay, missileSpeed, range, collisionable, type, target.GetWaypoints(), 0, 0, 0, 0, from, rangeCheckFrom); result.Lock(false); } 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; } } }