/// <summary> /// Gets aoe arc prediction /// </summary> /// <returns>Prediction result as <see cref="Prediction.Result"/></returns> public static Prediction.AoeResult GetAoeArcSPrediction(this Spell s) { if (s.Collision) { throw new InvalidOperationException("Collisionable spell"); } return(ArcPrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, s.From.ToVector2(), s.RangeCheckFrom.ToVector2())); }
/// <summary> /// Spell extension for cast aoe arc spell with SPrediction /// </summary> /// <param name="minHit">Minimum aoe hits to cast</param> /// <returns></returns> public static bool SPredictionCastAoeArc(this Spell s, int minHit) { if (minHit < 2) { throw new InvalidOperationException("Minimum aoe hit count cannot be less than 2"); } if (s.Collision) { throw new InvalidOperationException("Collisionable spell"); } Prediction.AoeResult result = ArcPrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, s.From.ToVector2(), s.RangeCheckFrom.ToVector2()); if (result.HitCount >= minHit) { return(s.Cast(result.CastPosition)); } return(false); }
/// <summary> /// Spell extension for cast arc spell with SPrediction /// </summary> /// <param name="s">Spell to cast</param> /// <param name="t">Target for spell</param> /// <param name="hc">Minimum HitChance to cast</param> /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param> /// <param name="minHit">Minimum Hit Count to cast</param> /// <param name="rangeCheckFrom">Position where spell will be casted from</param> /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param> /// <returns>true if spell has casted</returns> public static bool SPredictionCastArc(this Spell s, AIHeroClient t, HitChance hc, bool arconly = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3?rangeCheckFrom = null, float filterHPPercent = 100) { if (ConfigMenu.SelectedPrediction.Index == 1) { throw new NotSupportedException("Arc Prediction not supported in Common prediction"); } if (minHit > 1) { return(SPredictionCastAoeArc(s, minHit)); } if (t.HealthPercent > filterHPPercent) { return(false); } if (rangeCheckFrom == null) { rangeCheckFrom = ObjectManager.Player.PreviousPosition; } float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay; float movt = t.LastMovChangeTime(); float avgp = t.AvgPathLenght(); var result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2(), arconly); if (result.HitChance >= hc) { s.Cast(result.CastPosition); return(true); } return(false); }
/// <summary> /// Gets Prediction result /// </summary> /// <param name="target">Target</param> /// <returns>Prediction result as <see cref="Prediction.Result"/></returns> public static Prediction.Result GetArcSPrediction(this Spell s, AIHeroClient target) { return(ArcPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.ToVector2(), s.RangeCheckFrom.ToVector2())); }