private void SpellDetector_OnProcessDetectedSpells() { GameData.HeroInfo.UpdateInfo(); if (!ConfigValue.DodgeSkillShots.GetBool()) { LastPosInfo = PositionInfo.SetAllUndodgeable(); EvadeSpell.UseEvadeSpell(); return; } if (GameData.HeroInfo.ServerPos2D.CheckDangerousPos(0) || GameData.HeroInfo.ServerPos2DExtra.CheckDangerousPos(0)) { if (EvadeSpell.PreferEvadeSpell()) { LastPosInfo = PositionInfo.SetAllUndodgeable(); } else { var calculationTimer = EvadeUtils.TickCount; var posInfo = EvadeHelper.GetBestPosition(); var caculationTime = EvadeUtils.TickCount - calculationTimer; if (NumCalculationTime > 0) { SumCalculationTime += caculationTime; AvgCalculationTime = SumCalculationTime / NumCalculationTime; } NumCalculationTime += 1; //ConsoleDebug.WriteLine("CalculationTime: " + caculationTime); /*if (EvadeHelper.GetHighestDetectedSpellID() > EvadeHelper.GetHighestSpellID(posInfo)) * { * return; * }*/ if (posInfo != null) { LastPosInfo = posInfo.CompareLastMovePos(); var travelTime = GameData.HeroInfo.ServerPos2DPing.Distance(LastPosInfo.Position) / GameData.MyHero.MoveSpeed; LastPosInfo.EndTime = EvadeUtils.TickCount + travelTime * 1000 - 100; } CheckHeroInDanger(); DodgeSkillShots(); //walking CheckLastMoveTo(); EvadeSpell.UseEvadeSpell(); //using spells } } else { LastPosInfo = PositionInfo.SetAllDodgeable(); CheckLastMoveTo(); } //ConsoleDebug.WriteLine("SkillsDodged: " + lastPosInfo.dodgeableSpells.Count + " DangerLevel: " + lastPosInfo.undodgeableSpells.Count); }
private void SpellDetector_OnProcessDetectedSpells() { ObjectCache.myHeroCache.UpdateInfo(); if (ObjectCache.menuCache.cache["DodgeSkillShots"].GetValue <KeyBind>().Active == false) { lastPosInfo = PositionInfo.SetAllUndodgeable(); EvadeSpell.UseEvadeSpell(); return; } if (ObjectCache.myHeroCache.serverPos2D.CheckDangerousPos(0) || ObjectCache.myHeroCache.serverPos2DExtra.CheckDangerousPos(0)) { if (EvadeSpell.PreferEvadeSpell()) { lastPosInfo = PositionInfo.SetAllUndodgeable(); } else { var calculationTimer = EvadeUtils.TickCount; var posInfo = EvadeHelper.GetBestPosition(); var caculationTime = EvadeUtils.TickCount - calculationTimer; if (numCalculationTime > 0) { sumCalculationTime += caculationTime; avgCalculationTime = sumCalculationTime / numCalculationTime; } numCalculationTime += 1; //Console.WriteLine("CalculationTime: " + caculationTime); /*if (EvadeHelper.GetHighestDetectedSpellID() > EvadeHelper.GetHighestSpellID(posInfo)) * { * return; * }*/ if (posInfo != null) { lastPosInfo = posInfo.CompareLastMovePos(); } CheckHeroInDanger(); DodgeSkillShots(); //walking CheckLastMoveTo(); EvadeSpell.UseEvadeSpell(); //using spells } } else { lastPosInfo = PositionInfo.SetAllDodgeable(); CheckLastMoveTo(); } //Console.WriteLine("SkillsDodged: " + lastPosInfo.dodgeableSpells.Count + " DangerLevel: " + lastPosInfo.undodgeableSpells.Count); }
private void SpellDetector_OnProcessDetectedSpells() { if (EvadeHelper.CheckDangerousPos(myHero.ServerPosition.To2D(), 0)) { if (Evade.menu.SubMenu("Main").Item("DodgeSkillShots").GetValue <KeyBind>().Active == false || EvadeSpell.PreferEvadeSpell()) { lastPosInfo = EvadeHelper.SetAllUndodgeable(); EvadeSpell.UseEvadeSpell(); //using spells } else { var posInfo = EvadeHelper.GetBestPosition(); /*if (EvadeHelper.GetHighestDetectedSpellID() > EvadeHelper.GetHighestSpellID(posInfo)) * { * return; * }*/ if (lastPosInfo != null && posInfo != null && lastPosInfo.posDangerCount < posInfo.posDangerCount) { return; } lastPosInfo = posInfo; CheckHeroInDanger(); DodgeSkillShots(); //walking EvadeSpell.UseEvadeSpell(); //using spells } } else { lastPosInfo = EvadeHelper.SetAllDodgeable(); } //Game.PrintChat("SkillsDodged: " + lastPosInfo.dodgeableSpells.Count + " DangerLevel: " + lastPosInfo.undodgeableSpells.Count); }
private void RecalculatePath() { if (ObjectCache.menuCache.cache["RecalculatePosition"].Cast <CheckBox>().CurrentValue&& isDodging) //recheck path { if (lastPosInfo != null && !lastPosInfo.recalculatedPath) { var path = myHero.Path; if (path.Length > 0) { var movePos = path.Last().To2D(); if (movePos.Distance(lastPosInfo.position) < 5) //more strict checking { var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, ObjectCache.myHeroCache.moveSpeed, 0, 0, false); if (posInfo.posDangerCount > lastPosInfo.posDangerCount) { lastPosInfo.recalculatedPath = true; if (EvadeSpell.PreferEvadeSpell()) { lastPosInfo = PositionInfo.SetAllUndodgeable(); } else { var newPosInfo = EvadeHelper.GetBestPosition(); if (newPosInfo.posDangerCount < posInfo.posDangerCount) { lastPosInfo = newPosInfo; CheckHeroInDanger(); DodgeSkillShots(); } } } } } } } }
private void RecalculatePath() { if (ConfigValue.RecalculatePath.GetBool() && IsDodging) //recheck path { if (LastPosInfo != null && !LastPosInfo.RecalculatedPath) { var path = GameData.MyHero.Path; if (path.Length > 0) { var movePos = path.Last().To2D(); if (movePos.Distance(LastPosInfo.Position) < 5) //more strict checking { var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, GameData.HeroInfo.MoveSpeed, 0, 0, false); if (posInfo.PosDangerCount > LastPosInfo.PosDangerCount) { LastPosInfo.RecalculatedPath = true; if (EvadeSpell.PreferEvadeSpell()) { LastPosInfo = PositionInfo.SetAllUndodgeable(); } else { var newPosInfo = EvadeHelper.GetBestPosition(); if (newPosInfo.PosDangerCount < posInfo.PosDangerCount) { LastPosInfo = newPosInfo; CheckHeroInDanger(); DodgeSkillShots(); } } } } } } } }
private void DodgeSkillShots() { if (!Situation.ShouldDodge()) { isDodging = false; return; } /* * if (isDodging && playerInDanger == false) //serverpos test * { * myHero.IssueOrder(GameObjectOrder.HoldPosition, myHero, false); * }*/ if (isDodging) { if (lastPosInfo != null) { /*foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells) * { * Spell spell = entry.Value; * * Game.PrintChat("" + (int)(GetTickCount()-spell.startTime)); * }*/ Vector2 lastBestPosition = lastPosInfo.position; if (menu.SubMenu("MiscSettings").Item("RecalculatePosition").GetValue <bool>())//recheck path { var path = myHero.Path; if (path.Length > 0) { var movePos = path[path.Length - 1].To2D(); if (movePos.Distance(lastPosInfo.position) < 5) //more strict checking { var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, myHero.MoveSpeed, 0, 0, false); if (EvadeHelper.isSamePosInfo(posInfo, lastPosInfo) && posInfo.posDangerCount > lastPosInfo.posDangerCount) { var newPosInfo = EvadeHelper.GetBestPosition(); if (newPosInfo.posDangerCount < posInfo.posDangerCount) { lastPosInfo = newPosInfo; CheckHeroInDanger(); } else if (EvadeSpell.PreferEvadeSpell()) { lastPosInfo = EvadeHelper.SetAllUndodgeable(); EvadeSpell.UseEvadeSpell(); //using spells) } } } } } EvadeCommand.MoveTo(lastBestPosition); } } else //if not dodging { //Check if hero will walk into a skillshot var path = myHero.Path; if (path.Length > 0) { var movePos = path[path.Length - 1].To2D(); if (EvadeHelper.CheckMovePath(movePos)) { var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos); if (posInfo != null) { EvadeCommand.MoveTo(posInfo.position); } return; } } } }
private void DodgeSkillShots() { if (!Situation.ShouldDodge()) { isDodging = false; return; } /* * if (isDodging && playerInDanger == false) //serverpos test * { * myHero.IssueOrder(GameObjectOrder.HoldPosition, myHero, false); * }*/ if (isDodging) { if (lastPosInfo != null) { /*foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells) * { * Spell spell = entry.Value; * * Console.WriteLine("" + (int)(TickCount-spell.startTime)); * }*/ Vector2 lastBestPosition = lastPosInfo.position; if (ObjectCache.menuCache.cache["RecalculatePosition"].GetValue <bool>())//recheck path { var dodgeInterval = ObjectCache.menuCache.cache["DodgeInterval"].GetValue <Slider>().Value; if (lastPosInfo != null && !lastPosInfo.recalculatedPath && dodgeInterval <= EvadeUtils.TickCount - lastPosInfo.timestamp) { var path = myHero.Path; if (path.Length > 0) { var movePos = path[path.Length - 1].To2D(); if (movePos.Distance(lastPosInfo.position) < 5) //more strict checking { var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, ObjectCache.myHeroCache.moveSpeed, 0, 0, false); if (posInfo.isSamePosInfo(lastPosInfo) && posInfo.posDangerCount > lastPosInfo.posDangerCount) { var newPosInfo = EvadeHelper.GetBestPosition(); if (newPosInfo.posDangerCount < posInfo.posDangerCount) { lastPosInfo = newPosInfo; CheckHeroInDanger(); } else if (EvadeSpell.PreferEvadeSpell()) { lastPosInfo = PositionInfo.SetAllUndodgeable(); } else { lastPosInfo.recalculatedPath = true; } } } } } } EvadeCommand.MoveTo(lastBestPosition); if (Game.Time * 1000 - lastIssueOrderTime < 1) { DelayAction.Add(0, () => EvadeCommand.MoveTo(lastBestPosition)); } } } else //if not dodging { //return; //Check if hero will walk into a skillshot var path = myHero.Path; if (path.Length > 0) { var movePos = path[path.Length - 1].To2D(); if (EvadeHelper.CheckMovePath(movePos)) { var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos); if (posInfo != null) { EvadeCommand.MoveTo(posInfo.position); if (Game.Time * 1000 - lastIssueOrderTime < 1) { DelayAction.Add(0, () => EvadeCommand.MoveTo(posInfo.position)); } } return; } } } }
private void DodgeSkillShots() { if (!Situation.ShouldDodge()) { isDodging = false; return; } /* * if (isDodging && playerInDanger == false) //serverpos test * { * myHero.IssueOrder(GameObjectOrder.HoldPosition, myHero, false); * }*/ if (isDodging) { if (lastPosInfo != null) { /*foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells) * { * Spell spell = entry.Value; * * Console.WriteLine("" + (int)(TickCount-spell.startTime)); * }*/ Vector2 lastBestPosition = lastPosInfo.position; if (ObjectCache.menuCache.cache["RecalculatePosition"].GetValue <bool>())//recheck path { var dodgeInterval = ObjectCache.menuCache.cache["DodgeInterval"].GetValue <Slider>().Value; if (lastPosInfo != null && !lastPosInfo.recalculatedPath && dodgeInterval <= EvadeUtils.TickCount - lastPosInfo.timestamp) { var path = myHero.Path; if (path.Length > 0) { var movePos = path[path.Length - 1].To2D(); if (movePos.Distance(lastPosInfo.position) < 5) //more strict checking { var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, ObjectCache.myHeroCache.moveSpeed, 0, 0, false); if (posInfo.isSamePosInfo(lastPosInfo) && posInfo.posDangerCount > lastPosInfo.posDangerCount) { var newPosInfo = EvadeHelper.GetBestPosition(); if (newPosInfo.posDangerCount < posInfo.posDangerCount) { lastPosInfo = newPosInfo; CheckHeroInDanger(); } else if (EvadeSpell.PreferEvadeSpell()) { lastPosInfo = PositionInfo.SetAllUndodgeable(); } else { lastPosInfo.recalculatedPath = true; } } } } } } if (ObjectCache.menuCache.cache["ClickOnlyOnce"].GetValue <bool>() == false || !(myHero.Path.Count() > 0 && lastPosInfo.position.Distance(myHero.Path.Last().To2D()) < 5)) //|| lastPosInfo.timestamp > lastEvadeOrderTime) { EvadeCommand.MoveTo(lastBestPosition); lastEvadeOrderTime = EvadeUtils.TickCount; } } } else //if not dodging { //Check if hero will walk into a skillshot var path = myHero.Path; if (path.Length > 0) { var movePos = path[path.Length - 1].To2D(); if (EvadeHelper.CheckMovePath(movePos)) { /*if (ObjectCache.menuCache.cache["AllowCrossing"].GetValue<bool>()) * { * var extraDelayBuffer = ObjectCache.menuCache.cache["ExtraPingBuffer"] * .GetValue<Slider>().Value + 30; * var extraDist = ObjectCache.menuCache.cache["ExtraCPADistance"] * .GetValue<Slider>().Value + 10; * * var tPosInfo = EvadeHelper.CanHeroWalkToPos(movePos, ObjectCache.myHeroCache.moveSpeed, extraDelayBuffer + ObjectCache.gamePing, extraDist); * * if (tPosInfo.posDangerLevel == 0) * { * lastPosInfo = tPosInfo; * return; * } * }*/ var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos); if (posInfo != null) { EvadeCommand.MoveTo(posInfo.position); } return; } } } }