示例#1
0
        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);
        }
示例#2
0
        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);
        }
示例#4
0
        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();
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
示例#5
0
        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;
                    }
                }
            }
        }
示例#7
0
        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;
                    }
                }
            }
        }
示例#8
0
        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;
                    }
                }
            }
        }