本文整理汇总了C#中Obj_AI_Base.IsDashing方法的典型用法代码示例。如果您正苦于以下问题:C# Obj_AI_Base.IsDashing方法的具体用法?C# Obj_AI_Base.IsDashing怎么用?C# Obj_AI_Base.IsDashing使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Obj_AI_Base
的用法示例。
在下文中一共展示了Obj_AI_Base.IsDashing方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GetFastUnitPosition
/// <summary>
/// Gets fast-predicted unit position
/// </summary>
/// <param name="target">Target</param>
/// <param name="delay">Spell delay</param>
/// <param name="missileSpeed">Spell missile speed</param>
/// <param name="from">Spell casted position</param>
/// <returns></returns>
public static Vector2 GetFastUnitPosition(Obj_AI_Base target, float delay, float missileSpeed = 0, Vector2? from = null, float distanceSet = 0)
{
List<Vector2> path = target.GetWaypoints();
if (from == null)
from = ObjectManager.Player.ServerPosition.To2D();
if (path.Count <= 1 || (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell()) || Utility.IsImmobileTarget(target))
return target.ServerPosition.To2D();
if (target.IsDashing())
return target.GetDashInfo().Path.Last();
float distance = distanceSet;
if (distance == 0)
{
float targetDistance = from.Value.Distance(target.ServerPosition);
float flyTime = targetDistance / missileSpeed;
if (missileSpeed != 0 && path.Count == 2)
{
Vector2 Vt = (path[1] - path[0]).Normalized() * target.MoveSpeed;
Vector2 Vs = (target.ServerPosition.To2D() - from.Value).Normalized() * missileSpeed;
Vector2 Vr = Vt - Vs;
flyTime = targetDistance / Vr.Length();
}
float t = flyTime + delay + Game.Ping / 2000f;
distance = t * target.MoveSpeed;
}
for (int i = 0; i < path.Count - 1; i++)
{
float d = path[i + 1].Distance(path[i]);
if (distance == d)
return path[i + 1];
else if (distance < d)
return path[i] + distance * (path[i + 1] - path[i]).Normalized();
else distance -= d;
}
return path.Last();
}
示例2: GetDashingPrediction
/// <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>
internal static Result GetDashingPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from)
{
Result result = new Result();
if (target.IsDashing())
{
var dashInfo = target.GetDashInfo();
if (dashInfo.IsBlink)
{
result.HitChance = HitChance.Impossible;
return result;
}
//define hitboxes
var dashHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(dashInfo.StartPos, dashInfo.EndPos + (dashInfo.EndPos - dashInfo.StartPos).Normalized() * 500, target.BoundingRadius * 2));
var myHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(from, from == ObjectManager.Player.ServerPosition.To2D() ? ObjectManager.Player.BoundingRadius : width));
if (ClipperWrapper.IsIntersects(myHitBox, dashHitBox))
{
result.HitChance = HitChance.Dashing;
result.CastPosition = target.ServerPosition.To2D();
result.UnitPosition = result.CastPosition;
result.CollisionResult = Collision.GetCollisions(from, result.CastPosition, width, delay, missileSpeed);
//check collisions
if (collisionable && result.CollisionResult.Objects.HasFlag(Collision.Flags.Minions))
result.HitChance = HitChance.Collision;
return result;
}
result.CastPosition = GetFastUnitPosition(target, dashInfo.Path, delay, missileSpeed, from, dashInfo.Speed);
result.HitChance = HitChance.Dashing;
//check range
if (result.CastPosition.Distance(from) > range)
result.HitChance = HitChance.OutOfRange;
//check collisions
if (collisionable && (result.CollisionResult.Objects.HasFlag(Collision.Flags.Minions) || result.CollisionResult.Objects.HasFlag(Collision.Flags.YasuoWall)))
result.HitChance = HitChance.Collision;
}
else
result.HitChance = HitChance.Impossible;
return result;
}
示例3: GetFastUnitPosition
/// <summary>
/// Gets fast-predicted unit position
/// </summary>
/// <param name="target">Target</param>
/// <param name="path">Path</param>
/// <param name="delay">Spell delay</param>
/// <param name="missileSpeed">Spell missile speed</param>
/// <param name="from">Spell casted position</param>
/// <param name="moveSpeed">Move speed</param>
/// <param name="distanceSet"></param>
/// <returns></returns>
public static Vector2 GetFastUnitPosition(Obj_AI_Base target, List<Vector2> path, float delay, float missileSpeed = 0, Vector2? from = null, float moveSpeed = 0, float distanceSet = 0)
{
if (from == null)
from = target.ServerPosition.To2D();
if (moveSpeed == 0)
moveSpeed = target.MoveSpeed;
if (path.Count <= 1 || (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell()) || Utility.IsImmobileTarget(target))
return target.ServerPosition.To2D();
if (target.IsDashing())
return target.GetDashInfo().Path.Last();
float distance = distanceSet;
if (distance == 0)
{
float targetDistance = from.Value.Distance(target.ServerPosition);
float flyTime = 0f;
if (missileSpeed != 0) //skillshot with a missile
{
Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * moveSpeed;
Vector2 Vs = (target.ServerPosition.To2D() - from.Value).Normalized() * missileSpeed;
Vector2 Vr = Vs - Vt;
flyTime = targetDistance / Vr.Length();
if (path.Count > 5) //complicated movement
flyTime = targetDistance / missileSpeed;
}
float t = flyTime + delay + Game.Ping / 2000f + SpellDelay / 1000f;
distance = t * moveSpeed;
}
for (int i = 0; i < path.Count - 1; i++)
{
float d = path[i + 1].Distance(path[i]);
if (distance == d)
return path[i + 1];
else if (distance < d)
return path[i] + distance * (path[i + 1] - path[i]).Normalized();
else distance -= d;
}
return path.Last();
}
示例4: Obj_AI_Base_OnProcessSpellCast2
private static void Obj_AI_Base_OnProcessSpellCast2(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
{
if (sender == null || !Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Harass))
{
return;
}
CurrentTarget = TargetSelector.GetTarget(Q.Range, DamageType.Magical);
if (!sender.IsFacing(Player.Instance) && sender == CurrentTarget && !sender.IsDashing() && sender.Type == GameObjectType.AIHeroClient && sender.IsValidTarget(Q.Range) && Q.IsReady() && sender.IsEnemy)
{
{
Q.Cast(sender);
}
}
}
示例5: GetPrediction
public static Vector3 GetPrediction(Vector3 from, Obj_AI_Base target, Spells spell)
{
Vector3 chuot = Prediction.GetPrediction(target, 1).CastPosition;
float dis = from.Distance(target.Position);
float rad = target.BoundingRadius + spell.radius - 50;
double x = math.t(target.MoveSpeed, spell.speed, dis, spell.delay + Game.Ping / 2 / 1000, rad, from, target.Position, chuot);
if (x != 0 && !target.IsDashing()) { return target.Position.Extend(chuot, (float)x * target.MoveSpeed - rad); }
else return target.Position;
}
示例6: QLogic
//------------------------------------|| Extension ||--------------------------------------
//----------------------------------------QLogic()-----------------------------------------
void QLogic(Obj_AI_Base Target)
{
if (Target.IsDashing()) Q.Cast(Target);
if (Target.HealthPercent <= 30) Q.Cast(Target);
if (Player.HealthPercent <= 30) Q.Cast(Target);
if (DamageUtil.GetSpellDamage(Target, SpellSlot.Q) >= Target.Health) Q.Cast(Target);
}
示例7: GetPrediction
/// <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="Prediction.Result"/></returns>
public static Prediction.Result GetPrediction(Obj_AI_Base 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)
{
Prediction.AssertInitializationMode();
if (arconly)
{
if (target.Distance(from) < width)
return CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom);
var pred = LinePrediction.GetPrediction(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)/*.RotateAroundPoint(from, (1 - pred.UnitPosition.Distance(ObjectManager.Player.ServerPosition.To2D()) / 820f) * (float)Math.PI / 2f)*/;
float cos = (float)Math.Cos((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2);
float sin = (float)Math.Sin((1 - pred.UnitPosition.Distance(from) / 820f) * Math.PI / 2);
float x = cos * (pred.CastPosition.X - from.X) - sin * (pred.CastPosition.Y - from.Y) + from.X;
float y = sin * (pred.CastPosition.X - from.X) + cos * (pred.CastPosition.Y - from.Y) + from.Y;
pred.CastPosition = new Vector2(x, y);
}
return pred;
}
else
{
Prediction.Result result = new Prediction.Result();
if (path.Count <= 1) //if target is not moving, easy to hit
{
result.HitChance = HitChance.Immobile;
result.CastPosition = target.ServerPosition.To2D();
result.UnitPosition = result.CastPosition;
return result;
}
if (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell())
{
result.HitChance = HitChance.Immobile;
result.CastPosition = target.ServerPosition.To2D();
result.UnitPosition = result.CastPosition;
return result;
}
if (Utility.IsImmobileTarget(target))
return Prediction.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from, rangeCheckFrom);
if (target.IsDashing())
return Prediction.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from, rangeCheckFrom);
float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
float flyTime = 0f;
if (missileSpeed != 0)
{
Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed;
Vector2 Vs = (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * missileSpeed;
Vector2 Vr = Vs - Vt;
flyTime = targetDistance / Vr.Length();
if (path.Count > 5)
flyTime = targetDistance / missileSpeed;
}
float t = flyTime + delay + Game.Ping / 2000f + ConfigMenu.SpellDelay / 1000f;
result.HitChance = Prediction.GetHitChance(t * 1000f, avgt, movt, avgp, anglediff);
#region arc collision test
if (result.HitChance > HitChance.Low)
{
for (int i = 1; i < path.Count; i++)
{
Vector2 senderPos = rangeCheckFrom;
Vector2 testPos = path[i];
float multp = (testPos.Distance(senderPos) / 875.0f);
var dianaArc = new SPrediction.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 (!ClipperWrapper.IsOutside(dianaArc, target.ServerPosition.To2D()))
{
//.........这里部分代码省略.........
示例8: GetPredictionMethod2
/// <summary>
/// beta
/// </summary>
/// <param name="target"></param>
/// <param name="s"></param>
/// <param name="path"></param>
/// <param name="avgt"></param>
/// <param name="avgp"></param>
/// <param name="movt"></param>
/// <param name="hc"></param>
/// <param name="rangeCheckFrom"></param>
/// <returns></returns>
public static Vector2 GetPredictionMethod2(Obj_AI_Base target, Spell s, List<Vector2> path, float avgt, float movt, float avgp, out HitChance hc, Vector3 rangeCheckFrom)
{
try
{
if (!blInitialized)
throw new InvalidOperationException("Prediction is not initalized");
//to do: hook logic ? by storing average movement direction etc
if (path.Count <= 1) //if target is not moving, easy to hit
{
hc = HitChance.VeryHigh;
return target.ServerPosition.To2D();
}
if (target is Obj_AI_Hero)
{
if (((Obj_AI_Hero)target).IsChannelingImportantSpell())
{
hc = HitChance.VeryHigh;
return target.ServerPosition.To2D();
}
//to do: find a fuking logic
if (avgp < 400 && movt < 100)
{
hc = HitChance.High;
return target.ServerPosition.To2D();
}
}
if (IsImmobileTarget(target))
return GetImmobilePrediction(target, s, out hc, rangeCheckFrom);
if (target.IsDashing())
return GetDashingPrediction(target, s, out hc, rangeCheckFrom);
float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
float flyTimeMin = 0f;
float flyTimeMax = 0f;
if (s.Speed != 0) //skillshot with a missile
{
flyTimeMin = targetDistance / s.Speed;
flyTimeMax = s.Range / s.Speed;
}
//PATCH WARNING
float tMin = 0f + s.Delay + Game.Ping / 2000f + SpellDelay / 1000f; //0f => flyTimeMin
float tMax = flyTimeMax + s.Delay + Game.Ping / 1000f + SpellDelay / 1000f;
float pathTime = 0f;
int[] x = new int[] { -1, -1 };
for (int i = 0; i < path.Count - 1; i++)
{
float t = path[i + 1].Distance(path[i]) / target.MoveSpeed;
if (pathTime <= tMin && pathTime + t >= tMin)
x[0] = i;
if (pathTime <= tMax && pathTime + t >= tMax)
x[1] = i;
if (x[0] != -1 && x[1] != -1)
break;
pathTime += t;
}
//PATCH WARNING
if (x[0] != -1 && x[1] != -1)
{
for (int k = x[0]; k <= x[1]; k++)
{
Vector2 direction = (path[k + 1] - path[k]).Normalized();
float distance = s.Width;
int steps = (int)Math.Floor(path[k].Distance(path[k + 1]) / distance);
for (int i = 0; i < steps; i++)
{
Vector2 pA = path[k] + (direction * distance * i);
Vector2 pB = path[k] + (direction * distance * (i + 1));
Vector2 center = (pA + pB) / 2f;
float flytime = s.Speed != 0 ? rangeCheckFrom.To2D().Distance(center) / s.Speed : 0f;
float t = flytime + s.Delay + Game.Ping / 2000f + SpellDelay / 1000f;
float arriveTimeA = target.ServerPosition.To2D().Distance(pA) / target.MoveSpeed;
float arriveTimeB = target.ServerPosition.To2D().Distance(pB) / target.MoveSpeed;
if (Math.Min(arriveTimeA, arriveTimeB) <= t && Math.Max(arriveTimeA, arriveTimeB) >= t)
//.........这里部分代码省略.........
示例9: GetPrediction
/// <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="Prediction.Result"/></returns>
internal static Result GetPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, List<Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom)
{
Prediction.AssertInitializationMode();
Result result = new Result();
result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2());
result.Unit = target;
try
{
if (type == SkillshotType.SkillshotCircle)
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 || !ConfigMenu.CheckAAWindUp)) //if target is not moving, easy to hit (and not aaing)
{
result.HitChance = HitChance.VeryHigh;
result.CastPosition = target.ServerPosition.To2D();
result.UnitPosition = result.CastPosition;
result.Lock();
return result;
}
if (target is Obj_AI_Hero)
{
if (((Obj_AI_Hero)target).IsChannelingImportantSpell())
{
result.HitChance = HitChance.VeryHigh;
result.CastPosition = target.ServerPosition.To2D();
result.UnitPosition = result.CastPosition;
result.Lock();
return result;
}
if (Environment.TickCount - PathTracker.EnemyInfo[target.NetworkId].LastAATick < 300 && ConfigMenu.CheckAAWindUp)
{
if (target.AttackCastDelay * 1000 + PathTracker.EnemyInfo[target.NetworkId].AvgOrbwalkTime + avgt - width / 2f / target.MoveSpeed >= GetArrivalTime(target.ServerPosition.To2D().Distance(from), delay, missileSpeed))
{
result.HitChance = HitChance.High;
result.CastPosition = target.ServerPosition.To2D();
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 (Utility.IsImmobileTarget(target)) //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);
float d = result.CastPosition.Distance(target.ServerPosition.To2D());
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;
}
//.........这里部分代码省略.........
示例10: Obj_AI_Base_OnProcessSpellCast2
private static void Obj_AI_Base_OnProcessSpellCast2(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
{
//|| (CurrentTarget.Hero == Champion.Yasuo && sender.Mana >= 90)
CurrentTarget = TargetSelector.GetTarget(W.Range + 500, DamageType.Magical);
if (sender == null || !Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Harass) || (CurrentTarget.Hero == Champion.Yasuo && sender.Mana >= 90))
{
return;
}
if (W.IsReady() && !sender.IsInvulnerable && args.Target != CurrentTarget && !sender.IsDashing() && sender == CurrentTarget)
{
if (args.End.Distance(Player.Instance.Position) >= 100 || args.SData.TargettingType == SpellDataTargetType.Unit)
{
if (HarassMenu[args.SData.Name].Cast<CheckBox>().CurrentValue)
{
if (sender.IsValidTarget(900) && !LaneClearMenu[args.SData.Name].Cast<CheckBox>().CurrentValue)
{
//Chat.Print("Pos Cast:"+args.SData.Name);
W.Cast(sender.ServerPosition);
}
else if (args.End.Distance(Player.Instance.Position) <= 900 && LaneClearMenu[args.SData.Name].Cast<CheckBox>().CurrentValue)
{
//Chat.Print("End Cast:"+args.SData.Name);
W.Cast(args.End);
}
}
}
}
}
示例11: GetDashingPrediction
/// <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>
internal static Result GetDashingPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from, Vector2 rangeCheckFrom)
{
Result result = new Result();
result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2());
result.Unit = target;
if (target.IsDashing())
{
var dashInfo = target.GetDashInfo();
if (dashInfo.IsBlink)
{
result.HitChance = HitChance.Impossible;
result.CastPosition = dashInfo.EndPos;
return result;
}
result.CastPosition = GetFastUnitPosition(target, dashInfo.Path, delay, missileSpeed, from, dashInfo.Speed);
result.HitChance = HitChance.Dashing;
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;
}
示例12: Obj_AI_Base_OnBasicAttack
private static void Obj_AI_Base_OnBasicAttack(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
{
CurrentTarget = TargetSelector.GetTarget(W.Range, DamageType.Magical);
//(CurrentTarget.Hero != Champion.Yasuo && sender.Mana <= 90)//
if (Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Harass) && sender == CurrentTarget && !sender.IsDashing() && sender.Type == GameObjectType.AIHeroClient && sender.IsValidTarget(W.Range) && W.IsReady() && sender.IsEnemy)
{
if (CurrentTarget.Hero != Champion.Yasuo)
{
W.Cast(sender.ServerPosition);
//Chat.Print("Basic Attack:"+args.SData.Name);
}
else if (sender.Mana <= 90)
{
W.Cast(sender.ServerPosition);
}
}
if (sender.brandpassive() && Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Harass) && sender == CurrentTarget && !sender.IsDashing() && sender.Type == GameObjectType.AIHeroClient && sender.IsValidTarget(Q.Range) && Q.IsReady() && sender.IsEnemy)
{
if (CurrentTarget.Hero != Champion.Yasuo && Q.GetPrediction(sender).HitChance >= HitChance.Medium)
{
Q.Cast(sender.ServerPosition);
//Chat.Print("Basic Attack:"+args.SData.Name);
}
else if (sender.Mana <= 90 && Q.GetPrediction(sender).HitChance >= HitChance.Medium)
{
Q.Cast(sender.ServerPosition);
}
}
}
示例13: GetPrediction
/// <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="Prediction.Result"/></returns>
public static Prediction.Result GetPrediction(Obj_AI_Base 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)
{
Prediction.AssertInitializationMode();
Prediction.Result result = new Prediction.Result();
if (path.Count <= 1) //if target is not moving, easy to hit
{
result.HitChance = HitChance.Immobile;
result.CastPosition = target.ServerPosition.To2D();
result.UnitPosition = result.CastPosition;
return result;
}
if (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell())
{
result.HitChance = HitChance.Immobile;
result.CastPosition = target.ServerPosition.To2D();
result.UnitPosition = result.CastPosition;
return result;
}
if (Utility.IsImmobileTarget(target))
return Prediction.GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from);
if (target.IsDashing())
return Prediction.GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, SkillshotType.SkillshotCircle, from);
float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
float flyTime = 0f;
if (missileSpeed != 0)
{
Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed;
Vector2 Vs = (target.ServerPosition.To2D() - rangeCheckFrom).Normalized() * missileSpeed;
Vector2 Vr = Vs - Vt;
flyTime = targetDistance / Vr.Length();
if (path.Count > 5)
flyTime = targetDistance / missileSpeed;
}
float t = flyTime + delay + Game.Ping / 2000f + Prediction.SpellDelay / 1000f;
result.HitChance = Prediction.GetHitChance(t * 1000f, avgt, movt, avgp, anglediff);
#region arc collision test
if (result.HitChance > HitChance.Low)
{
for (int i = 1; i < path.Count; i++)
{
Vector2 senderPos = rangeCheckFrom;
Vector2 testPos = path[i];
float multp = (testPos.Distance(senderPos) / 875.0f);
var dianaArc = new SCommon.Maths.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 (!ClipperWrapper.IsOutside(dianaArc, target.ServerPosition.To2D()))
{
result.HitChance = HitChance.VeryHigh;
result.CastPosition = testPos;
result.UnitPosition = testPos;
return result;
}
}
}
#endregion
return CirclePrediction.GetPrediction(target, width, delay, missileSpeed, range, collisionable, path, avgt, movt, avgp, anglediff, from, rangeCheckFrom);
}
示例14: GetBadaoPrediction
public static PredictionOutput GetBadaoPrediction(this Spell spell, Obj_AI_Base target, bool collideyasuowall = true)
{
PredictionOutput result = null;
if (!target.IsValidTarget(float.MaxValue, false))
{
return new PredictionOutput();
}
if (target.IsDashing())
{
var dashDtata = target.GetDashInfo();
result = spell.GetBadaoStandarPrediction(target,
new List<Vector2>() { target.ServerPosition.ToVector2(), dashDtata.Path.Last() }, dashDtata.Speed);
if (result.Hitchance >= HitChance.High)
result.Hitchance = HitChance.Dashing;
}
else
{
//Unit is immobile.
var remainingImmobileT = UnitIsImmobileUntil(target);
if (remainingImmobileT >= 0d)
{
var timeToReachTargetPosition = spell.Delay + target.Position.ToVector2().Distance(spell.From.ToVector2()) / spell.Speed;
if (spell.RangeCheckFrom.ToVector2().Distance(target.Position.ToVector2()) <= spell.Range)
{
if (timeToReachTargetPosition <=
remainingImmobileT + (target.BoundingRadius + spell.Width - 40) / target.MoveSpeed)
{
result = new PredictionOutput
{
CastPosition = target.ServerPosition,
UnitPosition = target.ServerPosition,
Hitchance = HitChance.Immobile
};
}
else result = new PredictionOutput
{
CastPosition = target.ServerPosition,
UnitPosition = target.ServerPosition,
Hitchance = HitChance.High
/*timeToReachTargetPosition - remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed < 0.4d ? HitChance.High : HitChance.Medium*/
};
}
else
{
result = new PredictionOutput();
}
}
}
//Normal prediction
if (result == null)
{
result = spell.GetBadaoStandarPrediction(target, target.GetWaypoints());
}
//Check for collision
if (spell.Collision)
{
var positions = new List<Vector3> { result.UnitPosition, result.CastPosition, target.Position };
var originalUnit = target;
result.CollisionObjects = spell.GetCollision(positions);
result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId);
result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance;
}
//Check yasuo wall collision
else if (collideyasuowall)
{
var positions = new List<Vector3> { result.UnitPosition, result.CastPosition, target.Position };
var originalUnit = target;
result.CollisionObjects = spell.GetCollision(positions);
result.CollisionObjects.Any(x => x.NetworkId == ObjectManager.Player.NetworkId);
result.Hitchance = result.CollisionObjects.Any(x => x.NetworkId == ObjectManager.Player.NetworkId) ? HitChance.Collision : result.Hitchance;
}
return result;
}
示例15: GetArcPrediction
/// <summary>
/// Gets Predicted position for arc
/// </summary>
/// <param name="target">Target for spell</param>
/// <param name="s">Spell to cast</param>
/// <param name="avgt">Average reaction time (in ms)</param>
/// <param name="avgp">Average Path Lenght</param>
/// <param name="movt">Passed time from last movement change (in ms)</param>
/// <param name="hc">Predicted HitChance</param>
/// <param name="rangeCheckFrom">Position where spell will be casted from</param>
/// <returns>Predicted position and HitChance out value</returns>
public static Vector2 GetArcPrediction(Obj_AI_Base target, Spell s, List<Vector2> path, float avgt, float movt, float avgp, out HitChance hc, Vector3 rangeCheckFrom)
{
if (!blInitialized)
throw new InvalidOperationException("Prediction is not initalized");
if (path.Count <= 1) //if target is not moving, easy to hit
{
hc = HitChance.Immobile;
return target.ServerPosition.To2D();
}
if (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell())
{
hc = HitChance.VeryHigh;
return target.ServerPosition.To2D();
}
if (IsImmobileTarget(target))
return GetImmobilePrediction(target, s, out hc, rangeCheckFrom);
if (target.IsDashing())
return GetDashingPrediction(target, s, out hc, rangeCheckFrom);
float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
float flyTime = 0f;
if (s.Speed != 0)
{
Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * target.MoveSpeed;
Vector2 Vs = (target.ServerPosition.To2D() - rangeCheckFrom.To2D()).Normalized() * s.Speed;
Vector2 Vr = Vs - Vt;
flyTime = targetDistance / Vr.Length();
if (path.Count > 5)
flyTime = targetDistance / s.Speed;
}
float t = flyTime + s.Delay + Game.Ping / 1000f + SpellDelay / 1000f;
float distance = t * target.MoveSpeed;
hc = GetHitChance(t * 1000f, avgt, movt, avgp);
#region arc collision test
for (int i = 1; i < path.Count; i++)
{
Vector2 senderPos = rangeCheckFrom.To2D();
Vector2 testPos = path[i];
float multp = (testPos.Distance(senderPos) / 875.0f);
var dianaArc = new SPrediction.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 (!ClipperWrapper.IsOutside(dianaArc, target.ServerPosition.To2D()))
{
hc = HitChance.VeryHigh;
return testPos;
}
}
#endregion
for (int i = 0; i < path.Count - 1; i++)
{
float d = path[i + 1].Distance(path[i]);
if (distance == d)
return path[i + 1];
else if (distance < d)
return path[i] + distance * (path[i + 1] - path[i]).Normalized();
else distance -= d;
}
if (s.Type != SkillshotType.SkillshotCircle)
hc = HitChance.Impossible;
return path[path.Count - 1];
}