本文整理汇总了C#中Obj_AI_Hero.AvgMovChangeTime方法的典型用法代码示例。如果您正苦于以下问题:C# Obj_AI_Hero.AvgMovChangeTime方法的具体用法?C# Obj_AI_Hero.AvgMovChangeTime怎么用?C# Obj_AI_Hero.AvgMovChangeTime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_Hero
的用法示例。
在下文中一共展示了Obj_AI_Hero.AvgMovChangeTime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: GetSPrediction
/// <summary>
/// Gets Prediction result
/// </summary>
/// <param name="target">Target</param>
/// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
{
switch (s.Type)
{
case SkillshotType.SkillshotLine:
return LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
case SkillshotType.SkillshotCircle:
return CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
case SkillshotType.SkillshotCone:
return ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
}
throw new NotSupportedException("Unknown skill shot type");
}
示例2: SPredictionCast
/// <summary>
/// Casts spell
/// </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 SPredictionCast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
if (t == null)
return s.Cast();
if (!s.IsSkillshot)
return s.Cast(t) == Spell.CastStates.SuccessfullyCasted;
#region if common prediction selected
if (predMenu != null && predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
{
var pout = s.GetPrediction(t, minHit > 1);
if (minHit > 1)
if (pout.AoeTargetsHitCount >= minHit)
return s.Cast(pout.CastPosition);
else return false;
if (pout.Hitchance >= hc)
return s.Cast(pout.CastPosition);
else
return false;
}
#endregion
if (minHit > 1)
return Aoe.SPredictionCast(s, t, hc, reactionIgnoreDelay, minHit, rangeCheckFrom, filterHPPercent);
if (s.Collision && minHit > 1)
throw new InvalidOperationException("You can't use collisionable spells with aoe");
if (t.HealthPercent > filterHPPercent)
return false;
if (Monitor.TryEnter(EnemyInfo[t.NetworkId].m_lock))
{
try
{
HitChance predictedhc;
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
var waypoints = t.GetWaypoints();
//PATCH WARNING
Vector2 pos = GetPredictionMethod2(t, s, waypoints, avgt, movt, avgp, out predictedhc, rangeCheckFrom.Value);
//if (waypoints.PathLength() / t.MoveSpeed < 1f)
// pos = GetPredictionMethod2(t, s, waypoints, avgt, movt, avgp, out predictedhc, rangeCheckFrom.Value);
//else
// pos = GetPrediction(t, s, waypoints, avgt, movt, avgp, out predictedhc, rangeCheckFrom.Value);
if (rangeCheckFrom.Value.To2D().Distance(pos) > s.Range + (s.Type == SkillshotType.SkillshotCircle ? s.Width / 2 : 0) - t.BoundingRadius) //out of range
{
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
lastDrawTick = Utils.TickCount;
lastDrawPos = pos;
lastDrawHitchance = predictedhc.ToString();
lastDrawDirection = (pos - rangeCheckFrom.Value.To2D()).Normalized().Perpendicular();
lastDrawWidth = (int)s.Width;
if (s.Collision && Collision.CheckCollision(rangeCheckFrom.Value.To2D(), pos, s, true, false, true))
{
lastDrawHitchance = HitChance.Collision.ToString();
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
if (predictedhc >= hc)
{
s.Cast(pos);
return true;
}
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
//.........这里部分代码省略.........
示例3: SPredictionCastVector
/// <summary>
/// Spell extension for cast vector spell with SPrediction
/// </summary>
/// <param name="s">Spell to cast</param>
/// <param name="t">Target for spell</param>
/// <param name="vectorLenght">Vector lenght</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 SPredictionCastVector(this Spell s, Obj_AI_Hero t, float vectorLenght, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (minHit > 1)
throw new NotSupportedException("Vector aoe prediction has not supported yet");
if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
throw new NotSupportedException("Vector Prediction not supported in Common prediction");
if (t.HealthPercent > filterHPPercent)
return false;
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
{
try
{
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
var result = VectorPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, vectorLenght, t.GetWaypoints(), avgt, movt, avgp, s.RangeCheckFrom.To2D());
if (result.HitChance >= hc)
{
s.Cast(result.CastSourcePosition, result.CastTargetPosition);
return true;
}
Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
}
示例4: SPredictionCast
/// <summary>
/// Spell extension for cast 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 SPredictionCast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
if (t == null)
return s.Cast();
if (!s.IsSkillshot)
return s.Cast(t) == Spell.CastStates.SuccessfullyCasted;
#region if common prediction selected
if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
{
var pout = s.GetPrediction(t, minHit > 1);
if (minHit > 1)
if (pout.AoeTargetsHitCount >= minHit)
return s.Cast(pout.CastPosition);
else return false;
if (pout.Hitchance >= hc)
return s.Cast(pout.CastPosition);
else
return false;
}
#endregion
if (minHit > 1)
return SPredictionCastAoe(s, minHit);
if (t.HealthPercent > filterHPPercent)
return false;
if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
{
try
{
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
var waypoints = t.GetWaypoints();
Prediction.Result result;
switch (s.Type)
{
case SkillshotType.SkillshotLine: result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, s.From.To2D(), s.RangeCheckFrom.To2D());
break;
case SkillshotType.SkillshotCircle: result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, s.From.To2D(), s.RangeCheckFrom.To2D());
break;
case SkillshotType.SkillshotCone: result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, s.From.To2D(), s.RangeCheckFrom.To2D());
break;
default:
throw new InvalidOperationException("Unknown spell type");
}
Prediction.lastDrawTick = Utils.TickCount;
Prediction.lastDrawPos = result.CastPosition;
Prediction.lastDrawHitchance = result.HitChance.ToString();
Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
Prediction.lastDrawWidth = (int)s.Width;
if (result.HitChance >= hc)
{
s.Cast(result.CastPosition);
return true;
}
Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
}
示例5: GetVectorSPrediction
/// <summary>
/// Gets Prediction result
/// </summary>
/// <param name="target">Target</param>
/// <param name="vectorLenght">Vector Lenght</param>
/// <returns>Prediction result as <see cref="Prediction.Vector.Result"/></returns>
public static VectorPrediction.Result GetVectorSPrediction(this Spell s, Obj_AI_Hero target, float vectorLenght)
{
return VectorPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, vectorLenght, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), s.RangeCheckFrom.To2D());
}
示例6: GetArcSPrediction
/// <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, Obj_AI_Hero target)
{
return ArcPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), s.From.To2D(), s.RangeCheckFrom.To2D());
}
示例7: SPredictionCastRing
/// <summary>
/// Spell extension for cast vector spell with SPrediction
/// </summary>
/// <param name="s">Spell to cast</param>
/// <param name="t">Target for spell</param>
/// <param name="ringRadius">Ring Radius</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 SPredictionCastRing(this Spell s, Obj_AI_Hero t, float ringRadius, HitChance hc, bool onlyEdge = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
throw new NotSupportedException("Vector Prediction not supported in Common prediction");
if (minHit > 1)
throw new NotSupportedException("Ring aoe prediction not supported yet");
if (t.HealthPercent > filterHPPercent)
return false;
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
Prediction.Result result;
if (onlyEdge)
result = RingPrediction.GetPrediction(t, s.Width, ringRadius, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, s.From.To2D(), rangeCheckFrom.Value.To2D());
else
result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range + ringRadius, s.Collision, t.GetWaypoints(), avgt, movt, avgp, 360, s.From.To2D(), rangeCheckFrom.Value.To2D());
Drawings.s_DrawTick = Utils.TickCount;
Drawings.s_DrawPos = result.CastPosition;
Drawings.s_DrawHitChance = result.HitChance.ToString();
Drawings.s_DrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
Drawings.s_DrawWidth = (int)ringRadius;
if (result.HitChance >= hc)
{
s.Cast(result.CastPosition);
return true;
}
return false;
}
示例8: 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="from">Spell casted position</param>
/// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
public static Prediction.Result GetPrediction(Obj_AI_Hero target, float width, float delay, float missileSpeed, float range, bool collisionable)
{
return GetPrediction(target, width, delay, missileSpeed, range, collisionable, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), ObjectManager.Player.ServerPosition.To2D(), ObjectManager.Player.ServerPosition.To2D());
}
示例9: SPredictionCastArc
/// <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, Obj_AI_Hero t, HitChance hc, bool arconly = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (ConfigMenu.SelectedPrediction.SelectedIndex == 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.ServerPosition;
if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
{
try
{
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.To2D(), s.RangeCheckFrom.To2D(), arconly);
if (result.HitChance >= hc)
{
s.Cast(result.CastPosition);
return true;
}
Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
}
示例10: Cast
/// <summary>
/// Casts spell
/// </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 Cast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
if (minHit > 1)
return Aoe.Cast(s, t, hc, reactionIgnoreDelay, minHit, rangeCheckFrom, filterHPPercent);
if (t.HealthPercent > filterHPPercent)
return false;
if (Monitor.TryEnter(EnemyInfo[t.NetworkId].m_lock))
{
try
{
HitChance predictedhc;
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
Vector2 pos = GetPrediction(t, s, t.GetWaypoints(), avgt, movt, out predictedhc, rangeCheckFrom.Value);
if (rangeCheckFrom.Value.To2D().Distance(pos) > s.Range + (s.Type == SkillshotType.SkillshotCircle ? s.Width / 2 : 0)) //out of range
{
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
if (s.Collision && s.GetCollision(rangeCheckFrom.Value.To2D(), new List<Vector2> { pos }).Exists(q => q.IsEnemy)) //needs update
{
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
if (predictedhc >= hc)
{
s.Cast(pos);
return true;
}
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
}
示例11: GetPrediction
/// <summary>
/// Gets Predicted position
/// </summary>
/// <param name="target">Target for spell</param>
/// <param name="s">Spell to cast</param>
/// <param name="path">Waypoint 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="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 GetPrediction(Obj_AI_Hero target, Spell s, List<Vector2> path, float avgt, float movt, out HitChance hc, Vector3 rangeCheckFrom)
{
if (!blInitialized)
throw new InvalidOperationException("Prediction is not initalized");
if (target.MovImmobileTime() > 200 || target.AvgMovChangeTime() == 0 || Utility.IsImmobileTarget(target)) //if target is not moving, easy to hit
{
hc = HitChance.Immobile;
return target.ServerPosition.To2D() + target.Direction.To2D().Perpendicular() * s.Width / 2;
}
if (target.IsDashing())
return GetDashingPrediction(target, s, out hc, rangeCheckFrom);
float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
float flyTime = 0f;
if (s.Speed != 0) //skillshot with a missile
{
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) //complicated movement
flyTime = targetDistance / s.Speed;
}
float t = flyTime + s.Delay + Game.Ping / 1000f;
float distance = t * target.MoveSpeed;
//can be improved by checking area of circle
if (s.Type == SkillshotType.SkillshotCircle) //haven't tested yet.
distance -= s.Width / 2;
hc = GetHitChance(t * 1000f, avgt, movt);
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;
}
hc = HitChance.Impossible;
return path[path.Count - 1];
}
示例12: 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="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_Hero target, Spell s, List<Vector2> path, float avgt, float movt, out HitChance hc, Vector3 rangeCheckFrom)
{
if (!blInitialized)
throw new InvalidOperationException("Prediction is not initalized");
if (target.MovImmobileTime() > 200 || target.AvgMovChangeTime() == 0 || Utility.IsImmobileTarget(target)) //if target is not moving, easy to hit
{
hc = HitChance.Immobile;
return target.ServerPosition.To2D();
}
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;
float distance = t * target.MoveSpeed;
hc = GetHitChance(t * 1000f, avgt, movt);
#region arc collision test
for (int i = 1; i < path.Count; i++)
{
Vector2 senderPos = ObjectManager.Player.ServerPosition.To2D();
Vector2 testPos = path[i];
float multp = (testPos.Distance(senderPos) / 875.0f);
var dianaArc = new ShineCommon.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()))
{
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;
}
hc = HitChance.Impossible;
return path[path.Count - 1];
}
示例13: SPredictionCastVector
/// <summary>
/// Spell extension for cast vector spell with SPrediction
/// </summary>
/// <param name="s">Spell to cast</param>
/// <param name="t">Target for spell</param>
/// <param name="vectorLenght">Vector lenght</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 SPredictionCastVector(this Spell s, Obj_AI_Hero t, float vectorLenght, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
throw new NotSupportedException("Vector Prediction not supported in Common prediction");
if (minHit > 1)
return SPredictionCastAoeVector(s, vectorLenght, minHit);
if (t.HealthPercent > filterHPPercent)
return false;
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
var result = VectorPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, vectorLenght, t.GetWaypoints(), avgt, movt, avgp, s.RangeCheckFrom.To2D());
if (result.HitChance >= hc)
{
s.Cast(result.CastSourcePosition, result.CastTargetPosition);
return true;
}
return false;
}
示例14: SPredictionCastArc
/// <summary>
/// Casts spell
/// </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, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (minHit > 1)
throw new NotSupportedException("Arc aoe prediction has not supported yet");
if (predMenu != null && predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
throw new NotSupportedException("Arc Prediction not supported in Common prediction");
if (t.HealthPercent > filterHPPercent)
return false;
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
if (Monitor.TryEnter(EnemyInfo[t.NetworkId].m_lock))
{
try
{
HitChance predictedhc;
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
Vector2 pos = GetArcPrediction(t, s, t.GetWaypoints(), avgt, movt, avgp, out predictedhc, rangeCheckFrom.Value);
if (rangeCheckFrom.Value.To2D().Distance(pos) > s.Range + s.Width / 2 - t.BoundingRadius) //out of range
{
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
float multp = (pos.Distance(rangeCheckFrom.Value.To2D()) / 875.0f);
var dianaArc = new SPrediction.Geometry.Polygon(
ClipperWrapper.DefineArc(rangeCheckFrom.Value.To2D() - new Vector2(875 / 2f, 20), pos, (float)Math.PI * multp, 410, 200 * multp),
ClipperWrapper.DefineArc(rangeCheckFrom.Value.To2D() - new Vector2(875 / 2f, 20), pos, (float)Math.PI * multp, 410, 320 * multp));
if (Collision.CheckYasuoWallCollision(dianaArc))
{
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
if (predictedhc >= hc)
{
s.Cast(pos);
return true;
}
Monitor.Pulse(EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
}
示例15: SPredictionCastRing
/// <summary>
/// Spell extension for cast vector spell with SPrediction
/// </summary>
/// <param name="s">Spell to cast</param>
/// <param name="t">Target for spell</param>
/// <param name="ringRadius">Ring Radius</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 SPredictionCastRing(this Spell s, Obj_AI_Hero t, float ringRadius, HitChance hc, bool onlyEdge = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
throw new NotSupportedException("Vector Prediction not supported in Common prediction");
if (minHit > 1)
throw new NotSupportedException("Ring aoe prediction not supported yet");
if (t.HealthPercent > filterHPPercent)
return false;
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
{
try
{
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
Prediction.Result result;
if (onlyEdge)
result = RingPrediction.GetPrediction(t, s.Width, ringRadius, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, s.From.To2D(), rangeCheckFrom.Value.To2D());
else
result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range + ringRadius, s.Collision, t.GetWaypoints(), avgt, movt, avgp, 360, s.From.To2D(), rangeCheckFrom.Value.To2D());
Prediction.lastDrawTick = Utils.TickCount;
Prediction.lastDrawPos = result.CastPosition;
Prediction.lastDrawHitchance = result.HitChance.ToString();
Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
Prediction.lastDrawWidth = (int)ringRadius;
if (result.HitChance >= hc)
{
s.Cast(result.CastPosition);
return true;
}
Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
}