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C# Obj_AI_Hero.AvgMovChangeTime方法代码示例

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");
        }
开发者ID:JelloBeans,项目名称:SAC,代码行数:19,代码来源:SpellExtensions.cs

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.........
开发者ID:47110572,项目名称:LeagueSharp,代码行数:101,代码来源:Prediction.cs

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;
        }
开发者ID:jayblah,项目名称:Hikigaya,代码行数:52,代码来源:SpellExtensions.cs

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;
        }
开发者ID:jayblah,项目名称:Hikigaya,代码行数:91,代码来源:SpellExtensions.cs

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());
 }
开发者ID:jayblah,项目名称:Hikigaya,代码行数:10,代码来源:SpellExtensions.cs

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());
 }
开发者ID:jayblah,项目名称:Hikigaya,代码行数:9,代码来源:SpellExtensions.cs

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;
        }
开发者ID:mirinsharp,项目名称:Leaguesharp,代码行数:48,代码来源:SpellExtensions.cs

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());
 }
开发者ID:cak3d,项目名称:LeagueSharp,代码行数:16,代码来源:LinePrediction.cs

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;
        }
开发者ID:superjo1508,项目名称:LeagueRepo,代码行数:51,代码来源:SpellExtensions.cs

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;
        }
开发者ID:47110572,项目名称:LeagueSharp,代码行数:60,代码来源:Prediction.cs

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];
        }
开发者ID:47110572,项目名称:LeagueSharp,代码行数:62,代码来源:Prediction.cs

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];
        }
开发者ID:47110572,项目名称:LeagueSharp,代码行数:77,代码来源:Prediction.cs

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;
        }
开发者ID:mirinsharp,项目名称:Leaguesharp,代码行数:39,代码来源:SpellExtensions.cs

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;
        }
开发者ID:47110572,项目名称:LeagueSharp,代码行数:70,代码来源:Prediction.cs

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;
        }
开发者ID:JelloBeans,项目名称:SAC,代码行数:62,代码来源:SpellExtensions.cs


注:本文中的Obj_AI_Hero.AvgMovChangeTime方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。