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HealthPrediction.cs
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#region LICENSE
/*
Copyright 2014 - 2014 LeagueSharp
HealthPrediction.cs is part of LeagueSharp.Common.
LeagueSharp.Common is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
LeagueSharp.Common is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with LeagueSharp.Common. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
#region
using System;
using System.Collections.Generic;
using System.Linq;
#endregion
namespace LeagueSharp.Common
{
/// <summary>
/// This class allows you to calculate the health of units after a set time. Only works on minions and only taking into account the auto-attack damage.
/// </summary>
public class HealthPrediction
{
private static readonly Dictionary<int, PredictedDamage> ActiveAttacks = new Dictionary<int, PredictedDamage>();
static HealthPrediction()
{
Obj_AI_Base.OnProcessSpellCast += ObjAiBaseOnOnProcessSpellCast;
Game.OnUpdate += Game_OnGameUpdate;
Spellbook.OnStopCast += SpellbookOnStopCast;
MissileClient.OnDelete += MissileClient_OnDelete;
}
static void MissileClient_OnDelete(GameObject sender, EventArgs args)
{
var missile = sender as MissileClient;
if (missile != null)
{
var casterNetworkId = missile.SpellCaster.NetworkId;
foreach (var activeAttack in ActiveAttacks)
{
if (activeAttack.Key == casterNetworkId)
{
ActiveAttacks[casterNetworkId].StartTick = 0;
}
}
}
}
private static void Game_OnGameUpdate(EventArgs args)
{
ActiveAttacks.ToList()
.Where(pair => pair.Value.StartTick < Utils.GameTimeTickCount - 3000)
.ToList()
.ForEach(pair => ActiveAttacks.Remove(pair.Key));
}
private static void SpellbookOnStopCast(Spellbook spellbook, SpellbookStopCastEventArgs args)
{
if (spellbook.Owner.IsValid && args.DestroyMissile && args.StopAnimation)
{
if (ActiveAttacks.ContainsKey(spellbook.Owner.NetworkId))
{
ActiveAttacks.Remove(spellbook.Owner.NetworkId);
}
}
}
private static void ObjAiBaseOnOnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
{
if (!sender.IsValidTarget(3000, false) || sender.Team != ObjectManager.Player.Team || sender is Obj_AI_Hero
|| !Orbwalking.IsAutoAttack(args.SData.Name) || !(args.Target is Obj_AI_Base))
{
return;
}
var target = (Obj_AI_Base)args.Target;
ActiveAttacks.Remove(sender.NetworkId);
var attackData = new PredictedDamage(
sender,
target,
Utils.GameTimeTickCount - Game.Ping / 2,
sender.AttackCastDelay * 1000,
sender.AttackDelay * 1000 - (sender is Obj_AI_Turret ? 70 : 0),
sender.IsMelee() ? int.MaxValue : (int)args.SData.MissileSpeed,
(float)sender.GetAutoAttackDamage(target, true));
ActiveAttacks.Add(sender.NetworkId, attackData);
}
/// <summary>
/// Returns the unit health after a set time milliseconds.
/// </summary>
public static float GetHealthPrediction(Obj_AI_Base unit, int time, int delay = 70)
{
var predictedDamage = 0f;
foreach (var attack in ActiveAttacks.Values)
{
var attackDamage = 0f;
if (attack.Source.IsValidTarget(float.MaxValue, false) &&
attack.Target.IsValidTarget(float.MaxValue, false) && attack.Target.NetworkId == unit.NetworkId)
{
var landTime = attack.StartTick + attack.Delay +
1000 * (unit.Distance(attack.Source) - attack.Source.BoundingRadius) / attack.ProjectileSpeed + delay;
if (Utils.GameTimeTickCount < landTime - delay && landTime < Utils.GameTimeTickCount + time)
{
attackDamage = attack.Damage;
}
}
predictedDamage += attackDamage;
}
return unit.Health - predictedDamage;
}
/// <summary>
/// Returns the unit health after time milliseconds assuming that the past auto-attacks are periodic.
/// </summary>
public static float LaneClearHealthPrediction(Obj_AI_Base unit, int time, int delay = 70)
{
var predictedDamage = 0f;
foreach (var attack in ActiveAttacks.Values)
{
var n = 0;
if (Utils.GameTimeTickCount - 100 <= attack.StartTick + attack.AnimationTime &&
attack.Target.IsValidTarget(float.MaxValue, false) &&
attack.Source.IsValidTarget(float.MaxValue, false) && attack.Target.NetworkId == unit.NetworkId)
{
var fromT = attack.StartTick;
var toT = Utils.GameTimeTickCount + time;
while (fromT < toT)
{
if (fromT >= Utils.GameTimeTickCount &&
(fromT + attack.Delay + (unit.Distance(attack.Source) - attack.Source.BoundingRadius) / attack.ProjectileSpeed < toT))
{
n++;
}
fromT += (int) attack.AnimationTime;
}
}
predictedDamage += n * attack.Damage;
}
return unit.Health - predictedDamage;
}
public static bool HasMinionAggro(Obj_AI_Minion minion)
{
return ActiveAttacks.Values.Any(m => (m.Source is Obj_AI_Minion) && m.Target == minion);
}
private class PredictedDamage
{
public readonly float AnimationTime;
public float Damage { get; private set; }
public float Delay { get; private set; }
public int ProjectileSpeed { get; private set; }
public Obj_AI_Base Source { get; private set; }
public int StartTick { get; internal set; }
public Obj_AI_Base Target { get; private set; }
public PredictedDamage(Obj_AI_Base source,
Obj_AI_Base target,
int startTick,
float delay,
float animationTime,
int projectileSpeed,
float damage)
{
Source = source;
Target = target;
StartTick = startTick;
Delay = delay;
ProjectileSpeed = projectileSpeed;
Damage = damage;
AnimationTime = animationTime;
}
}
}
}