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Prediction.lib
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Prediction.lib
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--[[
Author: Ark223
Prediction library powered by BruhWalker
________________________________________
prediction_input:
> source - the unit that the skillshot will be launched from [game_object/vec3]
> hitbox - indicates if the unit bounding radius should be included in calculations [boolean]
> speed - the skillshot speed in units per second [number]
> range - the skillshot range in units [number]
> delay - the skillshot initial delay before release [number]
> radius - the skillshot radius (for non-conic skillshots) [number]
> angle - the skillshot angle (for conic skillshots) [number]
> collision - determines the collision flags for the skillshot [table]:
({"minion", "ally_hero", "enemy_hero", "wind_wall", "terrain_wall"})
> type - the skillshot type: ("linear", "circular", "conic") [string]
prediction_output:
> cast_pos - the skillshot cast position [vec3]
> pred_pos - the predicted unit position [vec3]
> hit_chance - the calculated skillshot hit chance [number]
> hit_count - the area of effect hit count [number]
> time_to_hit - the total skillshot arrival time [number]
hit_chance:
> -2 - impossible prediction, the unit is unpredictable
> -1 - the skillshot is colliding other units on the path
> 0 - the predicted position is out of the skillshot range
> (0.01 - 0.99) - the solution has been found for given input
> 1 - the unit is immobile or skillshot will land for sure
> 2 - the unit is dashing or blinking
attack_data (health prediction):
> processed - indicates if sent attack has been completed [boolean]
> timer - the start time of launched attack [number]
> source - the source which has launched the attack [game_object]
> target - the target which is going to take a damage [game_object]
> windup_time - the source attack windup time [number]
> animation_time - the source attack animation time [number]
> speed - the projectile speed of sent attack [number]
> damage - the predicted attack damage to target [number]
API:
> calc_auto_attack_damage(game_object source, game_object unit) [number]
> get_aoe_prediction(prediction_input input, game_object unit) [prediction_output]
> get_aoe_position(prediction_input input, table<game_object/vec3> units, game_object/vec3 star = nil) [{position, hit_count}]
> get_collision(prediction_input input, vec3 end_pos, game_object exclude = nil) [table<game_object/vec3>]
> get_fast_prediction(game_object/vec3 source, game_object unit, number speed, number delay) [vec3]
> get_health_prediction(game_object unit, number delta, number delay = 0) [number]
> get_lane_clear_health_prediction(game_object unit, number delta) [number]
> get_position_after(game_object unit, number delta, boolean skip_latency = false) [vec3]
> get_prediction(prediction_input input, game_object unit) [prediction_output]
> get_hero_aggro(game_object unit) [table<attack_data>]
> get_immobile_duration(game_object unit) [number]
> get_invulnerable_duration(game_object unit) [number]
> get_invisible_duration(game_object unit) [number]
> get_minion_aggro(game_object unit) [table<attack_data>]
> get_movement_speed(game_object unit) [number]
> get_turret_aggro(game_object unit) [table<attack_data>]
> get_waypoints(game_object unit) [table<vec3>]
> is_loaded() [boolean]
> set_collision_buffer(number buffer)
> set_internal_delay(number delay)
--]]
local Version = 1.25
local function AutoUpdate()
local url = "https://raw.githubusercontent.com/Ark223/Bruhwalker/main/"
local result = http:get(url .. "Prediction.version")
if result and result ~= "" and tonumber(result) > Version then
http:download_file(url .. "Prediction.lib", "Prediction.lib")
console:log("Prediction library has been updated successfully!")
end
end
local Class = function(...)
local cls = {}; cls.__index = cls
cls.__call = function(_, ...) return cls:New(...) end
function cls:New(...)
local instance = setmetatable({}, cls)
cls.__init(instance, ...)
return instance
end
return setmetatable(cls, {__call = cls.__call})
end
----------------
-- Local data --
local myHero = game.local_player
local Blinks = {
["Ezreal"] = {
["EzrealE"] = {name = "Arcane Shift", range = 475, windup = 0.25}
},
["FiddleSticks"] = {
["FiddleSticksR"] = {name = "Crowstorm", range = 800, windup = 1.5}
},
["Kassadin"] = {
["Riftwalk"] = {name = "Riftwalk", range = 500, windup = 0.25}
},
["Katarina"] = {
["KatarinaEWrapper"] = {name = "Shunpo", range = 725, windup = 0.125}
},
["Pyke"] = {
["PykeR"] = {name = "Death from Below", range = 750, windup = 0.5}
},
["Shaco"] = {
["Deceive"] = {name = "Deceive", range = 400, windup = 0.25}
},
["Viego"] = {
["ViegoR"] = {name = "Heartbreaker", range = 500, windup = 0.5}
},
["Zoe"] = {
["ZoeR"] = {name = "Portal Jump", range = 575, windup = 0.25}
}
}
local PreDashes = {
["Galio"] = {
["GalioE"] = {name = "Justice Punch", windup = 0.4, offset = -250}
},
["Shyvana"] = {
["ShyvanaTransformCast"] = {name = "Dragon's Descent", windup = 0.25, offset = 0}
},
["Tristana"] = {
["TristanaW"] = {name = "Rocket Jump", windup = 0.25, offset = 0}
}
}
local ChanneledSpells = {
["Caitlyn"] = {id = "caitlynheadshot", name = "Ace in the Hole", buff = true},
["FiddleSticks"] = {id = "Crowstorm", name = "Crowstorm", buff = true},
["Janna"] = {id = "ReapTheWhirlwind", name = "Monsoon", buff = true},
["Jhin"] = {id = "JhinRShot", name = "Curtain Call", buff = false},
["Karthus"] = {id = "karthusfallenonecastsound", name = "Requiem", buff = true},
["Katarina"] = {id = "katarinarsound", name = "Death Lotus", buff = true},
["Lucian"] = {id = "LucianR", name = "The Culling", buff = true},
["Malzahar"] = {id = "alzaharnethergraspsound", name = "Nether Grasp", buff = true},
["MissFortune"] = {id = "missfortunebulletsound", name = "Bullet Time", buff = true},
["Nunu"] = {id = "NunuR_Recast", name = "Absolute Zero", buff = false},
["TwistedFate"] = {id = "Gate", name = "Gate", buff = true},
["Velkoz"] = {id = "VelkozR", name = "Life Form Disintegration Ray", buff = true},
["Warwick"] = {id = "infiniteduresssound", name = "Infinite Duress", buff = true},
["Xerath"] = {id = "XerathLocusOfPower2", name = "Rite of the Arcane", buff = true}
}
local BuffType = {
Internal = 0, Aura = 1, CombatEnchancer = 2, CombatDehancer = 3, SpellShield = 4,
Stun = 5, Invisibility = 6, Silence = 7, Taunt = 8, Berserk = 9, Polymorph = 10,
Slow = 11, Snare = 12, Damage = 13, Heal = 14, Haste = 15, SpellImmunity = 16,
PhysicalImmunity = 17, Invulnerability = 18, AttackSpeedSlow = 19, NearSight = 20,
Currency = 21, Fear = 22, Charm = 23, Poison = 24, Suppression = 25, Blind = 26,
Counter = 27, Shred = 28, Flee = 29, Knockup = 30, Knockback = 31, Disarm = 32,
Grounded = 33, Drowsy = 34, Asleep = 35, Obscured = 36, Clickproof = 37, UnKillable = 38
}
local CrowdControls = {
[BuffType.Charm] = true, [BuffType.Fear] = true,
[BuffType.Flee] = true, [BuffType.Knockup] = true,
[BuffType.Snare] = true, [BuffType.Stun] = true,
[BuffType.Suppression] = true, [BuffType.Taunt] = true
}
local MinionFilter = {
["HA_ChaosMinionMelee"] = math.huge, ["HA_ChaosMinionRanged"] = 650, ["HA_ChaosMinionSiege"] = 1200,
["HA_ChaosMinionSuper"] = math.huge, ["HA_OrderMinionMelee"] = math.huge, ["HA_OrderMinionRanged"] = 650,
["HA_OrderMinionSiege"] = 1200, ["HA_OrderMinionSuper"] = math.huge, ["SRU_Baron"] = 0, ["SRU_Blue"] = 0,
["Sru_Crab"] = 0, ["SRU_Dragon_Air"] = 0, ["SRU_Dragon_Chemtech"] = 0, ["SRU_Dragon_Earth"] = 0,
["SRU_Dragon_Elder"] = 0, ["SRU_Dragon_Fire"] = 0, ["SRU_Dragon_Hextech"] = 0, ["SRU_Dragon_Water"] = 0,
["SRU_ChaosMinionMelee"] = math.huge, ["SRU_ChaosMinionRanged"] = 650, ["SRU_ChaosMinionSiege"] = 1200,
["SRU_ChaosMinionSuper"] = math.huge, ["SRU_Gromp"] = 0, ["SRU_Krug"] = true, ["SRU_KrugMini"] = true,
["SRU_KrugMiniMini"] = true, ["SRU_Murkwolf"] = 0, ["SRU_MurkwolfMini"] = 0,
["SRU_OrderMinionMelee"] = math.huge, ["SRU_OrderMinionRanged"] = 650, ["SRU_OrderMinionSiege"] = 1200,
["SRU_OrderMinionSuper"] = math.huge, ["SRU_Razorbeak"] = 0, ["SRU_RazorbeakMini"] = 0, ["SRU_Red"] = 0,
["SRU_RiftHerald"] = 0, ["AnnieTibbers"] = 0, ["IvernMinion"] = 0, ["YorickWGhoul"] = 0,
["YorickGhoulMelee"] = 0, ["YorickBigGhoul"] = 0, ["HeimerTYellow"] = 0, ["HeimerTBlue"] = 0,
["ZyraThornPlant"] = 0, ["ZyraGraspingPlant"] = 0, ["ShacoBox"] = 0, ["MalzaharVoidling"] = 0,
["KalistaSpawn"] = 0, ["EliseSpiderling"] = 0
}
-- --------------------------------
-- Language INtegrated Query (LINQ)
local function ParseFunc(func)
if func == nil then return function(x) return x end end
if type(func) == "function" then return func end
local index = string.find(func, "=>")
local arg = string.sub(func, 1, index - 1)
local func = string.sub(func, index + 2, #func)
return load(string.format("return function"
.. " %s return %s end", arg, func))()
end
----------------------------------------------------------------------------------------
local function Linq(tab)
return setmetatable(tab or {}, {__index = table})
end
----------------------------------------------------------------------------------------
function table.Aggregate(source, func, seed)
local result = seed or 0
local func = ParseFunc(func)
for index, value in ipairs(source) do
result = func(result, value)
end
return result
end
----------------------------------------------------------------------------------------
function table.All(source, func)
local func = ParseFunc(func)
for index, value in ipairs(source) do
if not func(value, index) then
return false
end
end
return true
end
----------------------------------------------------------------------------------------
function table.Any(source, func)
local func = ParseFunc(func)
for index, value in ipairs(source) do
if func(value, index) then
return true
end
end
return false
end
----------------------------------------------------------------------------------------
function table.Average(source, func)
local result, count = 0, 0
local func = ParseFunc(func)
for _, value in ipairs(source) do
local temp = func(value)
if type(temp) == "number" then
result = result + temp
count = count + 1
end
end
return count == 0 and 0 or result / count
end
----------------------------------------------------------------------------------------
function table.Concat(first, second)
local result, index = Linq(), 0
for _, value in ipairs(first) do
index = index + 1
result[index] = value
end
for _, value in ipairs(second) do
index = index + 1
result[index] = value
end
return result
end
----------------------------------------------------------------------------------------
function table.ForEach(source, func)
for index, value in pairs(source) do
func(value, index)
end
end
----------------------------------------------------------------------------------------
function table.RemoveWhere(source, func)
local size = #source
local func = ParseFunc(func)
for index = size, 1, -1 do
local value = source[index]
if func(value, index) then
source:remove(index)
end
end
return size ~= #source
end
----------------------------------------------------------------------------------------
function table.Select(source, func)
local result = Linq()
local func = ParseFunc(func)
for index, value in ipairs(source) do
result[index] = func(value, index)
end
return result
end
----------------------------------------------------------------------------------------
function table.Where(source, func)
local result, iteration = Linq(), 0
local func = ParseFunc(func)
for index, value in ipairs(source) do
if func(value, index) then
iteration = iteration + 1
result[iteration] = value
end
end
return result
end
-----------------
-- Point class --
local function IsPoint(p)
return p and p.x and type(p.x) == "number"
and p.y and type(p.y) == "number"
and p.type and p.type == "Point"
end
-----------------------------------------------------------------------------------------------
local function IsUnit(p)
return p ~= nil and type(p) ~= "number" and (p.path
and p.path.server_pos ~= nil or p.origin ~= nil)
end
-----------------------------------------------------------------------------------------------
local function Round(v)
return floor(v + 0.5) -- always positive number
end
-----------------------------------------------------------------------------------------------
local Point = Class()
function Point:__init(x, y)
self.type = "Point"
if x and IsUnit(x) then
local p = x.path ~= nil and
x.path.server_pos or x.origin
self.x, self.y = p.x, p.z or p.y
elseif x and y then
self.x, self.y = x, y
elseif x and not y then
self.x, self.y = x.x, x.z or x.y
else
self.x, self.y = 0, 0
end
end
-----------------------------------------------------------------------------------------------
function Point:__tostring()
return string.format("%d %d", self.x, self.y)
end
----------------------------------------------------------------------------------------
function Point:__eq(p)
return math.abs(self.x - p.x) < 1
and math.abs(self.y - p.y) < 1
end
-----------------------------------------------------------------------------------------------
function Point:__add(p)
return Point:New(self.x + p.x, self.y + p.y)
end
-----------------------------------------------------------------------------------------------
function Point:__sub(p)
return Point:New(self.x - p.x, self.y - p.y)
end
-----------------------------------------------------------------------------------------------
function Point.__mul(a, b)
if type(a) == "number" and IsPoint(b) then
return Point:New(b.x * a, b.y * a)
elseif type(b) == "number" and IsPoint(a) then
return Point:New(a.x * b, a.y * b)
end
error("Multiplication error!")
end
-----------------------------------------------------------------------------------------------
function Point.__div(a, b)
if type(a) == "number" and IsPoint(b) then
return Point:New(a / b.x, a / b.y)
elseif type(b) == "number" and IsPoint(a) then
return Point:New(a.x / b, a.y / b)
end
error("Division error!")
end
-----------------------------------------------------------------------------------------------
function Point:__tostring()
return string.format("(%f, %f)", self.x, self.y)
end
-----------------------------------------------------------------------------------------------
function Point:AngleBetween(p1, p2)
local angle = math.deg(
math.atan(p2.y - self.y, p2.x - self.x) -
math.atan(p1.y - self.y, p1.x - self.x))
if angle < 0 then angle = angle + 360 end
return angle > 180 and 360 - angle or angle
end
-----------------------------------------------------------------------------------------------
function Point:Append(p, dist)
if dist == 0 then return p:Clone() end
return p + (p - self):Normalize() * dist
end
-----------------------------------------------------------------------------------------------
function Point:Clone()
return Point:New(self.x, self.y)
end
-----------------------------------------------------------------------------------------------
function Point:ClosestOnSegment(s1, s2)
local ap, ab = self - s1, s2 - s1
local t = ap:DotProduct(ab) / ab:LengthSquared()
return t < 0 and s1 or t > 1 and s2 or (s1 + ab * t)
end
-----------------------------------------------------------------------------------------------
function Point:CrossProduct(p)
return self.x * p.y - self.y * p.x
end
-----------------------------------------------------------------------------------------------
function Point:DistanceSquared(p)
local dx, dy = p.x - self.x, p.y - self.y
return dx * dx + dy * dy
end
-----------------------------------------------------------------------------------------------
function Point:Distance(p)
return math.sqrt(self:DistanceSquared(p))
end
-----------------------------------------------------------------------------------------------
function Point:DotProduct(p)
return self.x * p.x + self.y * p.y
end
-----------------------------------------------------------------------------------------------
function Point:Extend(p, dist)
if dist == 0 then return self:Clone() end
return self + (p - self):Normalize() * dist
end
-----------------------------------------------------------------------------------------------
function Point:InPolygon(poly)
local size, result = #poly, false
for i = 1, size do
local a, b = poly[i], poly[i % size + 1]
if a.y <= self.y and b.y >= self.y or
b.y <= self.y and a.y >= self.y then
local ap, ab = self - a, b - a
if a.x + ap.y / ab.y * ab.x <= self.x then
result = not result
end
end
end
return result
end
-----------------------------------------------------------------------------------------------
function Point:Intersection(a2, b1, b2)
local a, b = a2 - self, b2 - b1
local axb = a:CrossProduct(b)
if axb == 0 then return nil end
local bsa = b1 - self
local t1 = bsa:CrossProduct(b) / axb
local t2 = bsa:CrossProduct(a) / axb
return t1 >= 0 and t1 <= 1 and t2 >= 0
and t2 <= 1 and self + a * t1 or nil
end
-----------------------------------------------------------------------------------------------
function Point:IsZero()
return self.x == 0 and self.y == 0
end
-----------------------------------------------------------------------------------------------
function Point:LengthSquared(p)
local p = p and p:Clone() or self
return p.x * p.x + p.y * p.y
end
-----------------------------------------------------------------------------------------------
function Point:Length(p)
return math.sqrt(self:LengthSquared(p))
end
-----------------------------------------------------------------------------------------------
function Point:Negate()
return Point:New(-self.x, -self.y)
end
-----------------------------------------------------------------------------------------------
function Point:Normalize()
local len = self:Length()
if len == 0 then return Point:New() end
return Point:New(self.x / len, self.y / len)
end
-----------------------------------------------------------------------------------------------
function Point:Perpendicular()
return Point:New(-self.y, self.x)
end
-----------------------------------------------------------------------------------------------
function Point:Perpendicular2()
return Point:New(self.y, -self.x)
end
-----------------------------------------------------------------------------------------------
function Point:Rotate(phi, p)
local c = math.cos(phi)
local s = math.sin(phi)
local p = p or Point:New()
local d = self - p
local x = c * d.x - s * d.y + p.x
local y = s * d.x + c * d.y + p.y
return Point:New(x, y)
end
-----------------------------------------------------------------------------------------------
function Point:To3D(y)
local y = y or myHero.origin.y
return vec3.new(self.x, y, self.y)
end
--------------------------------
-- Prediction input structure --
local PredictionInput = Class()
function PredictionInput:__init(data)
self.source = data.source or nil
self.speed = data.speed or math.huge
self.range = data.range or 25000
self.delay = data.delay or 0.25
self.radius = data.radius or 1
self.angle = data.angle or 0
self.hitbox = data.hitbox or false
self.collision = data.collision or {}
self.type = data.type or "linear"
end
---------------------------------
-- Prediction output structure --
local PredictionOutput = Class()
function PredictionOutput:__init()
self.cast_pos = nil
self.pred_pos = nil
self.hit_chance = -2
self.hit_count = 0
self.time_to_hit = 0
end
-------------------
-- Prediction class
local Pred = Class()
function Pred:__init(delay)
self.allyMinions = Linq()
self.attacks = Linq()
self.data = Linq()
self.enemyMinions = Linq()
self.futureAttacks = Linq()
self.windwalls = Linq()
self.targets = {}
self.internalDelay = delay or 0.0167
self.units = Linq(game.players):Where(
function(u) return u.object_id ~= myHero.object_id end)
self.enemies = self.units:Where(function(u) return u.is_enemy end)
for _, unit in ipairs(self.units) do self:ResetData(unit) end
self.menu = menu:add_category("Prediction v" .. tostring(Version))
self.drawPoints = menu:add_checkbox("Draw Waypoints", self.menu, 0)
self.options = menu:add_subcategory("Measure Options", self.menu)
self.buffer = menu:add_slider("Collision Buffer", self.menu, 0, 50, 30)
self.drawSpell = menu:add_checkbox("Draw Skillshot", self.options, 0)
self.dummyBox = menu:add_checkbox("Draw Dummy Hitbox", self.options, 1)
self.fixedRange = menu:add_checkbox("Use Fixed Range", self.options, 1)
self.range = menu:add_slider("Range", self.options, 0, 1500, 1150)
self.radius = menu:add_slider("Radius", self.options, 0, 500, 60)
self.angle = menu:add_slider("Angle", self.options, 0, 180, 50)
self.type = menu:add_combobox("Type", self.options, {"Line", "Circle", "Cone"}, 0)
client:set_event_callback("on_tick", function(...) self:OnTick(...) end)
client:set_event_callback("on_draw", function(...) self:OnDraw(...) end)
client:set_event_callback("on_new_path", function(...) self:OnNewPath(...) end)
client:set_event_callback("on_process_spell", function(...) self:OnProcessSpell(...) end)
client:set_event_callback("on_stop_cast", function(...) self:OnStopCast(...) end)
self.loaded = true
end
-----------------------------------------------------------------------------------------------
function Pred:CutPath(path, distance)
if distance < 0 then return path end
local count, result = #path, Linq()
local distance = distance
for i = 1, count - 1 do
local dist = path[i]:Distance(path[i + 1])
if dist > distance then
result[#result + 1] = path[i]
:Extend(path[i + 1], distance)
for j = i + 1, count do
result[#result + 1] = path[j]
end break
end
distance = distance - dist
end
return #result > 0 and result or {path[count]}
end
-----------------------------------------------------------------------------------------------
function Pred:CalcAutoAttackDamage(source, unit)
local amount = source.total_attack_damage
if source.champ_name == "Kalista" then
amount = amount * 0.9
elseif source.champ_name == "Graves" then
local percent = 0.68235 + source.level * 0.01765
amount = amount * percent
end
local armor = unit.armor
if source.is_turret then
local max = unit.max_health
local name = unit.champ_name
if name:find("Siege") then
local percent = name:find("1") and 0.14
or name:find("2") and 0.11 or 0.08
return math.floor(max * percent)
elseif name:find("Ranged") then
return math.floor(max * 0.7)
elseif name:find("Melee") then
return math.floor(max * 0.45)
elseif name:find("Super") then
return math.floor(max * 0.05)
end
elseif armor < 0 then
local reduction = 2 - 100 / (100 - armor)
return math.floor(amount * reduction)
end
local bonusArmor = unit.bonus_armor
local armorPen = source.percent_armor_penetration
local bonusPen = source.percent_bonus_armor_penetration
local lethality = source.lethality * (0.6 + 0.4 * source.level / 18)
if source.is_minion then armorPen, bonusPen, lethality = 1, 1, 0 end
if source.is_turret then armorPen, bonusPen, lethality = 0.7, 1, 0 end
local res = armor * armorPen - (bonusArmor * (1 - bonusPen)) - lethality
return math.floor(amount * (res < 0 and 1 or 100 / (100 + res)))
end
-----------------------------------------------------------------------------------------------
function Pred:DistanceToCollision(p1, p2, pos, hitbox, buffer)
local dir, buffer = (p2 - p1):Normalize(), buffer or 0
local p1, p2 = p1 - dir * buffer, p2 + dir * buffer
local perp = dir:Perpendicular() * (hitbox + buffer)
local polygon = {p1 + perp, p1 - perp, p2 - perp, p2 + perp}
if pos:InPolygon(polygon) then return 0.0 end
local distance = math.huge
for i = 1, 4 do
local a, b = polygon[i], polygon[i % 4 + 1]
local pt = pos:ClosestOnSegment(a, b)
local dist = pos:DistanceSquared(pt)
if dist < distance then distance = dist end
end
return distance
end
-----------------------------------------------------------------------------------------------
function Pred:DrawCircle(pos, radius, color)
local pos = pos:To3D(myHero.origin.y)
local c = color or {r = 255, g = 255, b = 255, a = 240}
renderer:draw_circle(pos.x, pos.y, pos.z, radius, c.r, c.g, c.b, c.a)
end
-----------------------------------------------------------------------------------------------
function Pred:DrawPath(path)
local size = #path
if size < 2 then return end
local y = myHero.origin.y
for i = 1, size - 1 do
local p1, p2 = path[i], path[i + 1]
local a = game:world_to_screen_2(p1.x, y, p1.y)
local b = game:world_to_screen_2(p2.x, y, p2.y)
renderer:draw_line(a.x, a.y, b.x, b.y, 1, 255, 255, 255, 192)
end
renderer:draw_circle(path[#path].x, y, path[#path].y, 25, 255, 255, 0, 192)
end
-----------------------------------------------------------------------------------------------
function Pred:DrawPolygon(polygon)
local size = #polygon
if size < 3 then return end
local y = myHero.origin.y
for i = 1, size do
local p1, p2 = polygon[i], polygon[i % size + 1]
local a = game:world_to_screen_2(p1.x, y, p1.y)
local b = game:world_to_screen_2(p2.x, y, p2.y)
renderer:draw_line(a.x, a.y, b.x, b.y, 1, 255, 255, 255, 240)
end
end
-----------------------------------------------------------------------------------------------
function Pred:GetMovementSpeed(unit)
local path = unit.path
return path and path.is_dashing and
path.dash_speed or unit.move_speed
end
-----------------------------------------------------------------------------------------------
function Pred:GetPathIndex(path, pos)
if #path <= 2 then return 2 end
local result = {distance = math.huge,
index = 0, point = Point:New()}
for i = 1, #path - 1 do
local a, b = path[i], path[i + 1]
local pt = pos:ClosestOnSegment(a, b)
local dist = pos:DistanceSquared(pt)
if dist < result.distance then
result = {distance = dist,
index = i + 1, point = pt}
end
end
pos = result.point
return result.index
end
-----------------------------------------------------------------------------------------------
function Pred:GetWaypoints(unit)
local result = Linq()
local data = self.data[unit.object_id]
result[1] = data and data.serverPos
or Point:New(unit.path.server_pos)
local path = data and data.path or
Linq(unit.path.waypoints):Select(
function(w) return Point:New(w.x, w.z) end)
local index = self:GetPathIndex(path, result[1])
for i = index, #path do result[#result + 1] = path[i] end
if data and data.miaTimer > 0 then
local speed = self:GetMovementSpeed(unit)
result = self:CutPath(result, speed *
(game.game_time - data.miaTimer))
end
return result
end
-----------------------------------------------------------------------------------------------
function Pred:Interception(startPos, endPos, source, speed, mspeed, delay)
-- dynamic circle-circle collision:
-- https://stackoverflow.com/questions/2248876/2d-game-fire-at-a-
-- moving-target-by-predicting-intersection-of-projectile-and-u
local dir = endPos - startPos
local magn = dir:Length()
local vel = dir * speed / magn
dir = startPos - source
local a = vel:LengthSquared() - mspeed * mspeed
local b = 2 * vel:DotProduct(dir)
local c = dir:LengthSquared()
local delta = b * b - 4 * a * c
if delta >= 0 then
local delta, t = math.sqrt(delta), 0
local t1 = (-b + delta) / (2 * a)
local t2 = (-b - delta) / (2 * a)
if t2 >= delay then
t = t1 >= delay and math.min(
t1, t2) or math.max(t1, t2)
end
return t, startPos + vel * t
end
return 0, nil
end
----------------------------------------------------------------------------------------
function Pred:IsInserted(unit)
return self.attacks:Any(function(a)
local delay = a.animation_time - 0.05
return unit.object_id == a.network_id
and game.game_time - a.timer < delay
end)
end
----------------------------------------------------------------------------------------
function Pred:IsValid(unit)
return unit and unit.is_valid and
unit.is_visible and unit.is_alive
end
----------------------------------------------------------------------------------------
function Pred:Latency()
return game.ping * 0.001
end
----------------------------------------------------------------------------------------
function Pred:ResetData(unit)
self.data[unit.object_id] = {
blink = {}, -- the stored data of unit's blink usage
dashing = false, -- indicates if the unit is dashing
dashSpeed = 0, -- the unit last dashing speed
castEndTimer = 0, -- the last AA or spell cast timer
miaTimer = -1, -- the last invisibility timer
path = Linq(), -- the unit's path
pathTimer = 0, -- the last path change timer
preDash = {}, -- the data of unit's pre-dash state
serverPos = nil, -- the unit's server position
waypoints = Linq() -- the unit's waypoints
}
end
------------
-- Events --
function Pred:OnTick()
-- update data for all heroes
for _, unit in ipairs(self.units) do
local data = self.data[unit.object_id]
if self:IsValid(unit) then data.miaTimer = 0
data.path = Linq(unit.path.waypoints):Select(
function(w) return Point:New(w.x, w.z) end)
data.serverPos = Point:New(unit.path.server_pos)
elseif data.miaTimer == 0 then data.miaTimer =
game.game_time - self.internalDelay end
if unit.is_recalling then data.path = Linq() end
if data.blink.pos and data.blink.endTime <
game.game_time then data.blink = {} end
if data.preDash.pos and data.preDash.endTime <
game.game_time then data.preDash = {} end
data.waypoints = self:GetWaypoints(unit)
if data.dashing and #data.waypoints < 2
then data.dashing = false end
end
-- mark completed attacks as processed
self.attacks:ForEach(function(a)
if a.processed == true then return end
local target = Point:New(a.target.origin)
local dist = a.start_pos:Distance(target)
if not self:IsValid(a.source)
or not self:IsValid(a.target) or
a.timer + dist / a.speed + a.windup_time <
game.game_time then a.processed = true end
end)
-- remove old processed attacks and windwalls
self.attacks:RemoveWhere(function(a)
return a.processed and game.game_time -
a.timer > a.animation_time + 0.1 end)
self.windwalls:ForEach(function(w)
return game.game_time - w.timer > 4 end)
for networkId, data in pairs(self.targets) do
if game.game_time - data.timer > 3 or
not self:IsValid(data.target) then
self.targets[networkId] = nil
end
end
-- collect candidates for future minion attacks
local heroPos = Point:New(myHero.origin)
self.allyMinions = Linq(game.minions):Where(
function(m) return self:IsValid(m) and not m.is_enemy
and not self:IsInserted(m) and m.champ_name:find("Minion")
and heroPos:Distance(Point:New(m.origin)) <= 1500 end)
self.enemyMinions = Linq(game.minions):Where(
function(m) return self:IsValid(m) == true and
m.is_enemy and m.champ_name:find("Minion") and
heroPos:Distance(Point:New(m.origin)) <= 1500 end)
-- predict future minion attacks for lane clear
self.futureAttacks = Linq()
if #self.enemyMinions == 0 then return end
self.allyMinions:ForEach(function(ally)
local pa = Point:New(ally.path.server_pos)
local data = self.targets[ally.object_id]
local targets = data ~= nil and
{data.target} or self.enemyMinions
for _, target in ipairs(targets) do
local pe = Point:New(target.path.server_pos)
local dist = math.max(pa:Distance(pe) - ally.attack_range
- ally.bounding_radius - target.bounding_radius, 0)
local arrival = dist / ally.move_speed - self.internalDelay
if arrival > 3 then goto continue end
self.futureAttacks[#self.futureAttacks + 1] = {
processed = true,
timer = game.game_time + arrival,
source = ally, target = target,
start_pos = pa:Extend(pe, dist),
network_id = ally.object_id,
windup_time = ally.attack_cast_delay,
animation_time = ally.attack_delay,
speed = MinionFilter[ally.champ_name],
damage = self:CalcAutoAttackDamage(ally, target)
} ::continue::
end
end)
end
----------------------------------------------------------------------------------------
function Pred:OnDraw()
for _, unit in ipairs(self.enemies:Where("(u) => u.is_alive")) do
if unit.is_visible and menu:get_value(self.dummyBox) == 1
and unit.champ_name:find("Practice") ~= nil then
local color = {r = 255, g = 255, b = 0, a = 200}
local pos = Point:New(unit.origin)
self:DrawCircle(pos, 65, color)
self:DrawCircle(pos, 3, color)
elseif menu:get_value(self.drawPoints) == 1
and self.data[unit.object_id] ~= nil then
self:DrawPath(self.data[unit.object_id].waypoints)
end
end
if menu:get_value(self.drawSpell) == 0 then return end
local type = menu:get_value(self.type)
local range = menu:get_value(self.range)
local radius = menu:get_value(self.radius)
local mousePos = Point:New(game.mouse_pos)
local p1 = Point:New(myHero.origin)
local p2 = menu:get_value(self.fixedRange) == 1
and p1:Extend(mousePos, range) or mousePos
if type == 0 then
local dir = (p2 - p1):Normalize()
local perp = dir:Perpendicular() * radius
self:DrawPolygon({p1 + perp, p1 -
perp, p2 - perp, p2 + perp})
elseif type == 1 then
self:DrawCircle(p2, radius)
elseif type == 2 then
local angle = math.rad(menu:get_value(self.angle))
local length = p1:Distance(p2) * angle
if length < 35 then return end
local steps = math.floor(length / 50)
local phi, polygon = -angle * 0.5, {}
for i = 1, steps + 1 do
local pos = p2:Rotate(phi, p1)
polygon[#polygon + 1] = pos
phi = i == steps and angle *
0.5 or phi + angle / steps
end
polygon[#polygon + 1] = p1
self:DrawPolygon(polygon)
end
end
----------------------------------------------------------------------------------------
function Pred:OnNewPath(unit)
if unit.team == myHero.team or not
unit.is_hero then return end
local data = self.data[unit.object_id]
if not data then return end
data.dashing = unit.path.is_dashing
data.dashSpeed = unit.path.dash_speed
data.pathTimer = game.game_time
end
----------------------------------------------------------------------------------------
function Pred:OnProcessSpell(unit, args)
if not unit.is_valid or not unit.is_alive then return end
local charName, name = unit.champ_name, args.spell_name
local castTimer = game.game_time - self:Latency() * 0.5
if unit.is_hero and self.data[unit.object_id]
and unit.object_id ~= myHero.object_id then
local data = self.data[unit.object_id]
if args.cast_delay and args.cast_delay > 0 then
data.castEndTimer = castTimer + args.cast_delay
data.pathTimer = castTimer
end
if Blinks[charName] and Blinks[charName][name] then
local blink = Blinks[charName][name]
local startPos = Point:New(args.start_pos)
local endPos = Point:New(args.end_pos)
endPos = startPos:Extend(endPos, math.min(
blink.range, startPos:Distance(endPos)))
data.blink = {pos = endPos, endTime =
castTimer + blink.windup}
elseif PreDashes[charName] and PreDashes[charName][name] then
local preDash = PreDashes[charName][name]
local startPos = Point:New(args.start_pos)
local endPos = Point:New(args.end_pos)
local dir = (endPos - startPos):Normalize()
local pos = startPos + dir * preDash.offset
data.preDash = {pos = pos, endTime =
castTimer + preDash.windup}
elseif name == "YasuoW" then
local startPos = Point:New(args.start_pos)
local endPos = Point:New(args.end_pos)
local dir = (endPos - startPos):Normalize()
local pos = startPos + dir * 350
local perp = dir:Perpendicular()
local lvl = unit:get_spell_slot(1).level
local width = 300 + lvl * 50
self.windwalls[#self.windwalls + 1] = {
cornerA = pos - perp * width,
cornerB = pos + perp * width,
timer = castTimer
}
end
elseif args.target and args.is_autoattack
and unit.object_id ~= myHero.object_id then
local target = args.target
if not self:IsValid(target) or not
target.is_minion or unit.team ~= myHero.team
or target.team == myHero.team then return end