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TargetSelector.cs
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TargetSelector.cs
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// <copyright file="TargetSelector.cs" company="EnsageSharp">
// Copyright (c) 2016 EnsageSharp.
// This program 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.
// This program 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 this program. If not, see http://www.gnu.org/licenses/
// </copyright>
namespace Ensage.Common
{
using System;
using System.Linq;
using Ensage.Common.Extensions;
using Ensage.Common.Objects;
/// <summary>
/// Class used to find targets based on conditions
/// </summary>
public class TargetSelector
{
#region Public Methods and Operators
/// <summary>
/// Find enemy hero that takes least hits to kill
/// </summary>
/// <param name="source">
/// Source hero
/// </param>
/// <param name="bonusRange">
/// The bonus Range.
/// </param>
/// <returns>
/// The <see cref="Hero" />.
/// </returns>
public static Hero BestAutoAttackTarget(Unit source, float bonusRange = 0)
{
var attackRange = source.GetAttackRange();
var aaDmg = source.MinimumDamage + source.BonusDamage;
Hero bestTarget = null;
var lastHitsToKill = 0f;
foreach (var enemyHero in Heroes.All)
{
if (
!(enemyHero.IsValid && enemyHero.Team != source.Team && enemyHero.IsAlive && enemyHero.IsVisible
&& enemyHero.Distance2D(source)
<= attackRange + enemyHero.HullRadius + bonusRange + source.HullRadius + 50
&& !enemyHero.IsInvul()
&& !enemyHero.HasModifier("modifier_skeleton_king_reincarnation_scepter_active")))
{
continue;
}
var takenDmg = enemyHero.DamageTaken(aaDmg, DamageType.Physical, source, false);
var hitsToKill = enemyHero.Health / takenDmg;
if (bestTarget != null && !(lastHitsToKill > hitsToKill))
{
continue;
}
bestTarget = enemyHero;
lastHitsToKill = hitsToKill;
}
return bestTarget;
}
/// <summary>
/// Finds target closest to mouse in specified range
/// </summary>
/// <param name="source">
/// The source.
/// </param>
/// <param name="range">
/// The range.
/// </param>
/// <returns>
/// The <see cref="Hero" />.
/// </returns>
public static Hero ClosestToMouse(Unit source, float range = 1000)
{
var mousePosition = Game.MousePosition;
Hero closestHero = null;
foreach (var x in Heroes.All)
{
if (
!(x.IsValid && x.Team != source.Team && !x.IsIllusion && x.IsAlive && x.IsVisible
&& x.Distance2D(mousePosition) <= range
&& !x.HasModifier("modifier_skeleton_king_reincarnation_scepter_active")))
{
continue;
}
if (closestHero == null || closestHero.Distance2D(mousePosition) > x.Distance2D(mousePosition))
{
closestHero = x;
}
}
return closestHero;
}
/// <summary>
/// Checks for lowest health creep in attack range
/// </summary>
/// <param name="source">
/// The source.
/// </param>
/// <param name="bonusRange">
/// The bonus Range.
/// </param>
/// <returns>
/// The <see cref="Unit" />.
/// </returns>
public static Unit GetLowestHPCreep(Unit source, float bonusRange = 0)
{
try
{
var attackRange = source.GetAttackRange() + bonusRange;
var lowestHp =
Creeps.All.Where(
x =>
x.IsValid && x.IsSpawned
&& (x.ClassID == ClassID.CDOTA_BaseNPC_Tower || x.ClassID == ClassID.CDOTA_BaseNPC_Creep_Lane
|| x.ClassID == ClassID.CDOTA_BaseNPC_Creep
|| x.ClassID == ClassID.CDOTA_BaseNPC_Creep_Neutral
|| x.ClassID == ClassID.CDOTA_BaseNPC_Creep_Siege
|| x.ClassID == ClassID.CDOTA_BaseNPC_Additive
|| x.ClassID == ClassID.CDOTA_BaseNPC_Barracks
|| x.ClassID == ClassID.CDOTA_BaseNPC_Building
|| x.ClassID == ClassID.CDOTA_BaseNPC_Creature) && x.IsAlive && x.IsVisible
&& x.Team != source.Team && x.Distance2D(source) < attackRange + 100)
.MinOrDefault(creep => creep.Health);
return lowestHp;
}
catch (Exception)
{
// no
}
return null;
}
/// <summary>
/// The highest health points target.
/// </summary>
/// <param name="source">
/// The source hero (LocalHero).
/// </param>
/// <param name="range">
/// The range.
/// </param>
/// <returns>
/// The <see cref="Hero" />.
/// </returns>
public static Hero HighestHealthPointsTarget(Unit source, float range)
{
return
Heroes.GetByTeam(source.GetEnemyTeam())
.Where(
hero =>
hero.IsValid && hero.IsAlive && hero.IsVisible && hero.Distance2D(source) <= range
&& !hero.IsInvul() && !hero.HasModifier("modifier_skeleton_king_reincarnation_scepter_active"))
.MaxOrDefault(hero => hero.Health);
}
#endregion
}
}