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Items.cs
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#region LICENSE
/*
Copyright 2014 - 2014 LeagueSharp
Orbwalking.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.Collections.Generic;
using System.Linq;
using SharpDX;
#endregion
namespace LeagueSharp.Common
{
public static class Items
{
/// <summary>
/// Returns true if the hero has the item.
/// </summary>
public static bool HasItem(string name, Obj_AI_Hero hero = null)
{
return (hero ?? ObjectManager.Player).InventoryItems.Any(slot => slot.Name == name);
}
/// <summary>
/// Returns true if the hero has the item.
/// </summary>
public static bool HasItem(int id, Obj_AI_Hero hero = null)
{
return (hero ?? ObjectManager.Player).InventoryItems.Any(slot => slot.Id == (ItemId)id);
}
/// <summary>
/// Retruns true if the player has the item and its not on cooldown.
/// </summary>
public static bool CanUseItem(string name)
{
foreach (var slot in ObjectManager.Player.InventoryItems.Where(slot => slot.Name == name))
{
var inst = ObjectManager.Player.Spellbook.Spells.FirstOrDefault(spell =>
(int)spell.Slot == slot.Slot + (int)SpellSlot.Item1);
return inst != null && inst.State == SpellState.Ready;
}
return false;
}
/// <summary>
/// Retruns true if the player has the item and its not on cooldown.
/// </summary>
public static bool CanUseItem(int id)
{
foreach (var slot in ObjectManager.Player.InventoryItems.Where(slot => slot.Id == (ItemId)id))
{
var inst = ObjectManager.Player.Spellbook.Spells.FirstOrDefault(spell =>
(int)spell.Slot == slot.Slot + (int)SpellSlot.Item1);
return inst != null && inst.State == SpellState.Ready;
}
return false;
}
/// <summary>
/// Casts the item on the target.
/// </summary>
public static bool UseItem(string name, Obj_AI_Base target = null)
{
foreach (var slot in ObjectManager.Player.InventoryItems.Where(slot => slot.Name == name))
{
if (target != null)
{
return ObjectManager.Player.Spellbook.CastSpell(slot.SpellSlot, target);
}
else
{
return ObjectManager.Player.Spellbook.CastSpell(slot.SpellSlot);
}
}
return false;
}
/// <summary>
/// Casts the item on the target.
/// </summary>
public static bool UseItem(int id, Obj_AI_Base target = null)
{
foreach (var slot in ObjectManager.Player.InventoryItems.Where(slot => slot.Id == (ItemId)id))
{
if (target != null)
{
return ObjectManager.Player.Spellbook.CastSpell(slot.SpellSlot, target);
}
else
{
return ObjectManager.Player.Spellbook.CastSpell(slot.SpellSlot);
}
}
return false;
}
/// <summary>
/// Casts the item on a Vector2 position.
/// </summary>
public static bool UseItem(int id, Vector2 position)
{
return UseItem(id, position.To3D());
}
/// <summary>
/// Casts the item on a Vector3 position.
/// </summary>
public static bool UseItem(int id, Vector3 position)
{
if (position != Vector3.Zero)
{
foreach (var slot in ObjectManager.Player.InventoryItems.Where(slot => slot.Id == (ItemId)id))
{
return ObjectManager.Player.Spellbook.CastSpell(slot.SpellSlot, position);
}
}
return false;
}
/// <summary>
/// Returns the ward slot.
/// </summary>
public static InventorySlot GetWardSlot()
{
var wardIds = new[] { 3340, 3350, 3361, 3154, 2045, 2049, 2050, 2044 };
return (from wardId in wardIds
where CanUseItem(wardId)
select ObjectManager.Player.InventoryItems.FirstOrDefault(slot => slot.Id == (ItemId)wardId))
.FirstOrDefault();
}
public class Item
{
public int Id { get; private set; }
private float _range;
public float Range
{
get { return _range; }
set
{
_range = value;
_rangeSqr = value * value;
}
}
private float _rangeSqr;
public float RangeSqr
{
get { return _rangeSqr; }
}
public List<SpellSlot> Slots
{
get
{
return ObjectManager.Player.InventoryItems.Where(slot =>
slot.Id == (ItemId)Id).Select(slot => slot.SpellSlot).ToList();
}
}
public Item(int id, float range = 0)
{
Id = id;
Range = range;
}
public bool IsInRange(Obj_AI_Base target)
{
return IsInRange(target.ServerPosition);
}
public bool IsInRange(Vector2 target)
{
return IsInRange(target.To3D());
}
public bool IsInRange(Vector3 target)
{
return ObjectManager.Player.ServerPosition.Distance(target, true) < RangeSqr;
}
public bool IsOwned(Obj_AI_Hero target = null)
{
return HasItem(Id, target);
}
public bool IsReady()
{
return CanUseItem(Id);
}
public bool Cast()
{
return UseItem(Id);
}
public bool Cast(Obj_AI_Base target)
{
return UseItem(Id, target);
}
public bool Cast(Vector2 position)
{
return UseItem(Id, position);
}
public bool Cast(Vector3 position)
{
return UseItem(Id, position);
}
public void Buy()
{
ObjectManager.Player.BuyItem((ItemId)Id);
}
}
}
}