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Sett.py
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import sys
from winstealer import *
from commons.utils import *
from commons.skills import *
from commons.items import *
from commons.targeting import *
from evade import checkEvade
import json, time, math
import urllib3, json, urllib, ssl
from commons.targit import *
winstealer_script_info = {
"script": "SA1-Sett",
"author": "SA1",
"description": "SA1-Sett",
"target_champ": "sett",
}
combo_key = 57
harass_key = 45
laneclear_key = 47
killsteal_key = 46
use_q_in_combo = True
use_w_in_combo = True
use_e_in_combo = True
use_r_in_combo = False
use_w_ally=True
use_Q_antiGapCloser=True
lane_clear_with_q = True
lane_clear_with_w = True
lane_clear_with_e = True
jungle_clear_with_q = True
jungle_clear_with_w = True
jungle_clear_with_e = True
smart_combo=1
draw_q_range = True
draw_w_range = True
draw_e_range = True
draw_r_range = True
q = {"Range": 1000}
w = {"Range": 600}
e = {"Range": 600}
r = {"Range": 3000}
spell_priority = {"Q": 0, "W": 0, "E": 0, "R": 0}
MaxRCountForUse = 1
# Get player stats from local server
ssl._create_default_https_context = ssl._create_unverified_context
urllib3.disable_warnings(urllib3.exceptions.InsecureRequestWarning)
def getPlayerStats():
response = urllib.request.urlopen("https://127.0.0.1:2999/liveclientdata/activeplayer").read()
stats = json.loads(response)
return stats
def winstealer_load_cfg(cfg):
global use_q_in_combo, use_w_in_combo, use_e_in_combo,use_r_in_combo
global draw_q_range, draw_w_range, draw_e_range, draw_r_range
global spell_priority, combo_key, harass_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,smart_combo,use_w_ally,use_Q_antiGapCloser
global MaxRCountForUse
combo_key = cfg.get_int("combo_key", 57)
harass_key = cfg.get_int("harass_key", 45)
laneclear_key = cfg.get_int("laneclear_key", 47)
killsteal_key = cfg.get_int("killsteal_key", 46)
use_q_in_combo = cfg.get_bool("use_q_in_combo", True)
use_w_in_combo = cfg.get_bool("use_w_in_combo", True)
use_e_in_combo = cfg.get_bool("use_e_in_combo", True)
use_r_in_combo=cfg.get_bool("use_r_in_combo",True)
lane_clear_with_q = cfg.get_bool("lane_clear_with_q", True)
lane_clear_with_w = cfg.get_bool("lane_clear_with_w", True)
lane_clear_with_e = cfg.get_bool("lane_clear_with_e", True)
smart_combo=cfg.get_int("smart_combo",smart_combo)
#spell_priority = json.loads(
#cfg.get_str("spell_priority", json.dumps(spell_priority))
#)
MaxRCountForUse = cfg.get_int("MaxRCountForUse", 1)
def winstealer_save_cfg(cfg):
global use_q_in_combo, use_w_in_combo, use_e_in_combo,use_r_in_combo
global draw_q_range, draw_w_range, draw_e_range, draw_r_range
global spell_priority, combo_key, harass_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,smart_combo,use_w_ally,use_Q_antiGapCloser
global MaxRCountForUse
cfg.set_int("combo_key", combo_key)
cfg.set_int("harass_key", harass_key)
cfg.set_int("laneclear_key", laneclear_key)
cfg.set_bool("use_q_in_combo", use_q_in_combo)
cfg.set_bool("use_w_in_combo", use_w_in_combo)
cfg.set_bool("use_e_in_combo", use_e_in_combo)
cfg.set_bool("use_r_in_combo", use_r_in_combo)
cfg.set_int("MaxRCountForUse", MaxRCountForUse)
cfg.set_bool("lane_clear_with_q", lane_clear_with_q)
cfg.set_bool("lane_clear_with_w", lane_clear_with_w)
cfg.set_bool("lane_clear_with_e", lane_clear_with_e)
cfg.set_int("smart_combo",smart_combo)
def winstealer_draw_settings(game, ui):
global use_q_in_combo, use_w_in_combo, use_e_in_combo,use_r_in_combo
global draw_q_range, draw_w_range, draw_e_range, draw_r_range
global spell_priority, combo_key, harass_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,smart_combo,use_w_ally,use_Q_antiGapCloser
global MaxRCountForUse
combo_key = ui.keyselect("Combo key", combo_key)
laneclear_key = ui.keyselect("Farm key", laneclear_key)
ui.text("SA1-Sett: 1.0.0.0")
ui.separator ()
# smart_combo=ui.listbox("",["Spam Q/W/E","Combo E>W>Q"],smart_combo)
# MaxRCountForUse = ui.dragint ("Min targets use for R", MaxRCountForUse, 0,1,3)
if ui.treenode("Combo Settings"):
use_q_in_combo = ui.checkbox("Use Q in Combo", use_q_in_combo)
use_w_in_combo = ui.checkbox("Use W in Combo", use_w_in_combo)
use_e_in_combo = ui.checkbox("Use E in Combo", use_e_in_combo)
use_r_in_combo=ui.checkbox("User R in Combo",use_r_in_combo)
ui.treepop()
if ui.treenode("Lane Clear Settings"):
lane_clear_with_q = ui.checkbox("Laneclear with Q", lane_clear_with_q)
lane_clear_with_w = ui.checkbox("Laneclear with W", lane_clear_with_w)
lane_clear_with_e = ui.checkbox("Laneclear with E", lane_clear_with_e)
ui.treepop()
if ui.treenode("Jungle Clear Settings"):
jungle_clear_with_q = ui.checkbox("Jungle with Q", jungle_clear_with_q)
jungle_clear_with_w = ui.checkbox("Jungle with W", jungle_clear_with_w)
jungle_clear_with_e = ui.checkbox("Jungle with E", jungle_clear_with_e)
ui.treepop()
class Fake_target ():
def __init__(self, name, pos, gameplay_radius):
self.name = name
self.pos = pos
self.gameplay_radius = gameplay_radius
def predict_pos(target,casttime):
"""Predicts the target's new position after a duration"""
target_direction = target.ai_navEnd.sub(target.ai_navBegin).normalize()
veloc=target.ai_velocity
orientation = veloc.normalize()
if veloc.x ==0.0 and veloc.y == 0.0:
return target.pos
# Target movement speed
target_movement_speed = target.movement_speed
# The distance that the target will have traveled after the given duration
distance_to_travel = target_movement_speed * casttime
# distance_to_travel2=(timetoimpact / 2.2)* 1.5
return target.pos.add(target_direction.scale(distance_to_travel))
def get_distance(pos1, pos2):
x_distance = pos2.x - pos1.x
y_distance = pos2.y - pos1.y
distance = math.sqrt(x_distance ** 2 + y_distance ** 2)
return distance
def circle_on_line(A, B, C, R):
x_diff = B.x - A.x
y_diff = B.y - A.y
LAB = math.sqrt(x_diff ** 2 + y_diff ** 2)
Dx = x_diff / LAB
Dy = y_diff / LAB
t = Dx*(C.x - A.x) + Dy*(C.y - A.y)
if not -R <= t <= LAB + R:
return False
Ex = t*Dx+A.x
Ey = t*Dy+A.y
x_diff1 = Ex - C.x
y_diff1 = Ey - C.y
LEC = math.sqrt(x_diff1 ** 2 + y_diff1 ** 2)
return LEC <= R
def is_collisioned(game, target, oType="minion", ability_width=0):
player_pos = game.world_to_screen(game.player.pos)
target_pos = game.world_to_screen(target.pos)
if oType == "minion":
for minion in game.minions:
if minion.is_enemy_to(game.player) and minion.is_alive:
minion_pos = game.world_to_screen(minion.pos)
total_radius = minion.gameplay_radius + ability_width / 2
if circle_on_line(player_pos, target_pos, minion_pos, total_radius):
return True
if oType == "champ":
for champ in game.champs:
if champ.is_enemy_to(game.player) and champ.is_alive and not champ.id == target.id:
champ_pos = game.world_to_screen(champ.pos)
total_radius = champ.gameplay_radius + ability_width / 2
if circle_on_line(player_pos, target_pos, champ_pos, total_radius):
return True
return False
def is_immobile(game, target):
for buff in target.buffs:
if 'snare' in buff.name.lower ():
return True
elif 'stun' in buff.name.lower ():
return True
elif 'suppress' in buff.name.lower ():
return True
elif 'root' in buff.name.lower ():
return True
elif 'taunt' in buff.name.lower ():
return True
elif 'sleep' in buff.name.lower ():
return True
elif 'knockup' in buff.name.lower ():
return True
elif 'binding' in buff.name.lower ():
return True
elif 'morganaq' in buff.name.lower ():
return True
elif 'jhinw' in buff.name.lower ():
return True
return False
def RDamage(game, target):
# Calculate raw R damage on target
r_lvl = game.player.R.level
if r_lvl == 0:
return 0
ad = getPlayerStats()["championStats"]["attackDamage"]
min_dmg = [200,300,400]
missing_hp = (target.max_health - target.health)
missing_hp_pct = (missing_hp / target.max_health) * 100
increased_pct = 0.015 * missing_hp_pct
if increased_pct > 1:
increased_pct = 1
r_damage = (1 + increased_pct) * (min_dmg[r_lvl - 1] + 0.75 * ad)
# Reduce damage based on target's magic resist
mr = target.armour
if mr >= 0:
dmg_multiplier = 100 / (100 + mr)
else:
dmg_multiplier = 2 - 100 / (100 - mr)
r_damage *= dmg_multiplier
return r_damage
def AntiGap(game):
before_cpos = game.get_cursor()
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
target = TargetSelector(game, 375)
if IsReady(game, q_spell):
if target and target.atkRange < 375:
if game.player.mana >= 50:
game.move_cursor(game.world_to_screen(target.pos))
time.sleep(0.01)
q_spell.trigger(False)
time.sleep(0.01)
game.move_cursor(before_cpos)
if IsReady(game, w_spell):
if target and target.atkRange < 370:
if game.player.mana >= 70:
w_spell.trigger(False)
RTargetCount = 0
def getCountR(game, dist):
global RTargetCount, MaxRCountForUse
RTargetCount = 0
for champ in game.champs:
if (
champ
and champ.is_visible
and champ.is_enemy_to(game.player)
and champ.isTargetable
and champ.is_alive
and game.is_point_on_screen(champ.pos)
and game.distance(game.player, champ) < dist
):
RTargetCount = RTargetCount + 1
if int(RTargetCount) >= MaxRCountForUse:
return True
else:
return False
def Get_Health_Target(game, atk_range=0):
num = 999999999
target = None
if atk_range == 0:
atk_range = game.player.atkRange + game.player.gameplay_radius
for champ in game.champs:
if champ.name in clones and champ.R.name == champ.D.name:
continue
if (
not champ.is_alive
or not champ.is_visible
or not champ.isTargetable
or champ.is_ally_to(game.player)
or game.player.pos.distance(champ.pos) >= atk_range
):
target=champ
if target:
return target
charging = False
def Combo(game):
global use_q_in_combo, use_w_in_combo, use_e_in_combo, use_r_in_combo
global draw_q_range, draw_e_range, draw_w_range, draw_r_range
global combo_key, laneclear_key,smart_combo,use_w_ally
global q, w, e, r, charging
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
r_spell = getSkill(game, "R")
before_cpos = game.get_cursor()
if use_q_in_combo and IsReady(game, q_spell) :
targetQ = GetBestTargetsInRange (game,300)
if targetQ :
q_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
if use_e_in_combo and IsReady(game, e_spell):
targetR=TargetSelector(game,490)
if targetR:
# e_travel_time = 1100/1300
e_travel_time = 490/1600
predicted_pos = predict_pos (targetR, e_travel_time)
predicted_target = Fake_target (targetR.name, predicted_pos, targetR.gameplay_radius)
if game.player.pos.distance (predicted_target.pos) <= 450 :
e_spell.move_and_trigger(game.world_to_screen(targetR.pos))
if use_w_in_combo and IsReady(game, w_spell):
targetW=TargetSelector(game,800)
if targetW:
dis=game.player.pos.distance (targetW.pos)
e_travel_time = dis/2000 *2
# e_travel_time = 750/1500
predicted_pos = predict_pos (targetW, e_travel_time)
predicted_target = Fake_target (targetW.name, predicted_pos, targetW.gameplay_radius)
if game.player.pos.distance (predicted_target.pos) <= 680 :
w_spell.move_and_trigger (game.world_to_screen (predicted_target.pos))
# else:
# w_spell.move_and_trigger(game.world_to_screen(castpoint_for_collision(game, w_spell, game.player, targetW,0.7)))
if use_r_in_combo and IsReady(game, r_spell) :
targetR=TargetSelector(game,650)
player=game.player
hp = int(player.health / player.max_health * 100)
if targetR and RDamage(game,targetR) >=targetR.health:
r_spell.move_and_trigger (game.world_to_screen (targetR.pos))
def Laneclear(game):
#global w, e, r
global q, w, e, r
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global spell_priority, combo_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
#q = {"Range": 600}
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
before_cpos = game.get_cursor()
if lane_clear_with_q and IsReady(game, q_spell) :
targetQ = GetBestMinionsInRange(game,300)
if targetQ :
q_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
if lane_clear_with_w and IsReady(game, w_spell) :
targetW=GetBestMinionsInRange(game,800)
if targetW:
w_spell.move_and_trigger (game.world_to_screen (targetW.pos))
if lane_clear_with_e and IsReady(game, e_spell) :
targetW=GetBestMinionsInRange(game,490)
if targetW:
e_spell.move_and_trigger (game.world_to_screen (targetW.pos))
def Jungleclear(game):
global q, w, e, r
global spell_priority, combo_key, laneclear_key, killsteal_key
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
before_cpos = game.get_cursor()
if jungle_clear_with_q and IsReady(game, q_spell) :
targetQ = GetBestJungleInRange(game,300)
if targetQ :
q_spell.move_and_trigger(game.world_to_screen(targetQ.pos))
if jungle_clear_with_w and IsReady(game, w_spell) :
targetW=GetBestJungleInRange(game,800)
if targetW:
w_spell.move_and_trigger (game.world_to_screen (targetW.pos))
if jungle_clear_with_e and IsReady(game, e_spell) :
targetW=GetBestJungleInRange(game,490)
if targetW:
e_spell.move_and_trigger (game.world_to_screen (targetW.pos))
def winstealer_update(game, ui):
global use_q_in_combo, use_w_in_combo, use_e_in_combo
global draw_q_range, draw_w_range, draw_e_range, draw_r_range
global spell_priority, combo_key, laneclear_key, killsteal_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global jungle_clear_with_q, jungle_clear_with_w, jungle_clear_with_e,use_Q_antiGapCloser
global q, w, e, r
self = game.player
player = game.player
if self.is_alive :
if game.was_key_pressed(combo_key):
Combo(game)
if game.was_key_pressed(laneclear_key):
Laneclear(game)
Jungleclear(game)
# if use_Q_antiGapCloser:
# AntiGap(game)