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olaf.py
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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
from commons.targit import *
winstealer_script_info = {
"script": "SA1-olaf",
"author": "SA1",
"description": "Olaf",
"target_champ": "olaf",
}
combo_key = 57
laneclear_key = 47
use_q_in_combo = True
use_w_in_combo = True
use_e_in_combo = True
lane_clear_with_q = True
lane_clear_with_w = True
lane_clear_with_e = True
toggled = False
draw_q_range = False
draw_w_range = False
draw_e_range = False
auto_w_proximity = 400
lastR = 0
q = {"Range": 1000}
w = {"Range": 200}
e = {"Range": 320}
spell_priority = {"Q": 0, "W": 0, "E": 0, "R": 0}
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, laneclear_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global auto_w_proximity
combo_key = cfg.get_int("combo_key", 57)
laneclear_key = cfg.get_int("laneclear_key", 47)
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)
draw_q_range = cfg.get_bool("draw_q_range", False)
draw_w_range = cfg.get_bool("draw_w_range", False)
draw_e_range = cfg.get_bool("draw_e_range", False)
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_w", True)
spell_priority = json.loads(
cfg.get_str("spell_priority", json.dumps(spell_priority))
)
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, laneclear_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global auto_w_proximity
cfg.set_int("combo_key", combo_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("draw_q_range", draw_q_range)
cfg.set_bool("draw_w_range", draw_w_range)
cfg.set_bool("draw_e_range", draw_e_range)
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)
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, laneclear_key
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global auto_w_proximity
ui.text("SA1-Olaf : 1.0.0.0")
ui.text("R manual")
ui.separator ()
combo_key = ui.keyselect("Combo key", combo_key)
laneclear_key = ui.keyselect("Jungleclear key", laneclear_key)
if ui.treenode("Setting [Q]"):
use_q_in_combo = ui.checkbox("Use Q in Combo", use_q_in_combo)
draw_q_range = ui.checkbox("Draw Q Range", draw_q_range)
ui.treepop()
if ui.treenode("Setting [W]"):
use_w_in_combo = ui.checkbox("Use W in Combo, Range below:", use_w_in_combo)
draw_w_range = ui.checkbox("Draw W Range", draw_w_range)
ui.treepop()
if ui.treenode("Setting [E]"):
use_e_in_combo = ui.checkbox("Use E in Combo", use_e_in_combo)
draw_e_range = ui.checkbox("Draw E Range", draw_e_range)
ui.treepop()
if ui.treenode("Laneclear"):
lane_clear_with_q = ui.checkbox("Jungle/lane clear with Q", lane_clear_with_q)
lane_clear_with_w = ui.checkbox("Jungle/lane clear with W", lane_clear_with_w)
lane_clear_with_e = ui.checkbox("Jungle/lane clear with E", lane_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 Combo(game):
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 combo_key
global q, w, e, r
global lastR
global auto_w_proximity
before_cpos = game.get_cursor ()
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
r_spell = getSkill(game, "R")
if (
use_e_in_combo
and IsReady(game, e_spell)
):
target = TargetSelector(game, 325)
if target:
e_spell.move_and_trigger(game.world_to_screen(target.pos))
if use_q_in_combo and IsReady(game, q_spell) :
targetQ = TargetSelector (game,1000)
if targetQ :
q_travel_time = 1000/1600
predicted_pos = predict_pos (targetQ, q_travel_time)
predicted_target = Fake_target (targetQ.name, predicted_pos, targetQ.gameplay_radius)
if game.player.pos.distance (predicted_target.pos) <= 950:
if game.player.mana >= 50:
game.move_cursor(game.world_to_screen(predicted_target.pos))
time.sleep(0.01)
q_spell.trigger(False)
time.sleep(0.01)
game.move_cursor(before_cpos)
if (
use_w_in_combo
and IsReady(game, w_spell)
):
target = TargetSelector(game, 250)
if target:
w_spell.trigger(False)
def jungle(game):
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global auto_w_proximity
before_cpos = game.get_cursor ()
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
if (
lane_clear_with_e
and IsReady(game, e_spell)
):
target = GetBestJungleInRange(game, 325)
if target:
e_spell.move_and_trigger(game.world_to_screen(target.pos))
if lane_clear_with_q and IsReady(game, q_spell) :
targetQ = GetBestJungleInRange (game,1000)
if targetQ :
q_travel_time = 1000/1600
predicted_pos = predict_pos (targetQ, q_travel_time)
predicted_target = Fake_target (targetQ.name, predicted_pos, targetQ.gameplay_radius)
if game.player.pos.distance (predicted_target.pos) <= 950:
if game.player.mana >= 50:
game.move_cursor(game.world_to_screen(predicted_target.pos))
time.sleep(0.01)
q_spell.trigger(False)
time.sleep(0.01)
game.move_cursor(before_cpos)
if (
lane_clear_with_w
and IsReady(game, w_spell)
):
target = GetBestJungleInRange(game, 250)
if target:
w_spell.trigger(False)
def Laneclear(game):
global lane_clear_with_q, lane_clear_with_w, lane_clear_with_e
global auto_w_proximity
before_cpos = game.get_cursor ()
q_spell = getSkill(game, "Q")
w_spell = getSkill(game, "W")
e_spell = getSkill(game, "E")
if (
lane_clear_with_e
and IsReady(game, e_spell)
):
target = GetBestMinionsInRange(game, 325)
if target:
e_spell.move_and_trigger(game.world_to_screen(target.pos))
if lane_clear_with_q and IsReady(game, q_spell) :
targetQ = GetBestMinionsInRange (game,1000)
if targetQ :
q_travel_time = 1000/1600
predicted_pos = predict_pos (targetQ, q_travel_time)
predicted_target = Fake_target (targetQ.name, predicted_pos, targetQ.gameplay_radius)
if game.player.pos.distance (predicted_target.pos) <= 950:
if game.player.mana >= 50:
game.move_cursor(game.world_to_screen(predicted_target.pos))
time.sleep(0.01)
q_spell.trigger(False)
time.sleep(0.01)
game.move_cursor(before_cpos)
if (
lane_clear_with_w
and IsReady(game, w_spell)
):
target = GetBestMinionsInRange(game, 250)
if target:
w_spell.trigger(False)
def winstealer_update(game, ui):
global use_q_in_combo, use_w_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 q, w, e, r
global combo_key, laneclear_key
self = game.player
player = game.player
if player.is_alive :
if game.was_key_pressed(combo_key):
Combo(game)
if game.was_key_pressed(laneclear_key):
Laneclear(game)
jungle(game)