- Yasaklandı
- #1
Banlı Üye
Kod:
#include <iostream>
#include <chrono>
#include <thread>
class Orbwalker {
public:
Orbwalker() {
attackSpeed = 0.625f;
lastAttack = 0;
}
void Attack(float targetX, float targetY) {
if (CanAttack()) {
std::cout << "Attacking target at (" << targetX << ", " << targetY << ")" << std::endl;
lastAttack = GetTickCount();
}
}
private:
float attackSpeed;
int lastAttack;
int GetTickCount() {
return std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count();
}
bool CanAttack() {
int currentTick = GetTickCount();
int elapsed = currentTick - lastAttack;
float attackDelay = 1000 / attackSpeed;
return elapsed >= attackDelay;
}
};
int main() {
Orbwalker orbwalker;
while (true) {
orbwalker.Attack(100, 100);
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
return 0;
}
Kod:
#include <iostream>
#include <map>
using namespace std;
map<string, int> items;
bool canAttack() {
// Kullanıcının saldırma yeteneğine göre true veya false döndürür
return true;
}
bool isInAutoAttackRange(string target) {
// Hedefin saldırı menzilinde olup olmadığını kontrol eder
return true;
}
void attack(string target) {
// Hedefi vur
cout << "Attacking " << target << endl;
}
void orbwalk() {
// Tüm hedefleri taramak için döngü
for (auto const &item : items) {
string target = item.first;
if (isInAutoAttackRange(target) && canAttack()) {
attack(target);
break;
}
}
}
int main() {
// Örnek veriler
items["minion1"] = 100;
items["minion2"] = 80;
items["minion3"] = 90;
items["minion4"] = 95;
orbwalk();
return 0;
}
Kod:
class Orbwalker:
def __init__(self, attack_range, attack_delay, move_speed):
self.attack_range = attack_range
self.attack_delay = attack_delay
self.move_speed = move_speed
self.last_attack = 0
self.target = None
def set_target(self, target):
self.target = target
def should_attack(self):
if self.target is None:
return False
if (self.last_attack + self.attack_delay) > time.time():
return False
if self.get_distance(self.target) > self.attack_range:
return False
return True
def attack(self):
if self.should_attack():
# attack the target
print("Attacking target")
self.last_attack = time.time()
def move(self):
if self.target is None:
return
if self.get_distance(self.target) > self.attack_range:
# move towards the target
print("Moving towards target")
def get_distance(self, target):
# implement this function to return the distance to the target
return 0 # placeholder
orbwalker = Orbwalker(500, 0.6, 425)
orbwalker.set_target(target)
while True:
orbwalker.attack()
orbwalker.move()
time.sleep(0.1)
Kod:
class Orbwalker:
def __init__(self, champion, spell_slots):
self.champion = champion
self.spell_slots = spell_slots
self.target = None
def select_target(self, targets):
"""Select the target to attack based on priority."""
# TODO: Implement target selection logic
def attack(self):
"""Attack the selected target."""
if self.target:
self.champion.attack(self.target)
def move(self):
"""Move to the target location."""
if self.target:
self.champion.move(self.target.position)
def use_spell(self, spell_index):
"""Use the specified spell."""
if self.spell_slots[spell_index].is_ready():
self.spell_slots[spell_index].cast(self.target)
Kod:
import win32api, win32con
import time
import sys
def left_click():
win32api.mouse_event(win32con.MOUSEEVENTF_LEFTDOWN,0,0)
time.sleep(.1)
win32api.mouse_event(win32con.MOUSEEVENTF_LEFTUP,0,0)
def right_click():
win32api.mouse_event(win32con.MOUSEEVENTF_RIGHTDOWN,0,0)
time.sleep(.1)
win32api.mouse_event(win32con.MOUSEEVENTF_RIGHTUP,0,0)
def get_player_position():
# Code to get the player's current position in the game
# ...
return (x, y)
def get_monster_position(monster_name):
# Code to get the position of the monster with the given name
# ...
return (x, y)
def distance(p1, p2):
# Code to calculate the distance between two points
# ...
return d
def move_mouse_to(x, y):
win32api.SetCursorPos((x, y))
def orbwalk(monster_name):
player_position = get_player_position()
monster_position = get_monster_position(monster_name)
distance_to_monster = distance(player_position, monster_position)
if distance_to_monster > 500:
# Move player closer to the monster
# ...
# Attack the monster
move_mouse_to(*monster_position)
left_click()
while True:
# Check if monster is in range and attack it
# ...
time.sleep(0.1)
Moderatörün son düzenlenenleri: