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csh/utils.py

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2023-03-31 02:40:11 +02:00
from math import atan2, hypot, pi
class Vec:
def __init__(self, x: int | float | None = None, y: int | float | None = None, z: int | float | None = None) -> None:
if x != None:
self.new(x, y, z)
else:
self.x = 0
self.y = 0
self.z = 0
def new(self, x: int | float, y: int | float | None, z: int | float | None) -> None:
"""Change values of Vector"""
if y == None:
raise TypeError
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# Determine type of class
self.type = int
if type(x) == float:
self.type = float
# Verify other type
if type(y) != self.type:
raise TypeError
self.x = self.type(x)
self.y = self.type(y)
if z == None:
self.z = None
else:
self.z = self.type(z)
def __str__(self):
max_precision = 3
x = round(self.x, max_precision)
y = round(self.y, max_precision)
z = None if self.z == None else round(self.z, max_precision)
return f"{self.__class__.__name__}({x}, {y}{'' if z == None else f', {z}'})"
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def plus(self, other: 'Vec') -> 'Vec':
x = self.x + other.x
y = self.y + other.y
if self.z == None or other.z == None:
return Vec(x, y)
return Vec(x, y, self.z + other.z)
def minus(self, other: 'Vec') -> 'Vec':
x = self.x - other.x
y = self.y - other.y
if self.z == None or other.z == None:
return Vec(x, y)
return Vec(x, y, self.z - other.z)
def div(self, factor: float) -> 'Vec':
x = self.x / factor
y = self.y / factor
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if self.z == None:
return Vec(x, y)
return Vec(x, y, self.z / factor)
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def to_angle(self):
if self.z == None:
raise TypeError
deg_to_rad = (180. / pi)
return Vec(
atan2(-self.z, hypot(self.x, self.y)) * deg_to_rad,
atan2(self.y, self.x) * deg_to_rad
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)
def is_zero(self):
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xy = (float(self.x) == 0.) and (float(self.y) == 0.)
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if self.z == None:
return xy
return xy and float(self.z) == 0.
def calculate_angle(local_pos: Vec, ennemy_pos: Vec, angles: Vec) -> Vec:
"""Angle calculation for aimbot"""
return ((ennemy_pos.minus(local_pos).to_angle().minus(angles)))
def angle_fixer(angle: Vec) -> Vec:
"""Force the angle to respect game limitation"""
# Limit of pitch in game is ]-89; 180[
if angle.x > 89.:
angle.x = 89.
if angle.x < -89.:
angle.x = -89
# Limit of yaw in game is ]-180; 360[
while (angle.y > 180.):
angle.y -= 360.
while (angle.y < -180.):
angle.y += 360.
return angle