-----------------
--英雄：齐天大圣
--技能：乾坤之跃
--键位：D
--类型：指向地点
--作者：Меня завут Зона!
-----------------
local X = {}
local bot = GetBot()

local J = require( GetScriptDirectory()..'/FunLib/jmz_func')
local U = require( GetScriptDirectory()..'/AuxiliaryScript/Generic')

--初始数据
local ability = bot:GetAbilityByName('monkey_king_primal_spring')

local nKeepMana, nMP, nHP, nLV, hEnemyHeroList, hAlleyHeroList, aetherRange, stoneCast, stoneCastGap;

stoneCast = -100;
stoneCastGap = 1.0;

nKeepMana = 400 --魔法储量
nLV = bot:GetLevel(); --当前英雄等级
nMP = bot:GetMana()/bot:GetMaxMana(); --目前法力值/最大法力值（魔法剩余比）
nHP = bot:GetHealth()/bot:GetMaxHealth();--目前生命值/最大生命值（生命剩余比）
hEnemyHeroList = bot:GetNearbyHeroes(1600, true, BOT_MODE_NONE);--1600范围内敌人
hAlleyHeroList = bot:GetNearbyHeroes(1600, false, BOT_MODE_NONE);--1600范围内队友

--获取以太棱镜施法距离加成
local aether = J.IsItemAvailable("item_aether_lens");
if aether ~= nil then aetherRange = 250 else aetherRange = 0 end
    
--初始化函数库
U.init(nLV, nMP, nHP, bot);

--技能释放功能
function X.Release(castTarget)
    if castTarget ~= nil then
        X.Compensation() 
        bot:Action_UseAbilityOnLocation( ability, castTarget );
		stoneCast = DotaTime();
    end
end

--补偿功能
function X.Compensation()
    J.SetQueuePtToINT(bot, true)--临时补充魔法，使用魂戒
end

--技能释放欲望
function X.Consider()

	-- 确保技能可以使用
    if ability == nil
	   or ability:IsNull()
       or not ability:IsFullyCastable()
	then 
		return BOT_ACTION_DESIRE_NONE, 0; --没欲望
    end
    
	-- Get some of its values
	local nCastRange = ability:GetSpecialValueInt("max_distance");
	local nRadius = ability:GetSpecialValueInt("impact_radius");
	local nCastPoint = ability:GetChannelTime( );
	
	local tableNearbyEnemyHeroes = bot:GetNearbyHeroes( 1000, true, BOT_MODE_NONE );
	if tableNearbyEnemyHeroes == nil then
		return BOT_ACTION_DESIRE_NONE, 0;
	end
	
	--------------------------------------
	-- Mode based usage
	--------------------------------------
	if J.IsRetreating(bot) and #tableNearbyEnemyHeroes >= 1
	then
		local location = GetXUnitsTowardsLocation( GetAncient(GetTeam()):GetLocation(), nCastRange );
		return BOT_ACTION_DESIRE_MODERATE, location;
	end
	
	
	if J.IsInTeamFight(bot, 1200)
	then		
		local locationAoE = bot:FindAoELocation( true, true, bot:GetLocation(), nCastRange, nRadius, 0, 0 );
		if ( locationAoE.count >= 2 ) 
		then
			return BOT_ACTION_DESIRE_LOW, locationAoE.targetloc;
		end
	end
	
	-- If we're going after someone
	if J.IsGoingOnSomeone(bot)
	then
		local npcTarget = bot:GetTarget();
		if J.IsValidHero(npcTarget) and J.CanCastOnNonMagicImmune(npcTarget) and J.IsInRange(npcTarget, bot, nCastRange)
		then
			if J.IsDisabled(npcTarget) or npcTarget:GetMovementDirectionStability() < 1.0 then
				return BOT_ACTION_DESIRE_HIGH, npcTarget:GetLocation( );
			else
				return BOT_ACTION_DESIRE_MODERATE, npcTarget:GetExtrapolatedLocation( nCastPoint );
			end
		end
	end
	
	return BOT_ACTION_DESIRE_NONE, 0;
	
end

function GetXUnitsTowardsLocation( vLocation, nUnits)
    local direction = Normalized((vLocation - bot:GetLocation()))
    return bot:GetLocation() + direction * nUnits
end

function Normalized(vector)
	local mod = ( vector.x ^ 2 + vector.y ^ 2 ) ^ 0.5
	return Vector(vector.x / mod, vector.y / mod)
end

return X;