----------------------------------------------------------------------------
--	Ranked Matchmaking AI v1.3 New Structure
--	Author: adamqqq		Email:adamqqq@163.com
----------------------------------------------------------------------------
--------------------------------------
-- General Initialization
--------------------------------------
local utility = require(GetScriptDirectory() .. "/utility")
local ability_item_usage_generic = require(GetScriptDirectory() .. "/ability_item_usage_generic")
local AbilityExtensions = require(GetScriptDirectory() .. "/util/AbilityAbstraction")

local debugmode = false
local npcBot = GetBot()
if npcBot == nil or npcBot:IsIllusion() then
	return
end

local Talents = {}
local Abilities = {}
local AbilitiesReal = {}

ability_item_usage_generic.InitAbility(Abilities, AbilitiesReal, Talents)

local AbilityToLevelUp =
{
	Abilities[2],
	Abilities[1],
	Abilities[3],
	Abilities[3],
	Abilities[3],
	Abilities[4],
	Abilities[3],
	Abilities[2],
	Abilities[2],
	"talent",
	Abilities[2],
	Abilities[4],
	Abilities[1],
	Abilities[1],
	"talent",
	Abilities[1],
	"nil",
	Abilities[4],
	"nil",
	"talent",
	"nil",
	"nil",
	"nil",
	"nil",
	"talent",
}
local TalentTree = {
	function()
		return Talents[2]
	end,
	function()
		return Talents[4]
	end,
	function()
		return Talents[5]
	end,
	function()
		return Talents[7]
	end
}

-- check skill build vs current level
utility.CheckAbilityBuild(AbilityToLevelUp)

function BuybackUsageThink()
	ability_item_usage_generic.BuybackUsageThink();
end

function CourierUsageThink()
	ability_item_usage_generic.CourierUsageThink();
end

function AbilityLevelUpThink()
	ability_item_usage_generic.AbilityLevelUpThink2(AbilityToLevelUp, TalentTree)
end

--------------------------------------
-- Ability Usage Thinking
--------------------------------------
local cast = {}
cast.Desire = {}
cast.Target = {}
cast.Type = {}
local Consider = {}
local CanCast = { utility.NCanCast, utility.NCanCast, utility.NCanCast, utility.UCanCast }
local enemyDisabled = utility.enemyDisabled

function GetComboDamage()
	return ability_item_usage_generic.GetComboDamage(AbilitiesReal)
end

function GetComboMana()
	return ability_item_usage_generic.GetComboMana(AbilitiesReal)
end

Consider[1] = function()

	local abilityNumber = 1
	--------------------------------------
	-- Generic Variable Setting
	--------------------------------------
	local ability = AbilitiesReal[abilityNumber];

	if not ability:IsFullyCastable() then
		return BOT_ACTION_DESIRE_NONE, 0;
	end

	local CastRange = ability:GetCastRange();
	local Damage = ability:GetAbilityDamage();


	local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE);
	local enemys = npcBot:GetNearbyHeroes(CastRange + 300, true, BOT_MODE_NONE)
	local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
	local creeps = npcBot:GetNearbyCreeps(CastRange + 300, true)
	local WeakestCreep, CreepHealth = utility.GetWeakestUnit(creeps)


	-- If we're in a teamfight, use it on the scariest enemy
	local tableNearbyAttackingAlliedHeroes = npcBot:GetNearbyHeroes(1000, false, BOT_MODE_ATTACK);
	if (#tableNearbyAttackingAlliedHeroes >= 2)
	then

		local npcMostDangerousEnemy = nil;
		local nMostDangerousDamage = 0;

		local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes(CastRange, true, BOT_MODE_NONE);
		for _, npcEnemy in pairs(tableNearbyEnemyHeroes) do
			if (CanCast[abilityNumber](npcEnemy) and not enemyDisabled(npcEnemy))
			then
				local Damage2 = npcEnemy:GetEstimatedDamageToTarget(false, npcBot, 3.0, DAMAGE_TYPE_ALL);
				if (Damage2 > nMostDangerousDamage)
				then
					nMostDangerousDamage = Damage2;
					npcMostDangerousEnemy = npcEnemy;
				end
			end
		end

		if (npcMostDangerousEnemy ~= nil)
		then
			return BOT_ACTION_DESIRE_HIGH, npcMostDangerousEnemy;
		end
	end

	--try to kill enemy hero
	if (npcBot:GetActiveMode() ~= BOT_MODE_RETREAT)
	then
		if (WeakestEnemy ~= nil)
		then
			if (CanCast[abilityNumber](WeakestEnemy))
			then
				if (
					HeroHealth <= WeakestEnemy:GetActualIncomingDamage(Damage, DAMAGE_TYPE_MAGICAL) or
						(
						HeroHealth <= WeakestEnemy:GetActualIncomingDamage(GetComboDamage(), DAMAGE_TYPE_MAGICAL) and
							npcBot:GetMana() > ComboMana))
				then
					return BOT_ACTION_DESIRE_HIGH, WeakestEnemy;
				end
			end
		end
	end

	--------------------------------------
	-- Mode based usage
	--------------------------------------

	-- If we're going after someone
	if (npcBot:GetActiveMode() == BOT_MODE_ROAM or
		npcBot:GetActiveMode() == BOT_MODE_TEAM_ROAM or
		npcBot:GetActiveMode() == BOT_MODE_DEFEND_ALLY or
		npcBot:GetActiveMode() == BOT_MODE_ATTACK)
	then
		local npcTarget = npcBot:GetTarget();

		if (npcTarget ~= nil)
		then
			if (
				CanCast[abilityNumber](npcTarget) and not enemyDisabled(npcTarget) and
					GetUnitToUnitDistance(npcBot, npcTarget) < CastRange + 75 * #allys)
			then
				return BOT_ACTION_DESIRE_MODERATE, npcTarget
			end
		end
	end

	return BOT_ACTION_DESIRE_NONE, 0
end

Consider[2] = function()
	local abilityNumber = 2
	--------------------------------------
	-- Generic Variable Setting
	--------------------------------------
	local ability = AbilitiesReal[abilityNumber];

	if not ability:IsFullyCastable() or AbilityExtensions:CannotTeleport(npcBot) then
		return BOT_ACTION_DESIRE_NONE, 0;
	end

	local CastRange = ability:GetCastRange();


	local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE);
	local enemys = npcBot:GetNearbyHeroes(CastRange + 300, true, BOT_MODE_NONE)
	local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
	local trees = npcBot:GetNearbyTrees(300)


	--try to kill enemy hero
	if (npcBot:GetActiveMode() ~= BOT_MODE_RETREAT)
	then
		if (WeakestEnemy ~= nil)
		then
			local enemys2 = WeakestEnemy:GetNearbyHeroes(900, true, BOT_MODE_NONE)
			-- TODO: don't know why, but enemys2 can be null

			if CanCast[abilityNumber](WeakestEnemy) and (enemys ~= nil or #enemys2 <= 2)
			then
				if npcBot:GetMana() > ComboMana * 1.5
				then
					return BOT_ACTION_DESIRE_MODERATE, utility.GetUnitsTowardsLocation(npcBot, WeakestEnemy, CastRange);
				end
			end
		end
	end
	--------------------------------------
	-- Mode based usage
	--------------------------------------

	-- If we're seriously retreating
	if (npcBot:GetActiveMode() == BOT_MODE_RETREAT)
	then
		return BOT_ACTION_DESIRE_HIGH, utility.GetUnitsTowardsLocation(npcBot, GetAncient(GetTeam()), CastRange)
	end


	-- If we're going after someone
	if (npcBot:GetActiveMode() == BOT_MODE_ROAM or
		npcBot:GetActiveMode() == BOT_MODE_TEAM_ROAM or
		npcBot:GetActiveMode() == BOT_MODE_DEFEND_ALLY or
		npcBot:GetActiveMode() == BOT_MODE_ATTACK)
	then
		local npcEnemy = npcBot:GetTarget();

		if (ManaPercentage > 0.4 or npcBot:GetMana() > ComboMana)
		then
			if (npcEnemy ~= nil)
			then
				local enemys2 = npcEnemy:GetNearbyHeroes(900, true, BOT_MODE_NONE)
				if (enemys2 ~= nil and #enemys2 <= 2)
				then
					if (
						CanCast[abilityNumber](npcEnemy) and GetUnitToUnitDistance(npcBot, npcEnemy) > CastRange - 100 and
							GetUnitToUnitDistance(npcBot, npcEnemy) < 1000)
					then
						return BOT_ACTION_DESIRE_MODERATE, utility.GetUnitsTowardsLocation(npcBot, npcEnemy, CastRange);
					end
				end
			end
		end
	end

	return BOT_ACTION_DESIRE_NONE, 0;

end

Consider[3] = function()
	if not AbilitiesReal[3]:IsFullyCastable() then
		return 0
	end
	if npcBot:GetActiveMode() == BOT_MODE_LANING then
		local allys = npcBot:GetNearbyHeroes(1200, false, BOT_MODE_NONE);
		local enemys = npcBot:GetNearbyHeroes(1200, true, BOT_MODE_NONE)
		local WeakestEnemy, HeroHealth = utility.GetWeakestUnit(enemys)
		local creeps = npcBot:GetNearbyCreeps(1200, true)
		local weakestCreep, creepHealth = utility.GetWeakestUnit(creeps)
		if weakestCreep ~= nil and
			creepHealth <= weakestCreep:GetActualIncomingDamage(npcBot:GetAttackDamage() * 1.05, DAMAGE_TYPE_PHYSICAL) and
			GetUnitToUnitDistance(npcBot, weakestCreep) <= 250 then
			return true
		end
	end
	return false
end
Consider[3] = AbilityExtensions:ToggleFunctionToAction(npcBot, Consider[3], AbilitiesReal[3])

AbilityExtensions:AutoModifyConsiderFunction(npcBot, Consider, AbilitiesReal)

function AbilityUsageThink()

	-- Check if we're already using an ability
	if (npcBot:IsUsingAbility() or npcBot:IsChanneling() or npcBot:IsSilenced())
	then
		return
	end

	ComboMana = GetComboMana()
	AttackRange = npcBot:GetAttackRange()
	ManaPercentage = npcBot:GetMana() / npcBot:GetMaxMana()
	HealthPercentage = npcBot:GetHealth() / npcBot:GetMaxHealth()

	cast = ability_item_usage_generic.ConsiderAbility(AbilitiesReal, Consider)
	---------------------------------debug--------------------------------------------
	if (debugmode == true)
	then
		ability_item_usage_generic.PrintDebugInfo(AbilitiesReal, cast)
	end
	ability_item_usage_generic.UseAbility(AbilitiesReal, cast)
end

function CourierUsageThink()
	ability_item_usage_generic.CourierUsageThink()
end
