----------------------------------------------------------------------------
--	Ranked Matchmaking AI v1.5e
--	Author: adamqqq		Email:adamqqq@163.com
--  Contributor: zmcmcc Email:mengzhang@utexas.edu
----------------------------------------------------------------------------
--------------------------------------
-- 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 A = require(GetScriptDirectory() .. "/util/MiraDota")

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[1],
	Abilities[3],
	Abilities[1],
	Abilities[2],
	Abilities[1],
	Abilities[5],
	Abilities[1],
	Abilities[2],
	Abilities[2],
	"talent",
	Abilities[2],
	Abilities[5],
	Abilities[3],
	Abilities[3],
	"talent",
	Abilities[3],
	"nil",
	Abilities[5],
	"nil",
	"talent",
	"nil",
	"nil",
	"nil",
	"nil",
	"talent",
}
local TalentTree = {
	function()
		return Talents[2]
	end,
	function()
		return Talents[4]
	end,
	function()
		return Talents[6]
	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, function(t) return AbilityExtensions:NormalCanCast(t) and A.Unit.IsHero(t) end,
	utility.NCanCast, utility.UCanCast, utility.CanCastNoTarget, utility.CanCastNoTarget }
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() - 300;
	local Damage = ability:GetAbilityDamage();
	local Radius = ability:GetAOERadius() - 300
	local CastPoint = ability:GetCastPoint();

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

	--------------------------------------
	-- Global high-priorty usage
	--------------------------------------
	--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(GetComboDamage(), DAMAGE_TYPE_MAGICAL) and
						npcBot:GetMana() > ComboMana)

				then
					return BOT_ACTION_DESIRE_MODERATE, WeakestEnemy:GetExtrapolatedLocation(CastPoint);
				end
			end
		end
	end
	--------------------------------------
	-- Mode based usage
	--------------------------------------
	-- 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_MODERATE, npcMostDangerousEnemy:GetExtrapolatedLocation(CastPoint);
		end
	end

	--protect myself
	do
		local enemys2 = npcBot:GetNearbyHeroes(300, true, BOT_MODE_NONE);
		for _, npcEnemy in pairs(enemys2) do
			if (CanCast[abilityNumber](npcEnemy) and npcBot:WasRecentlyDamagedByHero(npcEnemy, 2.0))
			then
				return BOT_ACTION_DESIRE_HIGH, npcEnemy:GetExtrapolatedLocation(CastPoint);
			end
		end
	end

	-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
	if (npcBot:GetActiveMode() == BOT_MODE_RETREAT and npcBot:GetActiveModeDesire() >= BOT_MODE_DESIRE_HIGH)
	then
		for _, npcEnemy in pairs(enemys) do
			if CanCast[abilityNumber](npcEnemy) and npcBot:WasRecentlyDamagedByHero(npcEnemy, 2.0)
			then
				return BOT_ACTION_DESIRE_HIGH, npcEnemy:GetExtrapolatedLocation(CastPoint);
			end
		end
	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 = AbilityExtensions:GetTargetIfGood(npcBot)

		if (npcEnemy ~= nil)
		then
			if (CanCast[abilityNumber](npcEnemy) and npcBot:GetMana() > ComboMana)
			then
				return BOT_ACTION_DESIRE_LOW, npcEnemy:GetExtrapolatedLocation(CastPoint);
			end
		end
	end

	return BOT_ACTION_DESIRE_NONE, 0;

end

Consider[2] = function()

	local ability = AbilitiesReal[2];

	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)

	--try to kill enemy hero
	if (npcBot:GetActiveMode() ~= BOT_MODE_RETREAT)
	then
		if (WeakestEnemy ~= nil)
		then
			if (CanCast[2](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_MODERATE, WeakestEnemy;
				end
			end
		end
	end
	--------------------------------------
	-- Mode based usage
	--------------------------------------

	--if ( npcBot:GetActiveMode() == BOT_MODE_LANING )
	--then
	if ((ManaPercentage > 0.4 or npcBot:GetMana() > ComboMana) and ability:GetLevel() >= 2)
	then
		if (WeakestEnemy ~= nil)
		then
			if (CanCast[2](WeakestEnemy))
			then
				return BOT_ACTION_DESIRE_LOW, WeakestEnemy;
			end
		end
	end
	--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 npcTarget = AbilityExtensions:GetTargetIfGood(npcBot)

		if (ManaPercentage > 0.4 or npcBot:GetMana() > ComboMana)
		then
			if (npcTarget ~= nil)
			then
				if (CanCast[2](npcTarget))
				then
					return BOT_ACTION_DESIRE_MODERATE, npcTarget;
				end
			end
		end
	end

	return BOT_ACTION_DESIRE_NONE, 0;

end

Consider[3] = function()
	local abilityNumber = 3
	--------------------------------------
	-- Generic Variable Setting
	--------------------------------------
	local ability = AbilitiesReal[abilityNumber];

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

	local CastRange = ability:GetCastRange();
	local CastPoint = ability:GetCastPoint();

	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)
	--------------------------------------
	-- Global high-priorty usage
	--------------------------------------
	--Try to kill enemy hero
	if (npcBot:GetActiveMode() ~= BOT_MODE_RETREAT)
	then
		if (WeakestEnemy ~= nil and CanCast[abilityNumber](WeakestEnemy))
		then
			if (WeakestEnemy:GetHealth() / WeakestEnemy:GetMaxHealth() < 0.3)
			then
				return BOT_ACTION_DESIRE_HIGH
			end
		end
	end

	--------------------------------------
	-- Mode based usage
	--------------------------------------
	--protect myself
	local enemys2 = npcBot:GetNearbyHeroes(600, true, BOT_MODE_NONE);
	-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
	if (
		(npcBot:GetActiveMode() == BOT_MODE_RETREAT and npcBot:GetActiveModeDesire() >= BOT_MODE_DESIRE_HIGH) or #enemys2 >
			0)
	then
		for _, npcEnemy in pairs(enemys) do
			if (
				(npcBot:WasRecentlyDamagedByHero(npcEnemy, 2.0) and HealthPercentage < 0.4) or
					GetUnitToUnitDistance(npcBot, npcEnemy) < 400)
			then
				return BOT_ACTION_DESIRE_HIGH
			end
		end
	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 (npcEnemy ~= nil)
		then
			if (npcEnemy:GetHealth() / npcEnemy:GetMaxHealth() < 0.4)
			then
				return BOT_ACTION_DESIRE_HIGH, npcEnemy
			end
		end
	end

	return BOT_ACTION_DESIRE_NONE, 0;

end

Consider[5] = function()
	local abilityNumber = 5
	--------------------------------------
	-- Generic Variable Setting
	--------------------------------------
	local ability = AbilitiesReal[abilityNumber];

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

	local CastRange = 0
	local Damage = ability:GetAbilityDamage()
	local Radius = ability:GetAOERadius()
	local CastPoint = ability:GetCastPoint()

	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)
	--------------------------------------
	-- Global high-priorty usage
	--------------------------------------

	--------------------------------------
	-- Mode based usage
	--------------------------------------
	-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
	if (npcBot:GetActiveMode() == BOT_MODE_RETREAT and npcBot:GetActiveModeDesire() >= BOT_MODE_DESIRE_MODERATE)
	then
		if (npcBot:WasRecentlyDamagedByAnyHero(2.0))
		then
			return BOT_ACTION_DESIRE_HIGH
		end
	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 = AbilityExtensions:GetTargetIfGood(npcBot)
		if (npcEnemy ~= nil)
		then
			if (GetUnitToUnitDistance(npcBot, npcEnemy) <= 2000)
			then
				return BOT_ACTION_DESIRE_MODERATE
			end
		end
	end

	return BOT_ACTION_DESIRE_NONE

end

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
