/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
 * and/or modify it under version 2 of the License, or (at your option), any later version.
 */

#include "HealShamanStrategy.h"

#include "Playerbots.h"

class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
    HealShamanStrategyActionNodeFactory()
    {
        creators["earthliving weapon"] = &earthliving_weapon;
        creators["mana tide totem"] = &mana_tide_totem;
    }

private:
    static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("earthliving weapon",
                              /*P*/ nullptr,
                              /*A*/ NextAction::array(0, new NextAction("flametongue weapon"), nullptr),
                              /*C*/ nullptr);
    }

    static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("mana tide totem",
                              /*P*/ nullptr,
                              /*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
                              /*C*/ nullptr);
    }
};

HealShamanStrategy::HealShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
{
    actionNodeFactories.Add(new HealShamanStrategyActionNodeFactory());
}

void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    GenericShamanStrategy::InitTriggers(triggers);

    // triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell",
    // ACTION_NORMAL + 9), nullptr))); triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new
    // NextAction("earthliving weapon", 22.0f), nullptr)));
    triggers.push_back(new TriggerNode("main hand weapon no imbue",
                                       NextAction::array(0, new NextAction("earthliving weapon", 22.0f), nullptr)));
    triggers.push_back(new TriggerNode(
        "group heal setting",
        NextAction::array(0, new NextAction("riptide on party", 27.0f), new NextAction("chain heal on party", 26.0f), NULL)));

    triggers.push_back(new TriggerNode(
        "party member critical health",
        NextAction::array(0, new NextAction("riptide on party", 25.0f), new NextAction("healing wave on party", 24.0f),
                          new NextAction("lesser healing wave on party", 23.0f), nullptr)));

    triggers.push_back(new TriggerNode(
        "party member low health",
        NextAction::array(0, new NextAction("riptide on party", 19.0f), new NextAction("healing wave on party", 18.0f),
                          new NextAction("lesser healing wave on party", 17.0f), nullptr)));

    triggers.push_back(new TriggerNode(
        "party member medium health",
        NextAction::array(0, new NextAction("riptide on party", 16.0f), new NextAction("healing wave on party", 15.0f),
                          new NextAction("lesser healing wave on party", 14.0f), nullptr)));

    triggers.push_back(
        new TriggerNode("party member almost full health",
                        NextAction::array(0, new NextAction("riptide on party", 12.0f),
                                          new NextAction("lesser healing wave on party", 11.0f), nullptr)));

    triggers.push_back(
        new TriggerNode("party member cleanse spirit poison",
                        NextAction::array(0, new NextAction("cleanse spirit poison on party", ACTION_DISPEL + 2),
                                          new NextAction("cleansing totem", ACTION_DISPEL + 2), NULL)));

    triggers.push_back(
        new TriggerNode("party member cleanse spirit disease",
                        NextAction::array(0, new NextAction("cleanse spirit disease on party", ACTION_DISPEL + 2),
                                          new NextAction("cleansing totem", ACTION_DISPEL + 1), NULL)));

    triggers.push_back(new TriggerNode(
        "party member cleanse spirit curse",
        NextAction::array(0, new NextAction("cleanse spirit curse on party", ACTION_DISPEL + 2), NULL)));

    // triggers.push_back(new TriggerNode(
    //     "no fire totem",
    //     NextAction::array(0, new NextAction("flametongue totem", 10.0f), NULL)));

    // triggers.push_back(new TriggerNode(
    //     "no water totem",
    //     NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL)));

    triggers.push_back(
        new TriggerNode("earth shield on main tank",
                        NextAction::array(0, new NextAction("earth shield on main tank", ACTION_HIGH + 7), NULL)));

    triggers.push_back(new TriggerNode("enemy too close for spell",
                                       NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));

    triggers.push_back(
        new TriggerNode("medium mana", NextAction::array(0, new NextAction("mana tide totem", ACTION_HIGH + 5), NULL)));

    triggers.push_back(
        new TriggerNode("no fire totem", NextAction::array(0, new NextAction("flametongue totem", 7.0f),
                                                           new NextAction("searing totem", 6.0f), nullptr)));
    triggers.push_back(new TriggerNode("fire elemental totem",
                                       NextAction::array(0, new NextAction("fire elemental totem", 32.0f), nullptr)));                                                       
    triggers.push_back(new TriggerNode(
        "party member to heal out of spell range",
        NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 1), nullptr)));
}
