/*
 * 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 "RpgStrategy.h"

#include "Playerbots.h"
#include "RpgSubActions.h"

float RpgActionMultiplier::GetValue(Action* action)
{
    if (action == nullptr)
        return 1.0f;

    std::string const nextAction = AI_VALUE(std::string, "next rpg action");
    std::string const name = action->getName();

    if (!nextAction.empty() && dynamic_cast<RpgEnabled*>(action) && name != nextAction)
        return 0.0f;

    return 1.0f;
}

RpgStrategy::RpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}

NextAction** RpgStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("rpg", 1.0f), nullptr); }

void RpgStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(
        new TriggerNode("no rpg target", NextAction::array(0, new NextAction("choose rpg target", 5.0f), nullptr)));
    triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("move random", 1.10f), NULL)));
    triggers.push_back(new TriggerNode("far from rpg target",
                                       NextAction::array(0, new NextAction("move to rpg target", 5.0f), nullptr)));

    // Sub actions
    triggers.push_back(new TriggerNode("rpg", NextAction::array(0, new NextAction("rpg stay", 1.101f), nullptr)));
    triggers.push_back(new TriggerNode("rpg", NextAction::array(0, new NextAction("rpg work", 1.101f), nullptr)));
    triggers.push_back(new TriggerNode("rpg", NextAction::array(0, new NextAction("rpg emote", 1.101f), nullptr)));
    triggers.push_back(
        new TriggerNode("has rpg target", NextAction::array(0, new NextAction("rpg cancel", 1.101f), nullptr)));
    // triggers.push_back(new TriggerNode("rpg taxi", NextAction::array(0, new NextAction("rpg taxi", 1.005f),
    // nullptr)));
    triggers.push_back(
        new TriggerNode("rpg discover", NextAction::array(0, new NextAction("rpg discover", 1.210f), nullptr)));
    triggers.push_back(
        new TriggerNode("rpg start quest", NextAction::array(0, new NextAction("rpg start quest", 1.180f), nullptr)));
    triggers.push_back(
        new TriggerNode("rpg end quest", NextAction::array(0, new NextAction("rpg end quest", 1.190f), nullptr)));
    triggers.push_back(new TriggerNode("rpg buy", NextAction::array(0, new NextAction("rpg buy", 1.130f), nullptr)));
    // triggers.push_back(new TriggerNode("rpg sell", NextAction::array(0, new NextAction("rpg sell", 1.100f),
    // nullptr)));
    triggers.push_back(
        new TriggerNode("rpg repair", NextAction::array(0, new NextAction("rpg repair", 1.195f), nullptr)));
    // triggers.push_back(new TriggerNode("rpg train", NextAction::array(0, new NextAction("rpg train", 1.080f),
    // nullptr)));
    triggers.push_back(new TriggerNode("rpg heal", NextAction::array(0, new NextAction("rpg heal", 1.125f), nullptr)));
    triggers.push_back(
        new TriggerNode("rpg home bind", NextAction::array(0, new NextAction("rpg home bind", 1.160f), nullptr)));
    // triggers.push_back(new TriggerNode("rpg queue bg", NextAction::array(0, new NextAction("rpg queue bg", 1.085f),
    // nullptr)));
    triggers.push_back(
        new TriggerNode("rpg buy petition", NextAction::array(0, new NextAction("rpg buy petition", 1.140f), nullptr)));
    triggers.push_back(new TriggerNode("rpg use", NextAction::array(0, new NextAction("rpg use", 1.102f), nullptr)));
    // triggers.push_back(new TriggerNode("rpg spell", NextAction::array(0, new NextAction("rpg spell", 1.001f),
    // nullptr))); triggers.push_back(new TriggerNode("rpg craft", NextAction::array(0, new NextAction("rpg
    // craft", 1.001f), nullptr)));
    //  triggers.push_back(new TriggerNode("rpg trade useful", NextAction::array(0, new NextAction("rpg trade
    //  useful", 1.030f), nullptr))); triggers.push_back(new TriggerNode("rpg duel", NextAction::array(0, new
    //  NextAction("rpg duel", 1.010f), nullptr)));
}

void RpgStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
    multipliers.push_back(new RpgActionMultiplier(botAI));
}
