/*
 * 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 "GenericDruidStrategy.h"

#include "Playerbots.h"

class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
    GenericDruidStrategyActionNodeFactory()
    {
        creators["melee"] = &melee;
        creators["caster form"] = &caster_form;
        creators["cure poison"] = &cure_poison;
        creators["cure poison on party"] = &cure_poison_on_party;
        creators["abolish poison"] = &abolish_poison;
        creators["abolish poison on party"] = &abolish_poison_on_party;
        creators["rebirth"] = &rebirth;
        creators["entangling roots on cc"] = &entangling_roots_on_cc;
        creators["innervate"] = &innervate;
    }

private:
    static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("melee",
                              /*P*/ nullptr,
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

    static ActionNode* caster_form([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("caster form",
                              /*P*/ nullptr,
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

    static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("cure poison",
                              /*P*/ nullptr,
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

    static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("cure poison on party",
                              /*P*/ nullptr,
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

    static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("abolish poison",
                              /*P*/ nullptr,
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

    static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("abolish poison on party",
                              /*P*/ nullptr,
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

    static ActionNode* rebirth([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("rebirth",
                              /*P*/ nullptr,
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

    static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("entangling roots on cc",
                              /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

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

GenericDruidStrategy::GenericDruidStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
{
    actionNodeFactories.Add(new GenericDruidStrategyActionNodeFactory());
}

void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    CombatStrategy::InitTriggers(triggers);

    triggers.push_back(
        new TriggerNode("low health", NextAction::array(0, new NextAction("barkskin", ACTION_HIGH + 7), nullptr)));

    // triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("regrowth",
    // ACTION_MEDIUM_HEAL + 2), nullptr))); triggers.push_back(new TriggerNode("party member low health",
    // NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
    // triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("regrowth",
    // ACTION_CRITICAL_HEAL + 2), new NextAction("healing touch", ACTION_CRITICAL_HEAL + 2), nullptr)));
    // triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0,  new NextAction("regrowth
    // on party", ACTION_CRITICAL_HEAL + 1), new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 1),
    // nullptr))); triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new
    // NextAction("rebirth", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("low mana",
    // NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
    triggers.push_back(new TriggerNode("combat party member dead",
                                       NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 9), NULL)));
    triggers.push_back(new TriggerNode("being attacked",
                                       NextAction::array(0, new NextAction("nature's grasp", ACTION_HIGH + 1), nullptr)));  
}

void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    // triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison",
    // ACTION_DISPEL + 2), nullptr)));
    triggers.push_back(
        new TriggerNode("party member cure poison",
                        NextAction::array(0, new NextAction("abolish poison on party", ACTION_DISPEL + 1), nullptr)));
    
    triggers.push_back(
        new TriggerNode("party member remove curse",
                        NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), NULL)));
    
}

void DruidBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(new TriggerNode(
        "nature's swiftness", NextAction::array(0, new NextAction("nature's swiftness", ACTION_HIGH + 9), nullptr)));
}

void DruidCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(new TriggerNode(
        "entangling roots", NextAction::array(0, new NextAction("entangling roots on cc", ACTION_HIGH + 2), nullptr)));
    triggers.push_back(new TriggerNode(
        "entangling roots kite", NextAction::array(0, new NextAction("entangling roots", ACTION_HIGH + 2), nullptr)));
    triggers.push_back(new TriggerNode(
        "hibernate", NextAction::array(0, new NextAction("hibernate on cc", ACTION_HIGH + 3), nullptr)));
}

void DruidHealerDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(
        new TriggerNode("healer should attack",
                        NextAction::array(0,
                            new NextAction("cancel tree form", ACTION_DEFAULT + 0.3f),
                            new NextAction("moonfire", ACTION_DEFAULT + 0.2f),
                            new NextAction("wrath", ACTION_DEFAULT + 0.1f),
                            new NextAction("starfire", ACTION_DEFAULT),
                            nullptr)));

    // long cast time
    // triggers.push_back(
    //     new TriggerNode("medium aoe and healer should attack",
    //                     NextAction::array(0,
    //                         new NextAction("hurricane", ACTION_DEFAULT + 0.7f),
    //                         nullptr)));
}
