/*
 * 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 "GenericMageStrategy.h"

#include "Playerbots.h"
#include "RangedCombatStrategy.h"

class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
    GenericMageStrategyActionNodeFactory()
    {
        creators["frostbolt"] = &frostbolt;
        creators["frostfire bolt"] = &frostfire_bolt;
        creators["ice lance"] = &ice_lance;
        creators["fire blast"] = &fire_blast;
        creators["scorch"] = &scorch;
        creators["frost nova"] = &frost_nova;
        creators["cone of cold"] = &cone_of_cold;
        creators["icy veins"] = &icy_veins;
        creators["combustion"] = &combustion;
        creators["evocation"] = &evocation;
        creators["dragon's breath"] = &dragons_breath;
        creators["blast wave"] = &blast_wave;
        creators["remove curse"] = &remove_curse;
        creators["remove curse on party"] = &remove_curse_on_party;
        creators["fireball"] = &fireball;
    }

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

    static ActionNode* frostfire_bolt([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("frostfire bolt",
                              /*P*/ nullptr,
                              /*A*/ NextAction::array(0, new NextAction("fireball"), nullptr),
                              /*C*/ nullptr);
    }

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

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

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

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

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

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

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

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

    static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("dragon's breath",
                              /*P*/ nullptr,
                              /*A*/ nullptr,
                              /*C*/ nullptr);
    }

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

    static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("remove curse",
                              /*P*/ nullptr,
                              /*A*/ NextAction::array(0, new NextAction("remove lesser curse"), nullptr),
                              /*C*/ nullptr);
    }

    static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("remove curse on party",
                              /*P*/ nullptr,
                              /*A*/ NextAction::array(0, new NextAction("remove lesser curse on party"), nullptr),
                              /*C*/ nullptr);
    }
    static ActionNode* fireball([[maybe_unused]] PlayerbotAI* botAI)
    {
        return new ActionNode("fireball",
                              /*P*/ nullptr,
                              /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
                              /*C*/ nullptr);
    }
};

GenericMageStrategy::GenericMageStrategy(PlayerbotAI* botAI) : RangedCombatStrategy(botAI)
{
    actionNodeFactories.Add(new GenericMageStrategyActionNodeFactory());
}

void GenericMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    RangedCombatStrategy::InitTriggers(triggers);

    // triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell",
    // ACTION_MOVE + 9), nullptr)));
    triggers.push_back(
        new TriggerNode("enemy is close", NextAction::array(0, new NextAction("frost nova", 50.0f), nullptr)));
    triggers.push_back(
        new TriggerNode("counterspell on enemy healer",
                        NextAction::array(0, new NextAction("counterspell on enemy healer", 40.0f), nullptr)));
    triggers.push_back(
        new TriggerNode("critical health", NextAction::array(0, new NextAction("ice block", 80.0f), nullptr)));
    triggers.push_back(
        new TriggerNode("spellsteal", NextAction::array(0, new NextAction("spellsteal", 40.0f), nullptr)));
    triggers.push_back(
        new TriggerNode("medium threat", NextAction::array(0, new NextAction("invisibility", 60.0f), nullptr)));
    triggers.push_back(
        new TriggerNode("low mana", NextAction::array(0, new NextAction("evocation", ACTION_EMERGENCY + 5), nullptr)));
    triggers.push_back(
        new TriggerNode("fire ward", NextAction::array(0, new NextAction("fire ward", ACTION_EMERGENCY), nullptr)));
    triggers.push_back(
        new TriggerNode("frost ward", NextAction::array(0, new NextAction("frost ward", ACTION_EMERGENCY), nullptr)));
        
        triggers.push_back(new TriggerNode("enemy too close for spell",
            NextAction::array(0, new NextAction("blink back", ACTION_MOVE + 5), nullptr)));
}

void MageCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(
        new TriggerNode("remove curse", NextAction::array(0, new NextAction("remove curse", 41.0f), nullptr)));
    triggers.push_back(new TriggerNode("remove curse on party",
                                       NextAction::array(0, new NextAction("remove curse on party", 40.0f), nullptr)));
}

void MageBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 50.0f), nullptr)));
    triggers.push_back(
        new TriggerNode("presence of mind", NextAction::array(0, new NextAction("presence of mind", 42.0f), nullptr)));
    // triggers.push_back(new TriggerNode("arcane power", NextAction::array(0, new NextAction("arcane power", 41.0f), nullptr)));
    triggers.push_back(
        new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 41.0f), nullptr)));
}

void MageCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(new TriggerNode("polymorph", NextAction::array(0, new NextAction("polymorph", 30.0f), nullptr)));
}
