/*
 * 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 "HealPaladinStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"

class HealPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
    // HealPaladinStrategyActionNodeFactory()
    // {
    //     creators["concentration aura"] = &concentration_aura;
    // }

private:
    // ACTION_NODE_A(concentration_aura, "concentration aura", "devotion aura");
};

HealPaladinStrategy::HealPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
    actionNodeFactories.Add(new HealPaladinStrategyActionNodeFactory());
}

NextAction** HealPaladinStrategy::getDefaultActions()
{
    return NextAction::array(0, new NextAction("judgement of light", ACTION_DEFAULT + 2), nullptr);
}

void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    GenericPaladinStrategy::InitTriggers(triggers);

    // triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
    triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr)));
    triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
    // triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), 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_EMERGENCY + 3), nullptr)));

    triggers.push_back(new TriggerNode(
        "party member critical health",
		NextAction::array(0,
            new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 5), 
            new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4),
            NULL)));

    triggers.push_back(new TriggerNode(
        "party member low health",
		NextAction::array(0,
            new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5), 
            NULL)));

	triggers.push_back(new TriggerNode(
        "party member medium health",
		NextAction::array(0,
            new NextAction("holy light on party", ACTION_LIGHT_HEAL + 9),
            new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8),
            NULL)));
    
    triggers.push_back(new TriggerNode(
        "party member almost full health",
		NextAction::array(0, 
            new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3),
            NULL)));

    triggers.push_back(new TriggerNode(
        "beacon of light on main tank",
		NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), NULL)));

    triggers.push_back(new TriggerNode(
        "sacred shield on main tank",
		NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), NULL)));

}
