/*
 * 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.
 */

#ifndef _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H
#define _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H

#include "Action.h"
#include "NamedObjectContext.h"

class PlayerbotAI;

class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
    public:
        GenericPaladinStrategyActionNodeFactory()
        {
            creators["seal of light"] = &seal_of_light;
            creators["cleanse poison"] = &cleanse_poison;
            creators["cleanse disease"] = &cleanse_disease;
            creators["cleanse magic"] = &cleanse_magic;
            creators["cleanse poison on party"] = &cleanse_poison_on_party;
            creators["cleanse disease on party"] = &cleanse_disease_on_party;
            creators["seal of wisdom"] = &seal_of_wisdom;
            creators["seal of justice"] = &seal_of_justice;
            creators["hand of reckoning"] = &hand_of_reckoning;
            creators["judgement of wisdom"] = &judgement_of_wisdom;
            creators["divine shield"] = &divine_shield;
            creators["flash of light"] = &flash_of_light;
            creators["flash of light on party"] = &flash_of_light_on_party;
            creators["holy wrath"] = &holy_wrath;
            creators["lay on hands"] = &lay_on_hands;
            creators["lay on hands on party"] = &lay_on_hands_on_party;
            creators["hammer of wrath"] = &hammer_of_wrath;
            creators["retribution aura"] = &retribution_aura;
            creators["blessing of kings"] = &blessing_of_kings;
            creators["blessing of wisdom"] = &blessing_of_wisdom;
            creators["blessing of kings on party"] = &blessing_of_kings_on_party;
            creators["blessing of wisdom on party"] = &blessing_of_wisdom_on_party;
            creators["blessing of sanctuary"] = &blessing_of_sanctuary;
        }
    private:
        static ActionNode* blessing_of_sanctuary(PlayerbotAI* botAI)
        {
            return new ActionNode ("blessing of sanctuary",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }

        static ActionNode* blessing_of_kings(PlayerbotAI* botAI)
        {
            return new ActionNode ("blessing of kings",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }

        static ActionNode* blessing_of_wisdom(PlayerbotAI* botAI)
        {
            return new ActionNode ("blessing of wisdom",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }

        static ActionNode* blessing_of_kings_on_party(PlayerbotAI* botAI)
        {
            return new ActionNode ("blessing of kings on party",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }

        static ActionNode* blessing_of_wisdom_on_party(PlayerbotAI* botAI)
        {
            return new ActionNode ("blessing of wisdom on party",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }

        static ActionNode* retribution_aura(PlayerbotAI* botAI)
        {
            return new ActionNode ("retribution aura",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("devotion aura"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* lay_on_hands(PlayerbotAI* botAI)
        {
            return new ActionNode ("lay on hands",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("divine shield"), new NextAction("flash of light"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* lay_on_hands_on_party(PlayerbotAI* botAI)
        {
            return new ActionNode ("lay on hands on party",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("flash of light"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* seal_of_light(PlayerbotAI* botAI)
        {
            return new ActionNode ("seal of light",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("seal of justice"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* cleanse_poison(PlayerbotAI* botAI)
        {
            return new ActionNode ("cleanse poison",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("purify poison"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* cleanse_magic(PlayerbotAI* botAI)
        {
            return new ActionNode ("cleanse magic",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }

        static ActionNode* cleanse_disease(PlayerbotAI* botAI)
        {
            return new ActionNode ("cleanse disease",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("purify disease"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* cleanse_poison_on_party(PlayerbotAI* botAI)
        {
            return new ActionNode ("cleanse poison on party",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("purify poison on party"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* cleanse_disease_on_party(PlayerbotAI* botAI)
        {
            return new ActionNode ("cleanse disease on party",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("purify disease on party"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* seal_of_wisdom(PlayerbotAI* botAI)
        {
            return new ActionNode ("seal of wisdom",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("seal of justice"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* seal_of_justice(PlayerbotAI* botAI)
        {
            return new ActionNode ("seal of justice",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* hand_of_reckoning(PlayerbotAI* botAI)
        {
            return new ActionNode ("hand of reckoning",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("judgement of justice"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* judgement_of_wisdom(PlayerbotAI* botAI)
        {
            return new ActionNode ("judgement of wisdom",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("judgement of light"), nullptr),
                /*C*/ nullptr);
        }
        static ActionNode* divine_shield(PlayerbotAI* botAI)
        {
            return new ActionNode ("divine shield",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("divine protection"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* flash_of_light(PlayerbotAI* botAI)
        {
            return new ActionNode ("flash of light",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("holy light"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* flash_of_light_on_party(PlayerbotAI* botAI)
        {
            return new ActionNode ("flash of light on party",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("holy light on party"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* holy_wrath(PlayerbotAI* botAI)
        {
            return new ActionNode ("holy wrath",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("consecration"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* hammer_of_wrath(PlayerbotAI* botAI)
        {
            return new ActionNode ("hammer of wrath",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
                /*C*/ nullptr);
        }
};

#endif
