local GetNumTalentTabs, GetNumTalents, GetTalentInfo = GetNumTalentTabs, GetNumTalents, GetTalentInfo

Merfin = Merfin or {}
Merfin.PlayerTalents = {}

local class = select(2, UnitClass("player")) -- Get player's class
local isHealer = false -- Initialize healer status

-- Healer talent definitions for each class
local healerTalents = {
    SHAMAN = {
        {tree = 3, tier = 5, column = 3},
        {tree = 3, tier = 7, column = 2},
        {tree = 3, tier = 5, column = 1},
    },
    PALADIN = {
        {tree = 1, tier = 5, column = 2},
        {tree = 1, tier = 6, column = 3},
        {tree = 1, tier = 7, column = 2},
    },
    DRUID = {
        {tree = 3, tier = 5, column = 3},
        {tree = 3, tier = 7, column = 2},
    },
    PRIEST = {
        {tree = 1, tier = 7, column = 2},
        {tree = 2, tier = 5, column = 2},
        {tree = 2, tier = 7, column = 2},
    },
}

-- Function to check if player matches a given spec talent definition
function Merfin.CheckSpecByTalents(specTalents)
    -- Ensure specTalents is a valid table
    if not specTalents or type(specTalents) ~= "table" then
        return false
    end

    -- Ensure there's a talent table for the player's class
    local classTalents = specTalents[class]
    if not classTalents or type(classTalents) ~= "table" then
        return true
    end

    -- Loop through the talents for the player's class
    for _, talent in ipairs(classTalents) do
        local tree, tier, column = talent.tree, talent.tier, talent.column

        -- Check if the corresponding talent in the player's talents is active
        if Merfin.PlayerTalents[tree] 
           and Merfin.PlayerTalents[tree][tier] 
           and Merfin.PlayerTalents[tree][tier][column] 
           and Merfin.PlayerTalents[tree][tier][column] > 0 then
            return true -- A matching talent was found
        end
    end

    return false -- No matching talents found
end

-- Function to record player's talents
local function RecordPlayerTalents()
    local classTalents = {}
    for tree = 1, GetNumTalentTabs() do
        classTalents[tree] = {}
        for j = 1, GetNumTalents(tree) do
            local _, _, tier, column, rank = GetTalentInfo(tree, j)
            if rank > 0 then
                if not classTalents[tree][tier] then
                    classTalents[tree][tier] = {}
                end
                classTalents[tree][tier][column] = rank
            end
        end
    end
    Merfin.PlayerTalents = classTalents
    WeakAuras.ScanEvents('MERFIN_TALENTS_CHANGED')
end

-- Function to handle talent updates and update healer status
local function UpdateHealerStatus()
    local newIsHealer = healerTalents[class] and Merfin.CheckSpecByTalents(healerTalents)
    
    if newIsHealer ~= isHealer then
        isHealer = newIsHealer
        WeakAuras.ScanEvents('WA_HEALER_STATE_CHANGED', isHealer)
    end
end

-- Interface function to check if the player is a healer
function Merfin.IsPlayerHealer()
    return isHealer
end

-- Initialize event handling
local function InitializeTalentTracking()
    local frame = CreateFrame("Frame")
    
    frame:SetScript("OnEvent", function(self, event, ...)
        if event == "PLAYER_TALENT_UPDATE" or event == "CHARACTER_POINTS_CHANGED" or event == "PLAYER_ENTERING_WORLD" then
            RecordPlayerTalents()
            UpdateHealerStatus()
        end
    end)
    
    frame:RegisterEvent("PLAYER_TALENT_UPDATE")
    frame:RegisterEvent("CHARACTER_POINTS_CHANGED")
    frame:RegisterEvent("PLAYER_ENTERING_WORLD")
end

-- Call the initializer when the addon loads
InitializeTalentTracking()
