using System;
using CommonLang;
using CommonLang.IO;
using CommonAI.Zone.Instance;
using CommonAI.Zone.Formula;
using CommonAI.Zone.Helper;
using CommonAI.Zone.ZoneEditor;
using CommonLang.Xml;
using CommonAI.ZoneClient;
using CommonAI.Zone.Simple;
using CommonAI.Data;
using System.Collections.Generic;

namespace CommonAI.Zone
{
    /// <summary>
    /// 客户端用于监听场景行为的监听器
    /// </summary>
    public interface InstanceZoneListener
    {
        void onEventHandler(Event e);

		bool CheckDropItem();
	}

    public abstract class InstanceZoneFactory
    {
        protected InstanceZoneFactory()
        {
            InitData();
        }

        public virtual Random CreateRandom(int seed)
        {
            return new Random(seed);
        }

        //-------------------------------------------------------------------------------------------------------------------------------
        #region --Host--

        /// <summary>
        /// 扩展以及公式
        /// </summary>
        abstract public IFormula Formula { get; }

        /// <summary>
        /// 创建场景
        /// </summary>
        /// <param name="templates"></param>
        /// <param name="listener"></param>
        /// <param name="data"></param>
        /// <returns></returns>
        public virtual EditorScene CreateEditorScene(TemplateManager templates, InstanceZoneListener listener, SceneData data, GSCreateAreaData gsData, string bindGameSrvId)
        {
            return new EditorScene(templates, listener, data, gsData, 9, DateTime.Now.Millisecond);
        }

        /// <summary>
        /// 创建法术
        /// </summary>
        /// <param name="zone"></param>
        /// <param name="data"></param>
        /// <param name="launch"></param>
        /// <param name="launcher"></param>
        /// <param name="sender"></param>
        /// <returns></returns>
        public virtual InstanceSpell CreateSpell(InstanceZone zone, SpellTemplate data, LaunchSpell launch, InstanceUnit launcher, InstanceZoneObject sender, 
			XmdsSkillType fromSkillType, Dictionary<uint, InstanceUnit> damageList, int manyCannonMax, JSGCreateSpellData createData)
        {
            return new InstanceSpell(zone, data, launch, launcher, sender, damageList, fromSkillType, manyCannonMax, createData);
        }

        /// <summary>
        /// 创建物品
        /// </summary>
        /// <param name="zone"></param>
        /// <param name="item"></param>
        /// <param name="name"></param>
        /// <param name="force"></param>
        /// <param name="creater"></param>
        /// <returns></returns>
        public virtual InstanceItem CreateItem(InstanceZone zone, ItemTemplate item, string name, int force, InstanceUnit creater, string disPlayName,int from)
        {
            return new InstanceItem(zone, item, name, force, creater, disPlayName,from);
        }

        /// <summary>
        /// 创建单位
        /// </summary>
        /// <param name="zone"></param>
        /// <param name="info"></param>
        /// <param name="name"></param>
        /// <param name="force"></param>
        /// <param name="level"></param>
        /// <returns></returns>
        public virtual InstanceUnit CreateUnit(InstanceZone zone, UnitInfo info, string name, int force, int alliesForce, int level)
        {
            InstanceUnit ret = null;
            if (info.UType == UnitInfo.UnitType.TYPE_PLAYER)
            {
                ret = new InstancePlayer(zone, info, name, force, level, alliesForce);
            }
            else if (info.UType == UnitInfo.UnitType.TYPE_PET)
            {
                ret = new InstancePet(zone, info, name, force, level);
            }
            else if (info.UType == UnitInfo.UnitType.TYPE_SUMMON)
            {
                ret = new InstanceSummon(zone, info, name, force, level);
            }
            else if (info.UType == UnitInfo.UnitType.TYPE_BUILDING)
            {
                ret = new InstanceBuilding(zone, info, name, force, level);
            }
            else if (info.UType == UnitInfo.UnitType.TYPE_MANUAL)
            {
                ret = new InstanceManual(zone, info, name, force, level);
            }
            else if (info.UType == UnitInfo.UnitType.TYPE_TRIGGER)
            {
                ret = new InstanceTriggerUnit(zone, info, name, force, level);
            }
            else if (info.UType == UnitInfo.UnitType.TYPE_NEUTRALITY)
            {
                ret = new InstanceNature(zone, info, name, force, level);
            }
            else
            {
                ret = new InstanceGuard(zone, info, name, force, level);
            }
            return ret;
        }

        /// <summary>
        /// 创建单位仇恨系统
        /// </summary>
        /// <param name="owner"></param>
        /// <returns></returns>
        public virtual HateSystem CreateHateSystem(InstanceUnit owner)
        {
            return new SimpleHateSystem(owner);
        }

        /// <summary>
        /// 创建任务事件接口
        /// </summary>
        /// <param name="zone"></param>
        /// <returns></returns>
        public abstract IQuestAdapter CreateQuestAdapter(InstanceZone zone);

        public virtual IVirtualUnit CreateUnitVirtual(InstanceUnit owner)
        {
            return null;
        }


        #endregion
        //-------------------------------------------------------------------------------------------------------------------------------
        #region --Client--

        /// <summary>
        /// 创建客户端显示名称规则
        /// </summary>
        /// <param name="info"></param>
        /// <param name="syncInfo"></param>
        /// <returns></returns>
        public virtual string ToClientDisplayName(UnitInfo info, SyncUnitInfo syncInfo)
        {
            return info.Name;
        }

        /// <summary>
        /// 创建客户端代理场景
        /// </summary>
        /// <param name="templates"></param>
        /// <param name="listener"></param>
        /// <returns></returns>
        public virtual ZoneLayer CreateClientZoneLayer(EditorTemplates templates, ILayerClient listener)
        {
            return new ZoneLayer(templates, listener);
        }


        public virtual ZoneSpell CreateClientSpell(ZoneLayer parent, SpellTemplate info, SyncSpellInfo syn, AddSpellEvent add = null)
        {
            return new ZoneSpell(info, syn, parent, add);
        }
        public virtual ZoneItem CreateClientItem(ZoneLayer parent, ItemTemplate info, SyncItemInfo syn, AddItemEvent add = null)
        {
            return new ZoneItem(info, syn, parent, add);
        }
        public virtual ZoneUnit CreateClientUnit(ZoneLayer parent, UnitInfo info, SyncUnitInfo syn, AddUnitEvent add = null)
        {
            return new ZoneUnit(info, syn, parent, add);
        }
        public virtual ZoneActor CreateClientActor(ZoneLayer parent, UnitInfo info, LockActorEvent add)
        {
            return new ZoneActor(info, add, parent);
        }

        public virtual IVirtualClientUnit CreateClientUnitVirtual(ZoneClient.ZoneUnit owner)
        {
            return null;
        }

        #endregion
        //-------------------------------------------------------------------------------------------------------------------------------
        #region --Data--

        public abstract ICommonConfig CreateCommonCFG();
        public abstract IUnitProperties CreateUnitProperties();
        public abstract ISkillProperties CreateSkillProperties();
        public abstract ISpellProperties CreateSpellProperties();
        public abstract IBuffProperties CreateBuffProperties();
        public abstract IItemProperties CreateItemProperties();
        public abstract IUnitTriggerProperties CreateTriggerProperties();
        public abstract ISceneProperties CreateSceneProperties();
        public abstract IAttackProperties CreateAttackProperties();

        public Type ExtConfigType { get; private set; }
        public Type ScenePropertiesType { get; private set; }
        public Type UnitPropertiesType { get; private set; }
        public Type BuffPropertiesType { get; private set; }
        public Type ItemPropertiesType { get; private set; }
        public Type SkillPropertiesType { get; private set; }
        public Type SpellPropertiesType { get; private set; }
        public Type UnitTriggerPropertiesType { get; private set; }

        private void InitData()
        {
            ExtConfigType = CreateCommonCFG().GetType();
            UnitPropertiesType = CreateUnitProperties().GetType();
            SkillPropertiesType = CreateSkillProperties().GetType();
            SpellPropertiesType = CreateSpellProperties().GetType();
            BuffPropertiesType = CreateBuffProperties().GetType();
            ItemPropertiesType = CreateItemProperties().GetType();
            UnitTriggerPropertiesType = CreateTriggerProperties().GetType();
            ScenePropertiesType = CreateSceneProperties().GetType();
        }

        #endregion
        //-------------------------------------------------------------------------------------------------------------------------------
    }
    //---------------------------------------------------------------------------------------------

    public interface ICommonConfig
	{
		void init();
	}

    public interface IUnitProperties : ICloneable, IExternalizable { }
    public interface ISkillProperties : ICloneable, IExternalizable
    {
        XmdsSkillType GetSkillType();

		// 多段式存储
		int GetSkillUseTimes();					// 获取技能可使用次数
		int GetSkillAddTimeInterval();			// 获取技能增加使用次数时间间隔
    }
    public interface ISpellProperties : ICloneable, IExternalizable { }
    public interface IBuffProperties : ICloneable, IExternalizable { }
    public interface IItemProperties : ICloneable, IExternalizable { }
    public interface IUnitTriggerProperties : ICloneable, IExternalizable { }
    public interface ISceneProperties : ICloneable, IExternalizable
    {
        void OnInit(InstanceZone owner);

        //0-不允许自动战斗,1-允许自动战斗,2-通过后自动站点,3-进入默认自动战斗
        byte GetAutoFightFlag();
    }
    public interface IAttackProperties : ICloneable, IExternalizable
	{
		int GetAttackID();
	}


    //---------------------------------------------------------------------------------------------

    //---------------------------------------------------------------------------------------------
}