using CommonAI.RTS;
using CommonLang.Vector;
using CommonAI.Zone.Helper;
using CommonAI.Zone.Formula;
using CommonLang;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using CommonLang.IO;
using CommonAI.Data;
using CommonAI.Zone.ZoneEditor.EventTrigger;
using CommonAI.ZoneClient;

namespace CommonAI.Zone.Instance
{

    /// <summary>
    /// 可自动战斗的可操作单位
    /// </summary>
    public class InstancePlayer : InstanceUnit
    {
        private readonly string mPlayerUUID;
        //private HashMap<string, int> mKilledPlayersID = new HashMap<string, int>();
        private CommonAI.ZoneClient.SyncMode mCurrentSyncMode;
        private bool mIsSkillControlByServer = true;

		//自动拾取范围
		protected float mAutoPickRange = XmdsConstConfig.AUTOPICK_RANGE;
		protected float mAutoPickSearchRange = XmdsConstConfig.AUTOPICK_RANGE * 3;

		protected TimeInterval<int> mCheckGuard;
        protected HashMap<string, QuestData> mQuests = new HashMap<string, QuestData>();
        protected UnitLaunchSkillAction mWaitingSkill;

        protected StatePlayerControlMove mControlMove;
        protected StatePlayerUpdateMove mUpdateMove;
        protected StateFollowAndAttack mFocusTarget;
        protected StateFollowAndPickItem mFocusPickItem;
        protected StatePlayerAttackTo mAttackTo;        

        public virtual bool isTeamMemberAndFollow()
        {
            return false;
        }

        public override string PlayerUUID
        {
            get { return mPlayerUUID; }
        }
        public string ClientID { get; set; }
        public bool IsGuard { get; set; }
        public bool IsReady { get; private set; }

        public override bool IsPlayer { get { return true; } }
		public override bool IsPlayerUnit { get { return true; } }

		public override bool IntersectObj { get { return (Templates.CFG.PLAYER_NONE_TOUCH) ? false : base.IntersectObj; } }
        public override bool IsSkillControllableByServer { get { return mIsSkillControlByServer; } }
        public CommonAI.ZoneClient.SyncMode ClientSyncMode { get { return mCurrentSyncMode; } }

        public bool IsRobot { get; set; }

        public InstancePlayer(InstanceZone zone, UnitInfo info, string name, int force, int level, int alliesForce)
            : base(zone, info, name, force, level, false, alliesForce)
        {
            this.mPlayerUUID = string.IsNullOrEmpty(name) ? "" : name;
            this.mSyncInfo.PlayerUUID = mPlayerUUID;
            this.mControlMove = new StatePlayerControlMove(this);
            this.mUpdateMove = new StatePlayerUpdateMove(this);
            this.mCheckGuard = new TimeInterval<int>(Templates.CFG.AI_VIEW_TRIGGER_CHECK_TIME_MS);
        }

        protected override void Disposing()
        {
            /*
            mControlMove = null;
            mUpdateMove = null;
            mFocusTarget = null;
            mFocusPickItem = null;
            mAttackTo = null;
            */
            base.Disposing();
        }


        /// <summary>
        /// 联网模式,断开连接。
        /// </summary>
        public virtual void OnDisconnected() { }
        /// <summary>
        /// 联网模式,重新连接。
        /// </summary>
        public virtual void OnReconnected(UnitInfo temp, int force, int level, Vector2 enterPos) { }


        public virtual LockActorEvent GenLockActorEvent(string displayName, float inRange, float outRange, int updateInterval)
        {
            // 准备发送当前场景信息 //
            var loc = new LockActorEvent();
            loc.ServerUpdateInterval = updateInterval;
            loc.ClientSyncObjectRange = inRange;
            loc.ClientSyncObjectOutRange = outRange;
            loc.UnitData = IOUtil.CloneIExternalizable<ZoneClient.SyncUnitInfo>(TemplateManager.MessageCodec, this.GenSyncUnitInfo(true));
            loc.UnitData.Name = displayName;
            loc.UnitData.x = this.X;
            loc.UnitData.y = this.Y;
            loc.GameServerProp = CUtils.TryClone(this.Info.Properties);
            loc.Skills = this.GetSkillEvent();
            loc.UnitData.CurrentBuffStatus = this.GetCurrentBuffStatus();
            loc.CurrentSkillStatus = this.GetCurrentSkillStatus();
            loc.CurrentItemStatus = this.GetCurrentItemStatus();
            loc.CurrentPlayerVars = this.GetCurrentUnitVars();
            loc.CurrentZoneVars = Parent.GetCurrentZoneVars();
            return loc;
        }
        protected override void onUpdateRecover()
        {
            base.onUpdateRecover();
        }

        override protected void onResetAI()
        {
            this.cleanFocus();
            this.doSomething();
        }

        protected override void onAdded(bool pointLv)
        {
            base.onAdded(pointLv);
            this.doSomething();
        }
        //         override protected void onDead(InstanceUnit attacker)
        //         {
        //             if (attacker is IPlayerUnit)
        //             {
        //                 var killer = attacker as IPlayerUnit;
        //                 killer.PutKillPlayer(this.PlayerUUID);
        //             }
        //         }

        override protected void onUpdate(bool slowRefresh)
        {
            base.onUpdate(slowRefresh);
            this.updateGuard();
            this.updateCurrentSkill();
            this.updateAttackTo();
        }
        protected virtual void updateCurrentSkill()
        {
            if (CurrentState is StateSkill)
            {
                var current = CurrentState as StateSkill;
                if (mWaitingSkill != null && current.IsCancelableBySkill)
                {
                    doLaunchSkill(mWaitingSkill);
                }
                else if (IsGuard)
                {
                    if ((mFocusTarget != null))
                    {
                        tryLaunchRandomSkillAndCancelCurrentSkill(mFocusTarget.TargetUnit, true);
                    }
                }
            }
        }
        protected virtual void updateGuard()
        {
            if (mFocusTarget != null && !mFocusTarget.IsActive)
            {
                mFocusTarget = null;
            }
            if (mFocusPickItem != null && !mFocusPickItem.IsActive)
            {
                mFocusPickItem = null;
            }

            if (IsGuard)
            {
                // 旋风斩贴近目标 //
                if (mFocusTarget != null && CurrentState is StateSkill)
                {
                    var state = CurrentState as StateSkill;
                    if (state.IsControlMoveable && !state.unit.IsCannotMove)
                    {
                        state.setMoveTo(mFocusTarget.Target.X, mFocusTarget.Target.Y);
                    }
                }
                // 没目标定期检测目标 //
                if ((mFocusTarget == null) && (mFocusPickItem == null))
                {
                    if (mCheckGuard.Update(Parent.UpdateIntervalMS))
                    {
                        var item = findGuardPickItem();
                        if (item != null)
                        {
                            doFocusPickItem(item);
                            return;
                        }
                        var enemy = findGuardTarget(SkillTemplate.CastTarget.Enemy, AttackReason.Look);
                        if (enemy != null)
                        {
                            doFocusAttack(enemy, SkillTemplate.CastTarget.Enemy);
                            return;
                        }
                        var alias = findGuardTarget(SkillTemplate.CastTarget.AlliesIncludeSelf, AttackReason.Look);
                        if (alias != null)
                        {
                            doFocusAttack(alias, SkillTemplate.CastTarget.AlliesIncludeSelf);
                            return;
                        }
                    }
                }
            }
        }

        protected virtual void updateAttackTo()
        {
            if (mAttackTo != null)
            {
                if (mAttackTo.IsDone)
                {
                    mAttackTo = null;
                }
                else if (!mAttackTo.IsAttack)
                {
                    cleanFocus();
                }
            }
        }

        public override void doSomething()
        {
            if (mWaitingSkill != null && CurrentState is StateSkill)
            {
                if (doLaunchSkill(mWaitingSkill))
                {
                    return;
                }
            }
            else if (IsGuard)
            {
                if (mFocusPickItem != null && mFocusPickItem.IsActive)
                {
                    changeState(mFocusPickItem);
                    return;
                }
                else
                {
                    mFocusPickItem = null;
                }
                if (mFocusTarget != null && mFocusTarget.IsActive)
                {
                    if (Parent.IsAttackable(this, mFocusTarget.TargetUnit, SkillTemplate.CastTarget.AlliesIncludeSelf, AttackReason.Attack, Info))
                    {
                        mFocusTarget = null;
                    }
                    else
                    {
                        changeState(mFocusTarget);
                        return;
                    }
                }
                else
                {
                    mFocusTarget = null;
                }
                if (mAttackTo != null && !mAttackTo.IsDone)
                {
                    changeState(mAttackTo);
                    return;
                }
            }
            base.doSomething();
        }

        public virtual InstanceUnit findGuardTarget(SkillTemplate.CastTarget expect = SkillTemplate.CastTarget.Enemy, AttackReason reason = AttackReason.Look)
        {
            InstanceUnit min = null;
            if (getAvailableSkill(expect) != null)
            {
                float min_len = float.MaxValue;
                Parent.ForEachNearObjects(this.X, this.Y, this.Info.GuardRange, (InstanceUnit u, ref bool cancel) =>
                {
                    if (Parent.IsAttackable(this, u, expect, reason, Info))
                    {
                        float len = MathVector.getDistanceSquare(u.X, u.Y, this.X, this.Y);
                        if (min_len > len)
                        {
                            min_len = len;
                            min = u;
                        }
                    }
                });
            }
            return min;
        }
        public virtual StateFollowAndAttack doFocusAttack(InstanceUnit target, SkillTemplate.CastTarget expect_target = SkillTemplate.CastTarget.Enemy)
        {
            if ((mAttackTo == null || mAttackTo.IsAttack) && Parent.IsAttackable(this, target, expect_target, AttackReason.Tracing, Info))
            {
                if (mFocusTarget != null)
                {
                    if (mFocusTarget.TargetUnit != target)
                    {
                        mFocusTarget = new StateFollowAndAttack(this, target, expect_target, true);
                        if (changeState(mFocusTarget))
                        {
                            queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, expect_target));
                        }
                    }
                }
                else
                {
                    mFocusTarget = new StateFollowAndAttack(this, target, expect_target, true);
                    if (changeState(mFocusTarget))
                    {
                        queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, expect_target));
                    }
                }
            }
            else
            {
                mFocusTarget = null;
            }
            return mFocusTarget;
        }

		//可被自动拾取的,是那种没有进度条的
        public virtual InstanceItem findGuardPickItem()
        {
            InstanceItem min = null;
            float min_len = float.MaxValue;
            Parent.ForEachNearObjects(this.X, this.Y, this.mAutoPickRange, (InstanceItem u, ref bool cancel) =>
            {
                if (u.IsPickable(this))
                {
                    float len = MathVector.getDistanceSquare(u.X, u.Y, this.X, this.Y);
                    if (min_len > len)
                    {
                        min_len = len;
                        min = u;
                    }
                }
            });
            return min;
        }
        public virtual StateFollowAndPickItem doFocusPickItem(InstanceItem target, bool doPick = true)
        {
            if (mAttackTo == null || mAttackTo.IsAttack)
            {
                if (mFocusPickItem != null)
                {
                    if (mFocusPickItem.Target != target)
                    {
						StateFollowAndPickItem focusPickItem = new StateFollowAndPickItem(this, target, doPick);
                        if (changeState(focusPickItem))
                        {
							mFocusPickItem = focusPickItem;
							queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, SkillTemplate.CastTarget.NA));
                        }
                    }
                }
                else
                {
					StateFollowAndPickItem focusPickItem = new StateFollowAndPickItem(this, target, doPick);
                    if (changeState(focusPickItem))
                    {
						mFocusPickItem = focusPickItem;
						queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, SkillTemplate.CastTarget.NA));
                    }
				}
            }
            else
            {
                mFocusPickItem = null;
            }
            return mFocusPickItem;
        }

        protected virtual void cleanFocus()
        {
            mFocusPickItem = null;
            mFocusTarget = null;
        }

        //         internal void PutKillPlayer(string killed)
        //         {
        //             int count = 0;
        //             if (mKilledPlayersID.TryGetValue(killed, out count))
        //             {
        //                 mKilledPlayersID.Put(killed, count + 1);
        //             }
        //             else
        //             {
        //                 mKilledPlayersID.Put(killed, 1);
        //             }
        //         }

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

        public virtual bool doRequest(ActorRequest req)
        {
            if (req is UnitGetStatisticRequest)
            {
                doGetStatisticRequest(req as UnitGetStatisticRequest);
                return true;
            }
            return false;
        }


		//设置自动拾取范围
		public override void SetAutoPickRange(int value)
		{
			this.mAutoPickRange = value;
			this.mAutoPickSearchRange = value * 3;
		}

		protected override void onAction(ObjectAction act)
        {
            //log.Info("------<onAction: " + act.ToString());
            if (!IsDead())
            {
                if (act is UnitMoveAction)
                {
                    doMove(act as UnitMoveAction);
                }
                else if (act is UnitAxisAction)
                {
                    doAxis(act as UnitAxisAction);
                }
                else if (act is UnitFaceToAction)
                {
                    doFaceTo(act as UnitFaceToAction);
                }
                else if (act is UnitStopMoveAction)
                {
                    doStopMove(act as UnitStopMoveAction);
                }
                else if (act is UnitLaunchSkillAction)
                {
                    doLaunchSkill(act as UnitLaunchSkillAction);
                }
                else if (act is UnitUseItemAction)
                {
                    doUseItem(act as UnitUseItemAction);
                }
                else if (act is UnitPickObjectAction)
                {
                    doPickObject(act as UnitPickObjectAction);
                }
                else if (act is UnitUpdatePosAction)
                {
                    doUnitUpdatePos(act as UnitUpdatePosAction);
                }
                else if (act is UnitCancelBuffAction)
                {
                    doCancelBuff(act as UnitCancelBuffAction);
                }
                else if (act is UnitSetSubStateAction)
                {
                    doUnitSetSubStateAction(act as UnitSetSubStateAction);
                }
                else if (act is PlayPetTeleportAction)
                {
                    doPetTeleportAction(act as PlayPetTeleportAction);
                }
            }
            if (act is UnitReadAction)
            {
                doReady(act as UnitReadAction);
            }
            else if (act is UnitGuardAction)
            {
                doGuard(act as UnitGuardAction);
            }
            else if (act is UnitFollowAction)
            {
                doFollow(act as UnitFollowAction);
            }
            else if (act is UnitAttackToAction)
            {
                doAttackTo(act as UnitAttackToAction);
            }
            else if (act is UnitFocuseTargetAction)
            {
                doFocusTarget(act as UnitFocuseTargetAction);
            }
            else if (act is ChatAction)
            {
                doChat(act as ChatAction);
            }
            else if (act is UnitSetSyncModeAction)
            {
                doSetSyncMode(act as UnitSetSyncModeAction);
            }
            else if (act is UnitGetStatisticRequest)
            {
                doGetStatisticRequest(act as UnitGetStatisticRequest);
            }
        }


        #region PlayerActions

        protected virtual void doReady(UnitReadAction act)
        {
            if (IsReady == false)
            {
                IsReady = true;
                Parent.cb_playerReady(this);
            }
        }

        protected virtual void doMove(UnitMoveAction ma)
        {
            if (CurrentState is StateSkill)
            {
                StateSkill ss = CurrentState as StateSkill;
                ss.setMoveTo(new Vector2(ma.x, ma.y));
            }
            else
            {
                cleanFocus();
                startMoveTo(ma.x, ma.y);
            }
        }

        protected virtual void doAxis(UnitAxisAction ma)
        {
            if (CurrentState is StateSkill)
            {
                ma.dx *= 100f;
                ma.dy *= 100f;
                StateSkill ss = CurrentState as StateSkill;
                if (!ma.IsZero)
                {
                    if (ss.IsCancelableByMove)
                    {
                        cleanFocus();

						if (this.mWaitingSkill != null)
						{
							doLaunchSkill(this.mWaitingSkill);
						}
                        else if (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient)
                        {
                            this.mControlMove.Action = ma;
                            ss.block(mControlMove);
                        }
                        else
                        {
                            ss.block(mUpdateMove);
                        }
                    }
                    else
                    {
                        this.mControlMove.Action = ma;
                        Vector2 moveto = new Vector2(X + ma.dx, Y + ma.dy);
                        ss.setMoveTo(moveto);
                    }
                }
                else
                {
                    ss.setMoveTo(null);
                }
            }
            else if (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient)
            {
                cleanFocus();
                if (!ma.IsZero)
                {
                    this.mControlMove.Action = ma;
                    changeState(mControlMove);
                }
                else
                {
                    doSomething();
                }
            }
        }

        protected virtual void doFaceTo(UnitFaceToAction ufa)
        {
            if (CurrentActionStatus == UnitActionStatus.Idle || CurrentActionStatus == UnitActionStatus.Move)
            {
                this.faceTo(ufa.Direction);
            }
        }

        protected virtual void doStopMove(UnitStopMoveAction act)
        {
            cleanFocus();
            if (CurrentState is StateSkill)
            {
                StateSkill ss = CurrentState as StateSkill;
                ss.setMoveTo(null);
            }
            else if (CurrentState is StateMove || CurrentState is StatePlayerControlMove)
            {
                doSomething();
                base.SetActionStatus(UnitActionStatus.Idle);
            }
        }

        protected virtual bool doLaunchSkill(UnitLaunchSkillAction sk)
        {
			var launched = launchSkill(sk.SkillID, new LaunchSkillParam(
                sk.TargetObjID,
                sk.SpellTargetPos,
                sk.IsAutoFocusNearTarget,
                sk.SyncDirection,
                sk.Direction));
			if (launched == null)
			{
				//Console.WriteLine("UnitLaunchSkillAction - 1");
				if (CurrentState is StateSkill)
				{
					var state = CurrentState as StateSkill;
					if (state.SkillData.ID != sk.SkillID || (state.SkillData.IsSingleAction && state.Skill.GetSkillType() != XmdsSkillType.normalAtk))
					{
						//缓存释放技能指令//
						mWaitingSkill = sk;
					}
				}
				return false;
			}
			else
			{
				//一旦释放成功,释放指令//\
				//Console.WriteLine("UnitLaunchSkillAction - 2");
				mWaitingSkill = null;
				return true;
			}
        }

        protected virtual void doGetStatisticRequest(UnitGetStatisticRequest req)
        {
            UnitGetStatisticResponse resp = new UnitGetStatisticResponse();
            //if (req.RequestObjectsID != null)
            //{
            //    for (int i = 0; i < req.RequestObjectsID.Length; i++)
            //    {
            //        InstanceUnit u = Parent.getUnit(req.RequestObjectsID[i]);
            //        if (u != null)
            //        {
            //            var data = u.Statistic.ToUnitStatisticData();
            //            resp.Statistics.Put(req.RequestObjectsID[i], data);
            //        }
            //    }
            //}
            Parent.sendActorResponse(this, req, resp);
        }

        protected virtual void doFocusTarget(UnitFocuseTargetAction focus)
        {
            if (IsGuard)
            {
                mAttackTo = null;
                InstanceZoneObject src = Parent.getObject<InstanceZoneObject>(focus.targetUnitID);
                if ((src is InstanceUnit))
                {
                    if (!IsNoneSkill && ((src as InstanceUnit).IsActive))
                    {
                        doFocusAttack(src as InstanceUnit);
                    }
                }
                else if ((src is InstanceItem))
                {
                    if (src.Enable)
                    {
                        doFocusPickItem(src as InstanceItem);
                    }
                }
                else
                {
                    cleanFocus();
                }
            }
        }
        protected virtual void doAttackTo(UnitAttackToAction act)
        {
            if (!act.attack)
            {
                cleanFocus();
            }
            mAttackTo = new StatePlayerAttackTo(this, act.targetX, act.targetY, act.attack);
            changeState(mAttackTo);
        }
        protected virtual void doUseItem(UnitUseItemAction use)
        {
            UseInventoryItem(use.Index, use.Count);
        }

        protected virtual void doPickObject(UnitPickObjectAction pick)
        {
            InstanceZoneObject obj = Parent.getObject<InstanceZoneObject>(pick.PickableObjectID);
            if (obj is InstanceItem)
            {
                InstanceItem item = obj as InstanceItem;
                item.PickItem(this);
            }
            else if (obj is InstanceUnit)
            {
                InstanceUnit unit = obj as InstanceUnit;
                this.PickUnit(unit);
            }
        }

        protected virtual void doChat(ChatAction chat)
        {
            ChatEvent send = new ChatEvent(chat.To);
            send.FromPlayerUUID = this.PlayerUUID;
            send.Message = chat.Message;
            switch (chat.To)
            {
                case ChatMessageType.PlayerToPlayer:
                    InstancePlayer target = Parent.getPlayerByUUID(chat.TargetPlayerUUID);
                    if (target != null)
                    {
                        send.ToPlayerUUID = target.PlayerUUID;
                        Parent.queueEvent(send);
                    }
                    break;
                case ChatMessageType.PlayerToForce:
                    send.Force = this.Force;
                    Parent.queueEvent(send);
                    break;
                case ChatMessageType.PlayerToAll:
                    Parent.queueEvent(send);
                    break;
            }
        }

        protected virtual void doUnitUpdatePos(UnitUpdatePosAction act)
        {
            //Console.WriteLine("-------------------UnitUpdatePosAction : " + TimeUtil.GetTimestampMS() + ", " + act.x + ", " + act.y + " \t \t" + act.d);
            if (mCurrentSyncMode == ZoneClient.SyncMode.MoveByClient_PreSkillByClient && !this.IsCannotMove)
            {
				//mWaitingSkill = null;
				mUpdateMove.SetPos(act);
                if (CurrentState is StateSkill)
                {
                    var ss = CurrentState as StateSkill;
                    ss.doUpdatePosByClient(act);

					//服务器判断下,蓄力阶段才同步客户端蓄力状态
					if (ss.CurrentActionIndex < ss.SkillData.ActionQueue.Count && 
						ss.SkillData.ActionQueue[ss.CurrentActionIndex].SigleActionType == ActionEnum.chargeAtk)
					{
						if (act.st == UnitActionStatus.ChargeAtkMove)
						{
							this.RemoveActionSubState(UnitActionSubStatus.ChargeAtkIdle);
							this.AddActionSubState(UnitActionSubStatus.ChargeAtkMove);
						}
						else if (act.st == UnitActionStatus.ChargeAtkIdle)
						{
							this.RemoveActionSubState(UnitActionSubStatus.ChargeAtkMove);
							this.AddActionSubState(UnitActionSubStatus.ChargeAtkIdle);
						}
					}					
				}
                else if (CurrentState is StatePickObject)
                {
                    if (act.st == UnitActionStatus.Move)
                    {
                        this.faceTo(act.d);
                        this.setPos(act.x, act.y, this.IntersectMap);
                        changeState(mUpdateMove);
                    }
                }
                else if (CurrentState is StateDamage || CurrentState is StateDead || CurrentState is IStateNoneControllable)
                {

                }
                else if (CurrentActionStatus == UnitActionStatus.DaZuo || CurrentActionStatus == UnitActionStatus.DaZuoRecoveryAttr ||
                    CurrentActionStatus == UnitActionStatus.Idle || CurrentActionStatus == UnitActionStatus.Move)
                {
                    //changestate在帧中切换状态,这里提前判断下一个动作能否转向
                    bool canChangeDircetion = true;
                    StateSkill nextSkill = this.NextState as StateSkill;
                    if (nextSkill != null && nextSkill.Skill != null)
                    {
                        UnitActionData action = nextSkill.Skill.GetCurAction();
                        if(action != null && !action.IsControlFaceable)
                        {
                            canChangeDircetion = false;
                        }
                    }

                    if (canChangeDircetion)
                    {
                        this.faceTo(act.d);
                    }
                    
                    this.setPos(act.x, act.y, this.IntersectMap);
                    if (act.st == UnitActionStatus.Idle)
                    {
                        doSomething();
                    }
                    else if (act.st == UnitActionStatus.Move)
                    {
                        changeState(mUpdateMove);
                    }

                    //Console.WriteLine("st=" + act.d);
                }
            }
        }

        protected virtual void doGuard(UnitGuardAction act)
        {
            if (this.IsGuard != act.guard)
            {
                var IsInCancelingGuard = this.IsGuard;
                this.IsGuard = act.guard;
                this.mIsSkillControlByServer = IsGuard || (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient);
                if (IsGuard == false)
                {
                    mAttackTo = null;
                    cleanFocus();
                }
                else
                {
                    mCheckGuard.Reset();
                }
                resetAI();
                if (NextState == null && IsInCancelingGuard && CurrentState is StateSkill)
                {
                    TryEnqueueIdleState();
                }

				//通知待机状态\
				//if (act.forceNotify)
				{
					this.Virtual.doEvent(JSGCustomOpType.UpdateAutoBattleFlag);
				}
			}
		}

        public virtual void doEnterAutoFight()
        {
           this.IsGuard = true;
        }

        protected virtual void doFollow(UnitFollowAction act)
        {
            this.mIsSkillControlByServer = act.follow || (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient);
            //this.mIsSkillControlByServer = (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient);
        }

        protected virtual void doSetSyncMode(UnitSetSyncModeAction act)
        {
            this.mCurrentSyncMode = act.Mode;
            this.mIsSkillControlByServer = IsGuard || (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient);
        }
        protected virtual void doCancelBuff(UnitCancelBuffAction act)
        {
            BuffState bs = this.GetBuffByID(act.BuffID);
            if (bs != null && bs.Data.IsCancelBySelf)
            {
                this.removeBuff(act.BuffID, BuffState.EndResult_ByClientRemoved);
            }
        }

        protected virtual void doUnitSetSubStateAction(UnitSetSubStateAction act)
        {
            base.AddActionSubState((UnitActionSubStatus)(act.UnitSubState));
        }

        protected virtual void doPetTeleportAction(PlayPetTeleportAction act)
        {
            InstanceUnit petUnit =  this.Virtual.GetPetUnit();
            if (petUnit != null)
            {
                if (petUnit.petTeleportTime < CommonLang.CUtils.CurrentTimeMS)
                {
                    petUnit.petTeleportTime = CommonLang.CUtils.CurrentTimeMS+10*1000;
                    petUnit.lastTeleportTime = CommonLang.CUtils.CurrentTimeMS+3*1000; //3秒之后开始返回
                    //获取玩家当前坐标
                    float x = this.get_x();
                    float y = this.get_y();
                    petUnit.setPos(this.get_x(), this.get_y(), this.IntersectMap);
                    petUnit.faceTo(this.get_direction());
                    State s = new PetLockState(petUnit);
                    petUnit.changeState(s);
                }
                else
                {
                    if (petUnit.lastTeleportTime < CommonLang.CUtils.CurrentTimeMS)
                    {
                        petUnit.lastTeleportTime = CommonLang.CUtils.CurrentTimeMS+3*1000; //3秒之后开始返回
                        this.Virtual.SendMsgToClient(CommonAI.XmdsConstConfig.TIPS_CALL_BACK_BTN);
                    }
                }
            }
        }

        #endregion

        // --------------------------------------------------------------------------------------
        #region PlayerQuests

        public virtual void InitQuestData(ICollection<QuestData> datas)
        {
            foreach (QuestData q in datas)
            {
                if (q.QuestID != null)
                {
                    mQuests.Put(q.QuestID, q);
                }
            }
        }

        internal QuestData doQuestAccepted(string quest)
        {
            if (!string.IsNullOrEmpty(quest))
            {
                QuestData qd = new QuestData(quest);
                qd.State = QuestState.Accepted;
                mQuests.Put(quest, qd);
                return qd;
            }
            return null;
        }
        internal QuestData doQuestCommitted(string quest)
        {
            QuestData qd = mQuests.RemoveByKey(quest);
            if (qd != null)
            {
                qd.State = QuestState.Commited;
                onQuestCommitted(qd);
            }
            return qd;
        }

        /// <summary>
        /// 当任务完成时,子类覆盖的方法被调用
        /// </summary>
        /// <param name="qd"></param>
        protected virtual void onQuestCommitted(QuestData qd) { }

        internal QuestData doQuestDropped(string quest)
        {
            QuestData qd = mQuests.RemoveByKey(quest);
            if (qd != null)
            {
                qd.State = QuestState.Uncharted;
            }
            return qd;
        }
        internal QuestData doQuestStatusChanged(string quest, string key, string value)
        {
            QuestData qd = mQuests.Get(quest);
            if (qd != null)
            {
                qd.Attributes.Put(key, value);
            }
            return qd;
        }

        public virtual bool IsQuestAccepted(string quest)
        {
            QuestData qd = mQuests.Get(quest);
            if (qd != null)
            {
                string ret;
                if (qd.Attributes.TryGetValue("state", out ret))
                {
                    return ret == "0";
                }
                return qd.State == QuestState.Accepted;
            }
            return false;
        }
        public virtual string GetQuestStatus(string quest, string key)
        {
            QuestData qd = mQuests.Get(quest);
            if (qd != null)
            {
                string value;
                if (qd.Attributes.TryGetValue(key, out value))
                {
                    return value;
                }
            }
            return null;
        }
        public virtual QuestData GetQuest(string quest)
        {
            return mQuests.Get(quest);
        }

        #endregion

        //--------------------------------------------------------------------------------------
        /// <summary>
        /// 更新坐标移动状态
        /// </summary>
        public class StatePlayerUpdateMove : State
        {
            private UnitUpdatePosAction act;
            public bool IsPosChanged
            {
                get
                {
                    if (act != null)
                    {
                        return act.x != unit.X || act.y != unit.Y;
                    }
                    return false;
                }
            }
            public StatePlayerUpdateMove(InstancePlayer unit)
                : base(unit)
            {
            }
            public void SetPos(UnitUpdatePosAction act)
            {
                // TODO 检测作弊
                this.act = act;
            }
            public override bool onBlock(State new_state)
            {
                return true;
            }
            protected override void onStart()
            {
                unit.SetActionStatus(UnitActionStatus.Move);
            }
            protected override void onUpdate()
            {
                unit.SetActionStatus(UnitActionStatus.Move);
            }
            protected override void onStop()
            {
            }

        }

        //--------------------------------------------------------------------------------------
        /// <summary>
        /// 摇杆控制移动状态
        /// </summary>
        protected class StatePlayerControlMove : State
        {
            private float mDirection;
            private UnitAxisAction mAction;
            public UnitAxisAction Action
            {
                get { return mAction; }
                set
                {
                    mAction = value;
                    mDirection = MathVector.getDegree(value.dx, value.dy);
                }
            }
            public float Direction
            {
                get { return mDirection; }
            }
            public StatePlayerControlMove(InstancePlayer unit)
                : base(unit)
            {
            }

            public override bool onBlock(State new_state)
            {
                return true;
            }

            protected override void onStart()
            {
                unit.SetActionStatus(UnitActionStatus.Move);
            }

            protected override void onUpdate()
            {
                unit.faceTo(mDirection);
                unit.moveBlockTo(unit.Direction, unit.MoveSpeedSEC, zone.UpdateIntervalMS);
                unit.SetActionStatus(UnitActionStatus.Move);
            }

            protected override void onStop()
            {
            }
        }

        //--------------------------------------------------------------------------------------
        protected class StatePlayerAttackTo : State
        {
            private TargetPos target;
            private MoveAI moveAI;
            private bool is_attack;

            public bool IsAttack { get { return is_attack; } }
            public bool IsDone { get { return target == null; } }

            public StatePlayerAttackTo(InstancePlayer unit, float tx, float ty, bool attack)
                : base(unit)
            {
                this.target = new TargetPos(tx, ty);
                this.is_attack = attack;
            }

            public override bool onBlock(State new_state)
            {
                return true;
            }

            override protected void onStart()
            {
                this.moveAI = new MoveAI(unit, true, 0);
                this.moveAI.IsNoWayAutoFindNear = false; ;
                if (target != null)
                {
                    this.moveAI.FindPath(target);
                    unit.SetActionStatus(UnitActionStatus.Move);
                }
                else
                {
                    unit.SetActionStatus(UnitActionStatus.Idle);
                }
            }

            override protected void onUpdate()
            {
                if (target == null)
                {
                    unit.doSomething();
                }
                else
                {
                    var result = this.moveAI.Update();
                    if (result.HasFlag(MoveResult.MOVE_RESULT_ARRIVED))
                    {
                        do_stop();
                    }
                    else if (result.HasFlag(MoveResult.MOVE_RESULT_MIN_STEP) && result.HasFlag(MoveResult.MOVE_RESULT_NO_WAY))
                    {
                        do_stop();
                    }
                    else if (result.HasFlag(MoveResult.MOVE_RESULT_BLOCK_OBJ))
                    {
                        if (CMath.includeRoundPoint(unit.X, unit.Y, unit.BodyBlockSize, target.X, target.Y))
                        {
                            do_stop();
                        }
                        else if (result.obj != null && CMath.includeRoundPoint(result.obj.X, result.obj.Y, result.obj.BodyBlockSize, target.X, target.Y))
                        {
                            do_stop();
                        }
                    }
                }
            }

            protected override void onStop()
            {
            }

            private void do_stop()
            {
                target = null;
                unit.doSomething();
            }

            class TargetPos : IPositionObject
            {
                public float Direction { get; set; }
                public float RadiusSize { get; set; }
                public float X { get; set; }
                public float Y { get; set; }
                public TargetPos(float tx, float ty)
                {
                    this.X = tx;
                    this.Y = ty;
                }
            }
        }
    }

}