using CommonAI.Zone.Instance;
using System;
using XmdsCommon.Message;
using XmdsCommon.Plugin;
using XmdsCommonServer.Plugin.Units;
using XmdsCommonServer.XLS.Data;
using CommonAI.Zone.Formula;
using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
using CommonAI.Zone;
using System.Collections.Generic;
using CommonLang;
using XmdsCommonServer.Plugin.Scene;
using static CommonAI.XmdsConstConfig;
using XmdsCommonServer.XLS;
using CommonLang.Log;
using static XmdsCommonServer.XLS.XLSRandomMonsterSkillLoader;
using static XmdsCommon.Plugin.GameSkill;
using CommonAI.Zone.Helper;
using CommonAI.Data;
using XmdsCommon.JSGModule.Interface;

namespace XmdsCommonServer.Plugin
{
    public class XmdsVirtual_Monster : XmdsVirtual
    {
        private static Logger logger = LoggerFactory.GetLogger("MonsterData");
        /// <summary>
        /// 个性语言.
        /// </summary>
        protected string[] mDialogWords = null;//"(#‵′)凸|测试".
        /// <summary>
        /// 个性语言概率.
        /// </summary>
        protected int mDialogWordRate = 100;
        /// <summary>
        /// 死亡个性语言.
        /// </summary>
        protected string[] mDeadDialogWords = null;//"(#‵′)凸|测试".
        /// <summary>
        /// 死亡个性语言概率.
        /// </summary>
        protected int mDeadDialogWordRate = 100;

        /// <summary>
        /// 是否为BOSS.(是否受控制技能影响).
        /// </summary>
        private bool mIsBoss = false;

		/// <summary>
		/// 怪物类型
		/// </summary>
		private byte mMonsterType = 0;
		private bool mIsLvRepress = false;

		/// <summary>
		/// 怪物特殊能力列表.
		/// </summary>
		private List<int> mAbilityList = null;

        /// <summary>
        /// BOSS遭受攻击伤害信息.
        /// </summary>
        private HashMap<string, PlayerDamageInfo> mSufferDamageInfo = null;

        /// <summary>
        /// 是否为共享怪
        /// </summary>
        private bool mIsShare = false;

        //随机技能类型
        private byte skillType = 0;

		//绑定攻击者
		private InstanceUnit mBindAttakPlayer;

        /// <summary>
        /// 滚回去的提速buffid
        /// </summary>
        private int backSpeedBuffId = 0;
        public bool IsShare
        {
            get { return mIsShare; }
            set { mIsShare = value;}
        }

		public XmdsVirtual_Monster(InstanceUnit unit) : base(unit)
        {
            mHateSystem.SetFindHeirs(true);
        }

        public override string GetPlayerUUID()
        {
            return mUnit.ID.ToString();
        }

        public override PKLevel GetCurPKLevel()
        {
            return base.GetCurPKLevel();
        }

        //解析字符串里的数字
        //特点之一就是不报错,字符串随便传
        //特点之二就是字母数学混杂时,取最前面的数字串
        //dft,取值失败时的返回
        public static int ParseInt(string str, int dft = 0)
        {
            if (string.IsNullOrEmpty(str))
            {
                return dft;
            }

            System.Text.RegularExpressions.Match m = System.Text.RegularExpressions.Regex.Match(str, @"(\d+)");
            if (m.Groups.Count >= 2)
            {
                try
                {
                    return System.Convert.ToInt32(m.Groups[1].Value);
                }
                catch (System.Exception)
                {
                    return dft;
                }
            }
            return dft;
        }

        protected override void Init(bool pointLv)
        {            
            if (this.mProp.LoadDataConfig == true)
            {
                //InitMonsterData(GetCurSceneType(), mUnit.Info.TemplateID, mUnit.Level, this.mUnit.RandomN);
                InitMonsterData2(GetCurSceneType(), mUnit.Info.TemplateID, pointLv);
            }
            else
            {
                MonsterVisibleDataB2C edata = new MonsterVisibleDataB2C();
                edata.SenceType = GetCurSceneType();
                edata.MonsterID = mUnit.Info.TemplateID;
                edata.DisplayName = mUnit.Name;
                edata.AttackType = MonsterVisibleDataB2C.MonsterAttackType.Passive;
                edata.Atype = MonsterVisibleDataB2C.MonsterAtype.Monster;
                edata.MType = MonsterVisibleDataB2C.MonsterType.MType0;
                edata.Qcolor = MonsterVisibleDataB2C.MonsterQcolor.Q0;
                edata.hpPlies = (byte)ParseInt(mUnit.Info.UserTag, 1);

				mUnit.SetVisibleInfo(edata);
            }

			//随机名字
			if(this.mUnit.Info.IsRandomName)
			{
				string randomName = XmdsDataMgr.GetInstance().GetRanomName();
				mUnit.SetDiaplayerName(randomName);

			}

            mHateSystem.OnHandleTargetAddEvent += MHateSystem_OnHandleTargetAddEvent;
        }

        private void MHateSystem_OnHandleTargetAddEvent(CommonAI.Zone.Helper.HateSystem.HateInfo target)
        {
            if (target.Unit != null)
            {

                if ((target.Unit.Virtual as XmdsVirtual).IsPlayerUnit())
                {
                    SetCombatState(BattleStatus.PVP);
                }
                else
                {
                    SetCombatState(BattleStatus.PVE);
                }

            }
        }

        public override void SetCombatState(BattleStatus value, byte reason = 0, string pvpTriggerID = "")
        {
            //怪物强制为PVE状态.
            if (value == BattleStatus.PVP)
            {
                value = BattleStatus.PVE;
            }

            base.SetCombatState(value, reason);
        }

        protected override void OnCombatStateChange(BattleStatus status)
        {
            base.OnCombatStateChange(status);

            //单位脱战条件必须是非无限追击怪物.
            if (status == BattleStatus.None && this.mUnit.Info.GuardRangeLimit != 0)
            {
                (mUnit as CommonAI.Zone.Instance.InstanceGuard).backToOrgin();
                //changeRunSpeed4back();
                CleanDamageInfo();
            }


            if (status != BattleStatus.None)//进入战斗时触发个性化语句.
            {
                RandomDialogWords();
            }
        }

        /// <summary>
        /// 怪物回去要提你麻痹的速
        /// </summary>
        public void changeRunSpeed4back()
        {
			if(backSpeedBuffId > 0)
			{
				RemovePropChangeOperation(backSpeedBuffId);
			}
			
			XmdsVirtual.PropChangeOperation pco = this.CreatePropChangeOpertation(null);
            pco.Type = XmdsVirtual.UnitAttributeType.MoveSpeed;
            pco.Value = 5000;
            pco.OpType = XmdsVirtual.PropChangeOperation.OperateType.Percent;
            backSpeedBuffId = AddPropChangeOperation(pco);
        }

        public void onBack2PositionEnd()
        {
            RemovePropChangeOperation(backSpeedBuffId);
        }

        public override void OnUnitDead(XmdsVirtual killer)
        {
            //怪物死亡时,需要计算组队分享人员名单.

            var u = mHateSystem.GetHeirs();

            if (u != null)
            {
                mHateSystem.CalAtkAssistantList(mIsShare);
                CheckKillGroup((u.Virtual as XmdsVirtual));
            }

            base.OnUnitDead(killer);
            RandomDeadDialogWords();
        }

        public override int OnHit(XmdsVirtual attacker, AttackSource source)
        {
            //怪物回程状态不能被攻击.
            if (this.mUnit.CurrentState is InstanceUnit.StateBackToPosition)
            {
                source.OutIsDamage = false;
                source.OutClientState = (int)UnitHitEventState.Immunity;
                return 0;
            }

            OnBossHit(attacker, ref source);

            int ret = base.OnHit(attacker, source);

            if (ret > 0)
            {
                OnDamageInfoCheck(attacker, ref source, ret);
            }

            return ret;
        }

        public override void SyncHeirsInfo(string name, int hpPercent, CommonAI.Data.XmdsUnitPro protype)
        {
            if (string.IsNullOrEmpty(name))
            {
                (this.mUnit.VisibleInfo as MonsterVisibleDataB2C).UnitHeirInfo = null;

                SendMonsterHeirInfoChangeEventB2C(null);
            }
            else {
                MonsterVisibleDataB2C.HeirInfo info = new MonsterVisibleDataB2C.HeirInfo();
                info.Name = name;
                info.hpPercent = hpPercent;
                info.ProType = protype;

                SendMonsterHeirInfoChangeEventB2C(info);
                (this.mUnit.VisibleInfo as MonsterVisibleDataB2C).UnitHeirInfo = info;
            }
        }

        private void SendMonsterHeirInfoChangeEventB2C(MonsterVisibleDataB2C.HeirInfo info)
        {
            MonsterHeirInfoChangeEventB2C evt = new MonsterHeirInfoChangeEventB2C();
            evt.UnitHeirInfo = info;
            this.mUnit.queueEvent(evt);
        }

        //怪物判断是否为队友时,直接用force.
        public override bool IsTeamMember(InstanceUnit unit)
        {
            return IsAllies(unit.Virtual as XmdsVirtual);
        }

        protected override bool JudgeChangeCombatStateChange(BattleStatus status, byte reason)
        {
            //普通情况下,召唤物未出战斗状态,主人也处于战斗状态.
            if (status == BattleStatus.None && reason == 0)
            {
                if (mSummonList != null && mSummonList.Count > 0)
                {
                    for (int i = 0; i < mSummonList.Count; i++)
                    {
                        if (mSummonList[i].CombatState != BattleStatus.None)
                        {
                            return false;
                        }
                    }
                }
            }

            return base.JudgeChangeCombatStateChange(status, reason);
        }

        protected override void CombatStateConnect(BattleStatus status, byte reason)
        {
            if (mSummonList != null && mSummonList.Count > 0)
            {
                for (int i = 0; i < mSummonList.Count; i++)
                {
                    mSummonList[i].SetCombatState(status, reason);
                }
            }
        }

        protected override void Dispose()
        {
            UnInitBossAbilities();

            CleanSummonList();

            DisposeDamageInfo();

            base.Dispose();
        }

        public override int GetVirtualTemplateID()
        {
            MonsterVisibleDataB2C data = (this.mUnit.VisibleInfo as MonsterVisibleDataB2C);
            if (data != null)
            {
                return data.MonsterID;
            }
            else
            {
                return base.GetVirtualTemplateID();
            }
        }

        public void DoUnitStateReset()
        {
            //野外无效.
            //if (this.mUnit.GetSceneType() == CommonAI.Data.SceneType.Dungeon ||
            //    this.mUnit.GetSceneType() == CommonAI.Data.SceneType.GuildDungeon)
            //{
            //    if ((this.mUnit.CurrentState is InstanceUnit.StateFollowAndAttack) || (this.mUnit.CurrentState is InstanceUnit.StateSkill))
            //    {
            //        if (CombatState != BattleStatus.None)
            //        {
            //            SetCombatState(BattleStatus.None, COMBATSTATE_CHANGE_REASON_DORESET);

            //            CleanDamageInfo();

            //            //如果是BOSS直接重新生成单位.
            //            if (mIsBoss)
            //            {
            //                RemoveSelfAndCreate();
            //                //var pos = (this.mUnit as XmdsInstanceMonster).GetOrginPosition();
            //                //this.mUnit.setPos(pos.x, pos.y);
            //                //Reset();
            //            }
            //            else
            //            {
            //                Reset();
            //            }

            //        }
            //    }
            //}
        }

        private void RemoveSelfAndCreate()
        {
            var pos = (this.mUnit as XmdsInstanceMonster).GetOrginPosition();

            float x = 0;
            float y = 0;

            if (pos != null)
            {
                x = pos.X;
                y = pos.Y;
            }
            else
            {
                x = this.mUnit.X;
                y = this.mUnit.Y;
            }

            var u = this.mUnit.Parent.AddUnit(this.mUnit.Info.ID,
                this.mUnit.Name,
                this.mUnit.Force,
                this.mProp.ServerData.BaseInfo.UnitLv,
                x,
                y,
                this.mUnit.Direction, false);

            if (u != null)
            {
                u.UnitTag = this.mUnit.UnitTag;
            }

            this.mUnit.removeFromParent();
        }

        protected override void InitSkillInfo(XmdsUnitData data)
        {
            this.checkSkillData(data);

            //初始化随机技能
            if (this.skillType > 0)
            {
                ////如果配置了技能类型,就清除boss被动
                //if (mAbilityList != null)
                //{
                //    mAbilityList.Clear();
                //}
                randomMonsterSkillInfo(this.mUnit.Info.ID, this.skillType);
            }

			//如果是boss
			if(this.IsBoss())
			{
				this.mProp.ServerData.Skills.UnitSkills.Add(new GameSkill(XmdsComSrvData.BOSS_CARD_SKILLID, XmdsSkillType.active, false));
			}

            mFinishSkillInit = true;
            mSkillHelper.InitSkill(data.Skills, this);

            if (mAbilityList != null)
            {
                InitAbilityList(mAbilityList);
            }
        }

        #region 共享相关计算.

        private void CheckKillGroup(XmdsVirtual killer)
        {
            if (killer == null) { return; }

            XmdsVirtual_Player ret = killer.GetPlayerUnit();

            if (ret == null) { return; }

            List<string> lt = ret.TeamList as List<string>;

            //拿到队友列表.
            if (lt != null && lt.Count > 0)
            {
                this.mHateSystem.ClearSharedList();
                string uuid = null;

                //找到当前场景队友.
                for (int i = 0; i < lt.Count; i++)
                {
                    uuid = lt[i];
                    var unit = this.mUnit.Parent.getPlayerByUUID(uuid);
                    if (unit != null)
                    {
                        float dist = CMath.getDistance(this.mUnit.X, this.mUnit.Y, unit.X, unit.Y);

                        //单位在范围内.
                        if (dist <= XmdsConfig.Instance.SHARED_AWARD_MAX_RANGE)
                        {
                            this.mHateSystem.AddSharedList(uuid);
                        }
                    }
                }
            }

        }

        #endregion

        #region SummonUnit.

        private List<XmdsVirtual> mSummonList = new List<XmdsVirtual>();

        public void AddSummonUnitList(XmdsVirtual unit)
        {
            mSummonList.Add(unit);
            unit.mUnit.OnDead += MUnit_OnDead;
        }

        private void MUnit_OnDead(CommonAI.Zone.Instance.InstanceUnit unit, CommonAI.Zone.Instance.InstanceUnit attacker)
        {
            XmdsVirtual v = unit.Virtual as XmdsVirtual;

            if (v != null && mSummonList != null)
            {
                unit.OnDead -= MUnit_OnDead;
                mSummonList.Remove(v);
            }
        }

        public int GetSummonUnitListCount()
        {
            return mSummonList.Count;
        }

        public XmdsVirtual GetFirstTimesupSummonUnit()
        {
            if (mSummonList.Count > 0)
            {
                return mSummonList[0];
            }
            return null;
        }

		public List<XmdsVirtual> GetSummonUnits()
		{
			return mSummonList;
		}

		public void CleanSummonList()
        {
            if (mSummonList != null && mSummonList.Count > 0)
            {
                for (int i = 0; i < mSummonList.Count; i++)
                {
                    mSummonList[i].mUnit.OnDead -= MUnit_OnDead;
                    mSummonList[i].mUnit.kill(null, false);
                }
                mSummonList.Clear();
            }
        }

        #endregion

        #region 单位能力读取加载.

      

        protected void InitMonsterData2(string _sceneType, int templateID, bool pointLv)
        {
            // 读一行怪物数据
            String ss = _sceneType;
            if (ss == XLSMonsterDataLoader.DUNGEONHERO || ss == XLSMonsterDataLoader.DUNGEONELITE)
                ss = XLSMonsterDataLoader.DUNGEONNORMAL;
            MonsterData ma = XmdsDataMgr.GetInstance().GetMonsterData(ss, templateID, null, false);
			//赋值特殊属性同步给客户端.
			MonsterVisibleDataB2C edata = new MonsterVisibleDataB2C();
			if (ma == null)
			{
				edata.MonsterID = templateID;
				edata.DisplayName = string.Format("Cfg Err id={0}", templateID);
				edata.AttackType = MonsterVisibleDataB2C.MonsterAttackType.Passive;
				edata.Atype = MonsterVisibleDataB2C.MonsterAtype.Monster;
				edata.MType = MonsterVisibleDataB2C.MonsterType.MType0;
				edata.Qcolor = MonsterVisibleDataB2C.MonsterQcolor.Q0;
				edata.hpPlies = (byte)ParseInt(mUnit.Info.UserTag, 1);
				mUnit.SetVisibleInfo(edata);
				return;
			}
			XmdsUnitProp ret = (XmdsUnitProp)mProp.ServerData.Prop;
			//FateType=-1
			if (ma.FateType == UnitFateType.Random)
			{
				ret.fateType = (UnitFateType)(this.mUnit.RandomN.Next() % (int)UnitFateType.Five + 1);
			}
			else
			{
				ret.fateType = ma.FateType;
			}


			XmdsServerScene scene = this.mUnit.Parent as XmdsServerScene;
			SceneType sceneType = this.mUnit.GetSceneType();
			int lvl_monster = pointLv ? this.mUnit.Level : ma.Level;

			this.skillType = (byte)ma.SkillType;
			int floor = 1;
			TowerMonsterRatio tmr = null;

			if (sceneType == SceneType.HaoYueJing || sceneType == SceneType.PickLotus)//monster level based on xlsconfig
			{
				//计算当前地图玩家等级:取平均等级
				IEnumerable<InstancePlayer> players = scene.AllPlayers;
				int level = 0;
				foreach (InstancePlayer player in players)
				{
					level += player.Level;
				}
				if (scene.AllPlayersCount == 0)
				{
					// 可能玩家已经都离开场景了,但是地图还在刷新怪物,为了不报错,将怪物等级默认设置为1
					lvl_monster = 1;
				}
				else
				{
					level = level / scene.AllPlayersCount;
					// 执行:怪物等级+=玩家等级
					lvl_monster += level;
				}
			}
			else if (sceneType == SceneType.GoblinTower)
			{
				floor = (int)scene.Data.MonsterAddPropPercentWithFloor;
				const int MAX_FLOOR = 80;//GoblinTower max floor
				if (floor < 1)
					floor = 1;
				if (floor > MAX_FLOOR)
					floor = MAX_FLOOR;
				tmr = XmdsDataMgr.GetInstance().GetTowerMonsterRatio(floor);
				lvl_monster = tmr.TowMon_Lv;
			}
			else if (sceneType == SceneType.AbyssDungeon)
			{
				floor = (int)scene.Data.MonsterAddPropPercentWithFloor;
				const int MAX_FLOOR = 80;//GoblinTower max floor
				if (floor < 1)
					floor = 1;
				if (floor > MAX_FLOOR)
					floor = MAX_FLOOR;
				tmr = XmdsDataMgr.GetInstance().GetAbyssMonsterRatio(floor);
				lvl_monster = tmr.TowMon_Lv;
			}
			else if (sceneType == SceneType.SourceDungeon)//资源副本怪物等级根据玩家等级上下浮动
			{
				//lvl_monster += (int)scene.Data.DefaultUnitLevel;
			}
			else if (sceneType == SceneType.GuildBoss || sceneType == SceneType.SHI_MEN_POS)//仙盟Boss
			{
				if (scene.Data.DefaultUnitLevel > 1)
				{
					lvl_monster = (int)scene.Data.DefaultUnitLevel;
				}
			}

			this.mUnit.Level = lvl_monster;
			this.mProp.ServerData.BaseInfo.UnitLv = lvl_monster;
            //等级转仙阶
            this.mProp.ServerData.BaseInfo.StateLv = (byte)(Math.Max(0, (lvl_monster - 70) / 10));

            if (ma.Fight_Type == 1)
			{
				MonsterProp prop = XmdsDataMgr.GetInstance().GetSingleMonsterProp(lvl_monster, ma.Type);
				initProp(prop, ma, ret);
			}
			else if (ma.Fight_Type == 2)
			{
				MonsterProp prop = XmdsDataMgr.GetInstance().GetMultipleMonsterProp(lvl_monster, ma.Type);
				initProp(prop, ma, ret);
			}
			else if (ma.Fight_Type == 4)
			{
				lvl_monster = ma.Level;
				MonsterProp prop = XmdsDataMgr.GetInstance().GetSingleMonsterProp(lvl_monster, ma.Type);
				initProp(prop, ma, ret);
			}
			else
			{
				OrigData oData = XmdsDataMgr.GetInstance().GetOrigData(lvl_monster);
				UserDefineConfig udc = XmdsDataMgr.GetInstance().GetUserDefineConfig(ma.Type);
				initProp2(ma, oData, udc, ret);
			}

			ret.BaseMaxHP = (int)(ret.BaseMaxHP * XmdsDataMgr.GetInstance().mMonsterDynamicLoader.Mon_Hp_Ratio);
			ret.BaseAttack = (int)(ret.BaseAttack * XmdsDataMgr.GetInstance().mMonsterDynamicLoader.Mon_Atk_Ratio);
			restoreMa2Ret(ret, ma);

			//镇妖塔层数加成
			if (sceneType == SceneType.GoblinTower && tmr != null)
			{
				dynamicCalcBy(ret,
						tmr.TowMon_Hp_Ratio,
						tmr.TowMon_Atk_Ratio,
						tmr.TowMon_Def_Ratio,
						tmr.TowMon_Crit_Ratio,
						tmr.TowMon_CritDamage_Ratio,
						tmr.TowMon_IgnoreDef_Ratio);
			}
			else if (sceneType == SceneType.AbyssDungeon && tmr != null)
			{
				float extRate = 1.0F;// (float)Math.Max(1.0f, scene.Data.MonsterAddPropPercentWithFloor);
				if (scene.Data.isTeam)
				{
					AbyssMutilAddition abyssAddition = XmdsDataMgr.GetInstance().GetAbyssMutilAddition();
					tmr.TowMon_Atk_Ratio *= abyssAddition.AttackAddition;
					tmr.TowMon_Def_Ratio *= abyssAddition.DefenceAddition;
					tmr.TowMon_Hp_Ratio *= abyssAddition.HPAddition;
				}

				dynamicCalcBy(ret,
					   tmr.TowMon_Hp_Ratio * extRate,
					   tmr.TowMon_Atk_Ratio * extRate,
					   tmr.TowMon_Def_Ratio * extRate,
					   tmr.TowMon_Crit_Ratio * extRate,
					   tmr.TowMon_CritDamage_Ratio * extRate,
					   tmr.TowMon_IgnoreDef_Ratio * extRate);
			}
			if (sceneType == SceneType.GuildBoss)
			{
				GuildBossRatio gbr = XmdsDataMgr.GetInstance().GetGuildBossRatio(lvl_monster);
				if (gbr != null)
				{
					dynamicCalcBy(ret,
						gbr.GBoss_Hp_Ratio,
						gbr.GBoss_Atk_Ratio,
						gbr.GBoss_Def_Ratio,
						gbr.GBoss_Crit_Ratio,
						gbr.GBoss_CritDamage_Ratio,
						gbr.GBoss_IgnoreDef_Ratio);
				}
			}

			if (_sceneType == XLSMonsterDataLoader.DUNGEONELITE)
			{
				ma = XmdsDataMgr.GetInstance().GetMonsterData(_sceneType, templateID, null, true);
				DungeonMonsterRatio dmr = XmdsDataMgr.GetInstance().mMonsterDynamicLoader.GetDungeonMonsterRatio(ma.Type);
				dynamicCalcBy(ret,
								dmr.Normal_Hp_Ratio,
								dmr.Normal_Atk_Ratio,
								dmr.Normal_Def_Ratio,
								dmr.Normal_DM_Ratio,
								dmr.Normal_DM_Ratio,
								dmr.Normal_DM_Ratio);

				restoreMa2Ret(ret, ma);
			}
			if (_sceneType == XLSMonsterDataLoader.DUNGEONHERO)
			{
				ma = XmdsDataMgr.GetInstance().GetMonsterData(_sceneType, templateID, null, true);
				DungeonMonsterRatio dmr = XmdsDataMgr.GetInstance().mMonsterDynamicLoader.GetDungeonMonsterRatio(ma.Type);
				dynamicCalcBy(ret,
									dmr.Hard_Hp_Ratio,
									dmr.Hard_Atk_Ratio,
									dmr.Hard_Def_Ratio,
									dmr.Hard_DM_Ratio,
									dmr.Hard_DM_Ratio,
									dmr.Hard_DM_Ratio);
				restoreMa2Ret(ret, ma);
			}

			ret.HP = ret.BaseMaxHP;

			XmdsInstanceMonster unit = this.mUnit as XmdsInstanceMonster;
			if (unit != null)
			{
				unit.MonsterID = ma.ID;

				//警戒范围控制 :是否主动攻击.0否,1是.
				if (ma.isAttack == 0)
				{
					this.mUnit.Info.GuardRange = 0;
					this.mUnit.Info.GuardRangeGroup = 0;
				}
			}

			edata.SenceType = GetCurSceneType();
			edata.MonsterID = ma.ID;

			edata.DisplayName = ma.Name;
			edata.Title = ma.Title;
			edata.Qcolor = (MonsterVisibleDataB2C.MonsterQcolor)ma.Qcolor;
			edata.AttackType = (MonsterVisibleDataB2C.MonsterAttackType)ma.isAttack;
			edata.Atype = (MonsterVisibleDataB2C.MonsterAtype)ma.Atype;
			edata.MType = (MonsterVisibleDataB2C.MonsterType)ma.Type;
			edata.hpPlies = (byte)ParseInt(mUnit.Info.UserTag, 1);

			this.mProp.ServerData.BaseInfo.name = ma.Name;
			//设置个性语言.
			if (!string.IsNullOrEmpty(ma.DialogWords))
			{
				mDialogWords = ma.DialogWords.Split('|');
				mDialogWordRate = ma.DialogChance;
			}
			//设置死亡个性语言.
			if (!string.IsNullOrEmpty(ma.DeadDialogWords))
			{
				mDeadDialogWords = ma.DeadDialogWords.Split('|');
				mDeadDialogWordRate = ma.DeadDialogChance;
			}

			mIsShare = ma.ShareType == 1;
			this.mMonsterType = ma.Type;
			this.mIsLvRepress = (ma.LvRepress == 1) && (this.mMonsterType == (byte)MonsterVisibleDataB2C.MonsterType.MType6);

			//是否为boss.
			if (ma.Type >= (byte)MonsterVisibleDataB2C.MonsterType.MType4)
			{
				InitBossAbilities();
			}

			//BOSS特殊能力.
			if (ma.AbilityList != null && mProp != null)
			{
				//之后会初始化特殊能力技能.
				mAbilityList = new List<int>(ma.AbilityList);
			}

			// 攻速初始化
			if (ret.AttackSpeed <= 0)
			{
				ret.AttackSpeed = GlobalData.DEFAULT_ATTACK_SPEED;
			}

			//定力值
			ret.ShieldValue = ma.MPValue;

			mUnit.SetVisibleInfo(edata);
			//printMonsterData(ret, templateID);

			if (ret.MaxHP <= 0 || ret.MaxAttack <= 0 || ret.Defence <= 0)
			{
				log.Error("怪物属性错误:" + this.mUnit.Parent.GetSceneID() + ", " + this.mUnit.Info.ID + ", 生命:" + ret.MaxHP +
					", 攻击:" + ret.MaxAttack + ", 防御:" + ret.Defence);
			}
			else if(this.IsBoss() || ret.MaxHP > 500000 || ret.MaxAttack > 10000)
			{
				log.Debug("怪属性:" + this.mUnit.Parent.GetSceneID() + ", ID: " + templateID + ", " + this.mUnit.Parent.UUID + ", UID: " + this.mUnit.ID + ", 等级: " + lvl_monster 
					+ ", FT:" + ma.Fight_Type + ",(攻-" +	ret.BaseAttack + ", 防-" + ret.BaseDefence + ", 血-" + ret.BaseMaxHP + ", 爆-" + ret.CritRate
					+ ", 爆伤-" + ret.CritDamage + ", 穿透-" + ret.IgnoreDefensePer + ")");
			}
        }

        private void randomMonsterSkillInfo(int monsterId, int skillType)
        {
            MonsterSkills skillInfo = XmdsDataMgr.GetInstance().GetMonsterSkillInfo(monsterId);
            if (skillInfo == null)
            {
                // 指定的怪物概率读不到,就去读默认的技能概率
                skillInfo = XmdsDataMgr.GetInstance().GetMonsterSkillInfo();
                if(skillInfo == null)
                {
                    return;
                }               
            }
            if(this.mProp.ServerData.Skills == null)
            {
                this.mProp.ServerData.Skills = new XmdsUnitSkillInfo();
            }
            //else
            //{
            //    this.mProp.ServerData.Skills.UnitSkills.Clear();
            //}
            
            if ((skillType & (int)MonsterRandomSkillType.OnlyActive) > 0)
            {
                //随机找一个技能
                if (this.mUnit.RandomN.Next(10000) < skillInfo.Skill1Probability)
                {
                    XmdsSkillData activeSkill = XmdsDataMgr.GetInstance().GetBossRandomActiveSkill(this.mUnit.RandomN);
                    //初始化主动技能
                    if (activeSkill != null)
                    {
                        this.mProp.ServerData.Skills.UnitSkills.Add(new GameSkill(activeSkill.SkillID, XmdsSkillType.active));
						//log.Info("怪物:" + monsterId + ", 随机主动技能: " + activeSkill.SkillID);
                    }
                }
            }

            if ((skillType & (int)MonsterRandomSkillType.OnlyPassive) > 0)
            {
                int[] nArray = { skillInfo.Skill2Probability, skillInfo.Skill3Probability, skillInfo.Skill4Probability };

                XmdsSkillData[] passiveSkills = new XmdsSkillData[3];
                int passiveIndex = 0;
                for (int i = 0; i < nArray.Length; i++)
                {
                    if (nArray[i] > 0 && this.mUnit.RandomN.Next(10000) < nArray[i] && (passiveSkills[passiveIndex] =
                        XmdsDataMgr.GetInstance().GetBossRandomPassiveSkill(this.mUnit.RandomN, passiveSkills)) != null)
                    {
                        passiveIndex++;
                    }
                }

                //初始化被动技能
                for (int i = 0; i < passiveIndex; i++)
                {
                    this.mProp.ServerData.Skills.UnitSkills.Add(new GameSkill(passiveSkills[i].SkillID, XmdsSkillType.passive));
					//log.Info("怪物:" + monsterId + ", 随机被动技能: " + passiveSkills[i].SkillID);
				}
            }
        }

        /// <summary>
        /// 随机发送个性语句.
        /// </summary>
        protected void RandomDialogWords()
        {
            if (mDialogWords != null && mDialogWords.Length > 0 && mDialogWordRate > 0)
            {
                int v = this.mUnit.RandomN.Next(0, 100);
                //随机触发概率.
                if (v <= mDialogWordRate)
                {
                    //随机语句.
                    v = this.mUnit.RandomN.Next(0, mDialogWords.Length);
                    SendBubbleTipsEventB2C(mDialogWords[v]);
                }
            }
        }
        /// <summary>
        /// 随机发送死亡个性语句.
        /// </summary>
        protected void RandomDeadDialogWords()
        {
            if (mDeadDialogWords != null && mDeadDialogWords.Length > 0 && mDeadDialogWordRate > 0)
            {
                int v = this.mUnit.RandomN.Next(0, 100);
                //随机触发概率.
                if (v <= mDeadDialogWordRate)
                {
                    //随机语句.
                    v = this.mUnit.RandomN.Next(0, mDeadDialogWords.Length);
                    SendBubbleTipsEventB2C(mDeadDialogWords[v]);
                }
            }
        }
        /// <summary>
        /// 初始化单位特殊能力(AI+技能).
        /// </summary>
        /// <param name="list"></param>
        private void InitAbilityList(List<int> list)
        {
            GameSkill gs = null;
            List<GameSkill> mlist = new List<GameSkill>();
            for (int i = 0; i < list.Count; i++)
            {
                gs = new GameSkill();
                gs.SkillID = list[i];
                gs.SkillType = XmdsSkillType.passive;
                mlist.Add(gs);
            }

            this.SkillHelper.AddSkill(mlist);
        }

		public override InstanceUnit GetAtkTarget(InstanceUnit target)
		{
			if(mBindAttakPlayer != null)
			{
				if (mBindAttakPlayer.IsActive)
				{
					return mBindAttakPlayer;
				}
				// 绑定目标不存在,自杀
				this.mUnit.kill();
			}
			else
			{
				string bindAttackPlayerId = this.mUnit.GetAttackPlayer();
				if (bindAttackPlayerId != null)
				{
					mBindAttakPlayer = this.mUnit.Parent.getPlayerByUUID(bindAttackPlayerId);
					if(mBindAttakPlayer == null)
					{
						log.Warn("GetAtkTarget有攻击目标玩家找不到:" + this.mUnit.Info.ID + ", " + mBindAttakPlayer);
						this.mUnit.BindAttackPlayer(null);
						this.mUnit.kill();
					}
					else
					{
						return mBindAttakPlayer;
					}
				}
			}
			

			return base.GetAtkTarget(target);
		}

		#endregion

		#region BOSS能力.

		private void InitBossAbilities()
        {
            mIsBoss = true;

            GameSkill gs = new GameSkill();
            gs.SkillID = 0;

            this.RegistTryAddBuffEvent(OnTryAddBuffEvent, gs);

        }

        private void UnInitBossAbilities()
        {
            if (mIsBoss)
            {
              
            }
        }

        private bool OnTryAddBuffEvent(ref BuffTemplate buff, XmdsVirtual attacker, XmdsVirtual hitter, GameSkill skill)
        {
			//检索所有能力,如果为控制类,则不生效.
			if (!buff.forceAdd && buff.IsHarmful && XmdsInstanceUtils.IsControlBuff_Monster(buff))
            {
				return false;
            }

            return true;
        }

        private void OnBossHit(XmdsVirtual attacker, ref AttackSource source)
        {
            if (mIsBoss)
            {

                if (source.OutIsDamage == true && this.mUnit.CurrentState is InstanceUnit.StateSkill)
                {
                    this.mUnit.SetStunTimeMS(0);
                }

                source.OutIsDamage = false;
            }
        }

        private void OnDamageInfoCheck(XmdsVirtual attacker, ref AttackSource source, int damage)
        {
            if (mIsBoss)
            {
                var player = attacker.GetPlayerUnit();
                AddDamageInfo(player, damage);
            }
        }

        private void AddDamageInfo(XmdsVirtual_Player attacker, int damage)
        {
            //保证伤害有效性.
            if (attacker == null || attacker.mUnit.IsActive == false)
            {
                return;
            }

            if (mSufferDamageInfo == null)
            {
                mSufferDamageInfo = new HashMap<string, PlayerDamageInfo>();
            }

            PlayerDamageInfo info = null;

            string uuid = attacker.GetPlayerUUID();

            if (string.IsNullOrEmpty(uuid) == false)
            {
                if (mSufferDamageInfo.TryGetValue(uuid, out info))
                {
                    info.Damage += damage;
                    info.PlayerInfo = attacker.mProp.ServerData.BaseInfo;
                }
                else
                {
                    info = new PlayerDamageInfo();
                    info.Damage += damage;
                    info.PlayerInfo = attacker.mProp.ServerData.BaseInfo;
                    info.PlayerUUID = uuid;
                    mSufferDamageInfo.Add(uuid, info);
                }
            }
        }

        private void CleanDamageInfo()
        {
            if (mSufferDamageInfo != null)
            {
                mSufferDamageInfo.Clear();
            }
        }

        private void DisposeDamageInfo()
        {
            CleanDamageInfo();
        }

        /// <summary>
        /// 获取怪物单位伤害排名表.
        /// </summary>
        /// <returns></returns>
        public HashMap<string, PlayerDamageInfo> GetSufferDamage()
        {
            return mSufferDamageInfo;
        }

        public override int GetMaType()
        {
            return this.mMonsterType;
        }

		public override bool IsLvRepress()
		{
			return this.mIsLvRepress;
		}

		public override bool IsBoss()
		{
			return this.mIsBoss;
		}

		#endregion

	}
}