#define OPNE_JSG_AI_TOOLS

using CommonAI.Zone;
using CommonAI.Zone.Helper;
using CommonAI.Zone.Instance;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using XmdsCommon.Plugin;
using CommonAI.Zone.Formula;
using XmdsCommon.Message;
using CommonLang;
using XmdsCommonServer.Message;
using CommonLang.Vector;
using XmdsCommon.EditorData;
using CommonAI.Zone.ZoneEditor;
using CommonLang.Concurrent;
using static CommonAI.Zone.Instance.InstanceUnit;
using XmdsCommon.ZoneClient.XmdsClientVirtual;
using XmdsCommonServer.Plugin.Scene;
using static CommonAI.XmdsConstConfig;
using System.Collections;
using CommonLang.Log;
using CommonAI.Data;
using static XmdsCommonServer.Plugin.Units.XmdsInstanceUnitStateMachine;
using CommonAI;

namespace XmdsCommonServer.Plugin.Units
{
    public class XmdsInstancePlayer : InstancePlayer
    {
        public enum GuardMode
        {
            Mode_Point,
            Mode_Map,
        }

        private static HashMap<int, AtomicInteger> CreateInfoMap = new HashMap<int, AtomicInteger>();
        //嘲讽状态
        protected XmdsInstanceUnitStateMock mMockTarget;

        private TimeInterval<int> mFindItemTimeInterval;
		private long mNextAutoFindPickItemTime;

		private GuardMode mCurGuardMode = GuardMode.Mode_Point;
        private Vector2 mGuardPos = new Vector2();

        private bool mDoStopSkill = false;
        private static int DEFAULT_CROSS_SERVER_ID = -999;
        private const char SPLIT = ':';
        private List<int> mAutoGuardTargetList = new List<int>();
        private int mAutoGuardTargetTimes = 0;
        private const int MAX_AUTO_GUARD_TARGET_TIMES = 500;

        private bool mIsReady = false;
        private XmdsInstanceUnitStateMachine.XmdsStateFollowAndAttack mXmdsFocusTarget;

        private bool mBotTestAutoFight = false;
        private int zoneID;


		//解决部分情况下未上发(或者上发时机不对)idle,导致别人看到自己在move,唯独自己看到自己是正常的
		private int mNotMoveTimes;
		private Vector2 mLastMovePos = new Vector2();

		//定点自动战斗情况下,玩家不能像怪物一样回原地,所以需要定时检测一下,重置定点的位置
		private long mLastAutoAttackTime = 0;
		//private Vector2 mLastAutoFightPos = new Vector2();
		//下一次通知背包已满时间
		//private long mNextNotifyBagFullTime = 0;

		public XmdsInstancePlayer(InstanceZone zone, UnitInfo info, string name, int force, int alliesForce, int level)
            : base(zone, info, name, force, level, alliesForce)
        {
			mFindItemTimeInterval = new TimeInterval<int>(XmdsConfig.Instance.GUARD_FIND_ITEM_CYCLE_TIME);
			mCheckGuard.FirstTimeEnable = true;
            if (TemplateManager.IsEditor)
            {
                mIsReady = true;
                mBotTestAutoFight = true;
            }
            else if ((Info.Properties as XmdsUnitProperties).BotTestTemplate)
            {
                mIsReady = true;
            }

            OnPlayerCreate();

            this.OnHandleAction += OnActionHandle;
        }

        static void OnActionHandle(InstanceUnit unit, ObjectAction act)
        {
            if (act is PlayerDramaEndAction && unit.AoiStatus != null)
            {
                var dramaId = (act as PlayerDramaEndAction).dramaId;
                if (unit.AoiStatus is XmdsPlayerAOI)
                {
                    if ((unit.AoiStatus as XmdsPlayerAOI).QuestId == dramaId)
                    {
                        unit.setAoiStatus(null);
                    }
                    return;
                }
                if (unit.AoiStatus is DarmaAOI)
                {
                    if ((unit.AoiStatus as DarmaAOI).darmaId == dramaId)
                    {
                        unit.setAoiStatus(null);
                    }
                    return;
                }
            }
        }

        private void clearAutoGuardTargetList()
        {
            if (mAutoGuardTargetList != null)
            {
                mAutoGuardTargetList.Clear();
            }
            mAutoGuardTargetTimes = 0;
        }

		protected override void Disposing()
        {
            foreach (var item in mQuestScript)
            {
                item.Value.Dispose();
            }
            clearAutoGuardTargetList();

            mXmdsFocusTarget = null;
            lastAttackUnit = null;
            base.Disposing();
        }

        private System.Action readyAction;

        public void PlayerReady()
        {
            mIsReady = true;
            if (readyAction != null)
            {
                readyAction.Invoke();
            }

        }

        public bool IsPlayerReady()
        {
            return mIsReady;
        }
        //--------------------------------------------------------------------------------------

        public override bool IsVisible
        {
            get { return base.IsVisible && mIsReady; }
        }

        public override bool IsInvincible
        {
            get { return (!mIsReady || base.IsInvincible); }
        }

        public XmdsVirtual_Player VirtualPlayer
        {
            get { return base.Virtual as XmdsVirtual_Player; }
        }
        public bool CanPickDropableItem
        {
            get { return VirtualPlayer.VirtualInventorySize >= 1; }
        }
        /// <summary>
        /// 是否是机器人
        /// </summary>
        //public bool IsBotTest { get; private set; }
        //--------------------------------------------------------------------------------------
        #region 任务相关
        private HashMap<string, Quest.QuestScript> mQuestScript = new HashMap<string, Quest.QuestScript>();
        public Quest.QuestScript GetQuestScript(string quest_id)
        {
            return mQuestScript.Get(quest_id);
        }

        public IList<Quest.QuestScript> GetAllQuestScript()
        {
            return new List<Quest.QuestScript>(mQuestScript.Values);
        }

        public void SetQuestScript(string quest_id, int questType, Quest.QuestScript script)
        {
            if (mQuestScript.ContainsKey(quest_id))
            {
                XmdsVirtual.FormatLog(CommonLang.Log.LoggerLevel.ERROR, "SetQuestScript Error : ContainsKey" + quest_id);
                RemoveQuestScript(quest_id);
            }
            mQuestScript.Add(quest_id, script);
            script.Init(quest_id, questType, this);
            script.Start();
        }

        public void RemoveQuestScript(string quest_id)
        {
            Quest.QuestScript qs = mQuestScript.Get(quest_id);
            if (qs != null)
            {
                qs.Dispose();
                mQuestScript.Remove(quest_id);
            }
        }
        public List<CommonAI.Zone.Helper.QuestData> GetQuests()
        {
            return new List<CommonAI.Zone.Helper.QuestData>(mQuests.Values);
        }

        #endregion
        //--------------------------------------------------------------------------------------
        #region 作弊惩罚

        private TimeExpire<int> mLockTime;

        public bool IsLock { get { return mLockTime != null; } }

        //索敌范围.
        private int mGuardSearchRange = XmdsConfig.Instance.NORMALSCENE_AUTO_GUARD_RANGE;

        /// <summary>
        /// 设置自动战斗索敌范围.
        /// </summary>
        /// <param name="v"></param>
        public void SetGuardSearchRange(int v)
        {
			mGuardSearchRange = v;
		}

        /// <summary>
        /// 检测到作弊,禁止一切操作一段时间
        /// </summary>
        /// <param name="timeMS"></param>
        public void Lock(int timeMS)
        {
            this.startIdle();
            if (mLockTime != null && mLockTime.ExpireTimeMS >= timeMS)
            {
                return;
            }
            else
            {
                mLockTime = new TimeExpire<int>(timeMS);
            }
        }

        private void upateLock()
        {
            if (mLockTime != null && mLockTime.Update(Parent.UpdateIntervalMS))
            {
                mLockTime = null;
            }
        }

        #endregion
        //--------------------------------------------------------------------------------------
        #region BUFF特殊状态锁定移动.
        private TimeExpire<int> mBuffLockMoveTime;
        public bool IsBuffLockMove { get { return mBuffLockMoveTime != null; } }
        public void BuffMoveLock(int timeMS)
        {
            this.startIdle();
            if (mBuffLockMoveTime != null && mBuffLockMoveTime.ExpireTimeMS >= timeMS)
            {
                return;
            }
            else
            {
                mBuffLockMoveTime = new TimeExpire<int>(timeMS);
            }
        }
        private void UpdateBuffMoveLock()
        {
            if (mBuffLockMoveTime != null && mBuffLockMoveTime.Update(Parent.UpdateIntervalMS))
            {
                mBuffLockMoveTime = null;
            }
        }

        #endregion
        //--------------------------------------------------------------------------------------
        protected override void onUpdate(bool slowRefresh)
        {
            base.onUpdate(slowRefresh);
            this.upateLock();
            this.UpdateBuffMoveLock();
            this.UpdateDoStopSkill();
            this.updateFollowTeam();

			this.UpdateAndModifyErrorData();
		}
        //--------------------------------------------------------------------------------------

        protected override void onAction(ObjectAction act)
        {
            if (IsLock) return;

            if (act is UnitAxisAction || act is UnitMoveAction)
            {
                //BUFF锁定客户端移动.
                if (IsBuffLockMove == true)
                {
                    return;
                }
            }

            base.onAction(act);

            if (this.IsDead() == true)
            {
                //单位遗言更改.
                if (act is PlayerTestamentChangeEventAction)
                {
                    PlayerTestamentChangeEventAction evt = act as PlayerTestamentChangeEventAction;
                    ChangeTestament(evt.TestamentID);
                }
            }

            //自动战斗状态变更通知.
            if (act is PlayerAutoGuardEventC2B)
            {
                var evt = act as PlayerAutoGuardEventC2B;

                if (evt.Flag == false)
                {
                    if (this.CurrentState is StateSkill)
                    {
                        mDoStopSkill = true;
                    }
                }

                return;
            }
            else if (act is PlayerEnterCrossServerRequestC2B)
            {
                //战斗服判断单位是否在PVPV状态,如果不是发送切换场景请求.
                if ((this.Virtual as XmdsVirtual).CombatState != BattleStatus.PVP)
                {
                    //发送协议.
                    TransUnitEventB2R evt = new TransUnitEventB2R();
                    //约定跨服场景ID.
                    evt.SceneID = DEFAULT_CROSS_SERVER_ID;
                    evt.playerId = this.PlayerUUID;
                    evt.TargetX = 0;
                    evt.TargetY = 0;

                    this.queueEvent(evt);
                }
                else
                {
                    (this.Virtual as XmdsVirtual).SendMsgToClient(CommonAI.XmdsConstConfig.TIPS_CAN_NOT_ENTER_SCENE);
                }
            }
            else if (act is GetMonsterSufferDamageInfoC2B)
            {
                var ret = act as GetMonsterSufferDamageInfoC2B;

                OnReceiveGetMonsterSufferDamageInfoC2B(ret);
            }

            foreach (var q in mQuestScript)
            {
                if (q.Value.TryDoAction(act))
                {
                    break;
                }
            }

        }
        protected override bool doLaunchSkill(UnitLaunchSkillAction sk)
        {
			//Console.WriteLine(" ------------------------------doLaunchSkill - " + sk.SkillID + ", " + this.ID + ", targetID: " + 
			//	sk.TargetObjID	+ ", XY:" + this.X + ", " + this.Y + ", direction : " + this.Direction + ", " + this.Parent.UUID);
			//if(sk.SkillID == 110160)
			//	sk.SkillID = 110360;
			//如果在采集中,不让放技能,并通知客户端.
			if (CurrentActionStatus == UnitActionStatus.Pick)
            {
                this.VirtualPlayer.SendMsgToClient(CommonAI.XmdsConstConfig.TIPS_BE_BUSY);
                return false;
            }
            var skill = this.getSkillState(sk.SkillID);
            if (skill == null)
            {
                return false;
            }

			return base.doLaunchSkill(sk);
        }

        public bool PlayerChangeSkill(int oldSkillID, int newSkillID, SkillLevelData levelData)
        {
            return this.Virtual.ChangeSkill(oldSkillID, newSkillID, levelData);
        }

		// 获取队伍的天命属性加成
		public override int GetTeamFateValue(UnitFateType fateType)
		{
			if(this.TeamVirtual == null)
			{
				return this.Virtual.GetPetTalentAddition(fateType);
			}

			return this.TeamVirtual.GetTeamFateValue(fateType);
		}

		//查找自动拾取的物品
		public override InstanceItem findGuardPickItem()
        {
            if (CanPickDropableItem)
            {
                return base.findGuardPickItem();
            }
            return null;
        }

		//查找自动战斗等一切情况下的物品拾取
		public InstanceItem findAutoGuardPickItem()
		{
			if (CanPickDropableItem)
			{
				InstanceItem min = null;
				float min_len = float.MaxValue;
				float searchValue = this.mAutoPickRange * this.mAutoPickRange;
				Parent.ForEachNearObjects(this.X, this.Y, this.mAutoPickRange, (InstanceItem u, ref bool cancel) =>
				{
					if (!u.Info.Pickable && u.IsPickable(this))
					{
						float len = MathVector.getDistanceSquare(u.X, u.Y, this.X, this.Y);
						if (min_len > len && len <= searchValue)
						{
							min_len = len;
							min = u;
						}
					}
				});
				return min;
			}
			return null;
		}

		protected override void doPickObject(UnitPickObjectAction pick)
        {
            InstanceZoneObject obj = Parent.getObject<InstanceZoneObject>(pick.PickableObjectID);
            if (obj is InstanceItem)
            {
                InstanceItem item = obj as InstanceItem;

                var zip = (item.Info.Properties as XmdsItemProperties);

                switch (zip.ItemType)
                {
                    case XmdsItemProperties.XmdsItemType.Equip:
                        //if (CanPickDropableItem) XmdsDropableInstanceItem.IsPickable已经检查
                        {
                            item.DirectPickItem(this, () =>
                            {
                                RemoveDropItemB2C rd = new RemoveDropItemB2C(item.ID, this.ID);
                                this.queueEvent(rd);
                            });
                        }
                        break;
                    default:
                        {
                            if (item.PickItem(this) && item.mFrom == 1)
                            {
                                RemoveDropItemB2C rd = new RemoveDropItemB2C(item.ID, this.ID);
                                this.queueEvent(rd);
                            }
                        }
                        break;
                }
            }
            else if (obj is InstanceUnit)
            {
                InstanceUnit unit = obj as InstanceUnit;
                this.PickUnit(unit);
            }
        }
        protected void TryDirectPickNearItems()
        {
            int size = this.VirtualPlayer.VirtualInventorySize;

            if (size == 0) { return; }

            Parent.ForEachNearObjects(this.X, this.Y, this.mAutoPickRange, (InstanceItem u, ref bool cancel) =>
            {
                if (size > 0)
                {
                    var itemProp = u.Info.Properties as XmdsItemProperties;
                    if (itemProp.AllowAutoGuardPick == true && u.PassTimeMS > 1000)
                    {
                        //自己可以捡的装备再扣除背包数量.
                        if (u.DirectPickItem(this, () =>
                        {
                            RemoveDropItemB2C rd = new RemoveDropItemB2C(u.ID, this.ID);
                            this.queueEvent(rd);
                        }))
                        {
                            size--;
                        }
                    }
                }
                else
                {
                    cancel = true;
                }
            });

            //this.VirtualPlayer.VirtualInventorySize = size;
        }



        public void setMocking(InstanceUnit unit)
        {
            if(unit == null)
            {
                if(mMockTarget != null)
                {
                    mMockTarget.mMarkRemove = true;
                }
                mMockTarget = null;
            }
            else
            {
                mMockTarget = new XmdsInstanceUnitStateMock(this, unit);
                DoMockingAttack();
            }           
        }

        protected override void updateGuard()
        {
            if (mMockTarget != null)
            {
                DoMockingAttack();
            }
			else if(this.mFocusPickItem != null && this.mFocusPickItem.IsActive)
			{
				return;
			}
            else if (IsGuard == true && (mXmdsFocusTarget == null || (mXmdsFocusTarget != null && !mXmdsFocusTarget.IsActive)))
            {
                mXmdsFocusTarget = null;

                InstanceUnit enemy = null;

                if (lastAttackUnit != null && lastAttackUnit.IsActive == true)//上一次攻击的单位如果没死且能攻击,继续攻击他.
                {
                    //上次攻击的单位如果超过了一屏范围,取消攻击.
                    if (CMath.getDistance(this.X, this.Y, lastAttackUnit.X, lastAttackUnit.Y) > this.mGuardSearchRange)
                    {
                        lastAttackUnit = null;
                    }
                    else
                    {
                        enemy = lastAttackUnit;
                    }
                }
                else
                {
                    lastAttackUnit = null;
                }

                if (enemy == null)//如果无效再找一次.
                {
                    enemy = findGuardTarget(SkillTemplate.CastTarget.Enemy, AttackReason.Look);
                }

                if (enemy != null)
                {
                    doXmdsFocusAttack(enemy, SkillTemplate.CastTarget.Enemy);
                    return;
                }
                //UpdateXmdsGuard();
            }

			//自动拾取检测
			if(this.DoAutoPick())
			{
				return;
			}

			if (mFocusPickItem != null && !mFocusPickItem.IsActive)
			{
			    mFocusPickItem = null;
			}

			if (mFindItemTimeInterval.Update(Parent.UpdateIntervalMS))
            {
                TryDirectPickNearItems();				
			}

            if (IsGuard)
            {
				// 旋风斩贴近目标 //
				var state = CurrentState as StateSkill;
				if (state != null)
                {
					Vector2 movePos = (mXmdsFocusTarget == null) ? state.GetMoveToPos() : new Vector2(mXmdsFocusTarget.Target.X, mXmdsFocusTarget.Target.Y);

					if (movePos != null && state.IsControlMoveable && !state.unit.IsCannotMove && state.SkillData.AutoFightFollower)
                    {
						if(state.setMoveTo(movePos.X, movePos.Y))
						{
							// 移动结束
							if((this.CurrentActionSubstate & (byte)UnitActionSubStatus.ChargeAtkMove) > 0)
							{
								this.RemoveActionSubState(UnitActionSubStatus.ChargeAtkMove);
								this.AddActionSubState(UnitActionSubStatus.ChargeAtkIdle);				
							}
						}
						else
						{
							// 移动
							if ((this.CurrentActionSubstate & (byte)UnitActionSubStatus.ChargeAtkIdle) > 0)
							{
								this.RemoveActionSubState(UnitActionSubStatus.ChargeAtkIdle);
								this.AddActionSubState(UnitActionSubStatus.ChargeAtkMove);
							}
						}
                        return;
                    }
                }

                // 没目标定期检测目标 //
                if ((mXmdsFocusTarget == null) && (mFocusPickItem == null))
                {
                    if (mCheckGuard.Update(Parent.UpdateIntervalMS))
                    {
                        var enemy = findGuardTarget(SkillTemplate.CastTarget.Enemy, AttackReason.Look);
                        if (enemy != null)
                        {
                            doXmdsFocusAttack(enemy, SkillTemplate.CastTarget.Enemy);
                            return;
                        }
                        var alias = findGuardTarget(SkillTemplate.CastTarget.AlliesIncludeSelf, AttackReason.Look);
                        if (alias != null)
                        {
                            doXmdsFocusAttack(alias, SkillTemplate.CastTarget.AlliesIncludeSelf);
                            return;
                        }

						//if (CommonLang.CUtils.localTimeMS - this.mLastAutoAttackTime > 3000/* && this.X == this.mLastAutoFightPos.X && this.Y == this.mLastAutoFightPos.Y*/)
						//{
						//	this.mLastAutoAttackTime = CommonLang.CUtils.localTimeMS;
						//	this.mGuardPos.SetX(this.X);
						//	this.mGuardPos.SetY(this.Y);
						//}
					}
                }
            }
        }

		//是否可以自动拾取
		public override bool DoAutoPick(bool ignoreInterval = false)
		{
			//非自动战斗或者非跟随,退出
			if (!this.IsGuard && (this.leadingMan == null || (this.leadingMan != null && !this.canFollowTeam)))
			{
				return false;
			}

			if(this.VirtualPlayer.VirtualInventorySize <= 0)
			{
				//只要自动战斗就提示这个,不合理,客户端自己加
				//if(mNextNotifyBagFullTime < CommonLang.CUtils.localTimeMS)
				//{
				//	mNextNotifyBagFullTime = CommonLang.CUtils.localTimeMS + 6000;
				//	this.Virtual.SendMsgToClient(CommonAI.XmdsConstConfig.TIPS_BAG_FULL);
				//}
				return false;
			}

			if (!this.Parent.CheckAutoDropItem() || !IsBattleCanPick())
			{
				return false;
			}


			if (mFocusPickItem == null || !mFocusPickItem.IsActive)
			{
				bool leaderInView = false;
				if (this.mTeamVirtual != null && this.canFollowTeam && this.leadingMan != null && this.leadingMan.Enable)
				{
					// 如果正在跟随图中,取消拾取
					if(this.CurrentState is StateFollowLeader)
					{
						StateFollowLeader folloLeader = this.CurrentState as StateFollowLeader;
						if(folloLeader != null && folloLeader.FollowState == StateFollow.MoveState.Move)
						{
							return false;
						}
					}

					if (!CMath.includeRoundPoint(X, Y, this.mAutoPickRange, leadingMan.X, leadingMan.Y))
					{
						return false;
					}
					else
					{
						leaderInView = true;
					}
				}

				bool canAutoPick = IsGuard || this.CurrentState is StateFollowAndPickItem || leaderInView;
				if (canAutoPick && (ignoreInterval || mNextAutoFindPickItemTime < CommonLang.CUtils.localTimeMS))
				{
					var item = findAutoGuardPickItem();
					if (item != null)
					{
						mNextAutoFindPickItemTime = CommonLang.CUtils.localTimeMS + XmdsConfig.Instance.GUARD_FIND_ITEM_CYCLE_TIME;
						doFocusPickItem(item, false);
						return true;
					}
				}
			}
			else
			{
				return true;
			}

			return false;
		}


		//是否跟随队长
		public override bool IsFollowMaster()
		{
			if(this.leadingMan != null && this.canFollowTeam)
			{
				return true;
			}

			return false;
		}

		private bool IsBattleCanPick()
		{
			if(this.Virtual.GetBattleStatus() != BattleStatus.None)
			{
				// 不主动开战
				if(this.mXmdsFocusTarget != null && this.mXmdsFocusTarget.TargetUnit.IsActive && !this.mXmdsFocusTarget.TargetUnit.IsFullHP())
				{
					return false;
				}
			}

			return true;
		}

		//通知拾取消息
		public override void NotifyRemoveDropItemB2C(InstanceItem item)
		{
			RemoveDropItemB2C rd = new RemoveDropItemB2C(item.ID, this.ID);
			this.queueEvent(rd);
		}

		private void DoMockingAttack()
        {
            //doXmdsFocusAttack(mMockTarget.GetTargetUnit(), SkillTemplate.CastTarget.Enemy, false, this.DefaultSkillStatus());

            if (!(this.CurrentState is XmdsInstanceUnitStateMock) || !(this.CurrentState is StateSkill))
            {
                changeState(mMockTarget);
                queueEvent(new PlayerFocuseTargetEvent(this.ID, mMockTarget.GetTargetUnit().ID, SkillTemplate.CastTarget.Enemy)); ;
            }
        }


        public override BuffState AddBuff(BuffTemplate buff, InstanceUnit sender, int pointMaxOverLayer = 0, bool forever = false, bool bMaxOverlayer = false, 
			int buffExt = 0, bool isControlBuf = false, bool maxReset = false, int addLayers = 0)
        {
            XmdsBuffProperties prop = buff.Properties as XmdsBuffProperties;
            if (prop.BuffAbilityList != null)
            {
                int count = prop.BuffAbilityList.Count;
                for (int i = 0; i < count; i++)
                {
                    if (XmdsInstanceUtils.IsDebuff(prop.BuffAbilityList[i].ability))
                    {
                        isControlBuf = true;
                        break;
                    }
                }
            }

            return base.AddBuff(buff, sender, pointMaxOverLayer, forever, bMaxOverlayer, buffExt, isControlBuf, maxReset, addLayers);
        }

        protected override void doHitAttack(InstanceUnit attacker, AttackSource source)
        {
            if (this.IsDead())
            {
                //XmdsAttackProperties zap = (source.Attack.Properties as XmdsAttackProperties);
                if (attacker.CurrentState is StateSkill)
                {
                    var skilltemplate = (attacker.CurrentState as StateSkill).SkillData;
                    if ((skilltemplate.Properties as XmdsSkillProperties).TargetType
                         == XmdsSkillProperties.XmdsSkillTargetType.AllianceDead)
                    {
                        TemplateManager.Formula.OnHit(attacker, source, this);
                    }
                }
            }

            base.doHitAttack(attacker, source);
        }
        /// <summary>
        /// 更改遗言.
        /// </summary>
        /// <param name="testamentID"></param>
        private void ChangeTestament(byte testamentID)
        {
            (this.Virtual as XmdsVirtual_Player).SyncTestament(testamentID);
        }

        public override void InitSkills(LaunchSkill baseSkill, params LaunchSkill[] skills)
        {
            if (this.Virtual == null ||
               (this.Virtual as XmdsVirtual).IsFinishSkillInit() == false)
            {
                return;
            }

            base.InitSkills(baseSkill, skills);
        }

        public override bool tryLaunchRandomSkillAndCancelCurrentSkill(InstanceUnit target, bool autoFocusNearTarget = false)
        {
            //自动战斗不允许中断当前技能施放.
            return false;
        }

        private void UpdateDoStopSkill()
        {
            if (this.CurrentState is StateSkill)
            {
                if (mDoStopSkill)
                {
                    var ss = (this.CurrentState as StateSkill);

                    if (ss.IsCancelableByMove || ss.IsCancelableBySkill)
                    {
                        ss.block();
                        mDoStopSkill = false;
                    }
                }
            }
            else
            {
                mDoStopSkill = false;
            }
        }

        protected override void doGuard(UnitGuardAction act)
        {
            //没有通关不能自动战斗.
            if (act.guard == true && this.Virtual != null && (this.Virtual as XmdsVirtual_Player).AllowUseAutoGuard() == false)
            {
                // 机器人除外.
                if (IsRobot)
                {
                    return;
                }
            }

            cleanFocus();
            lastAttackUnit = null;

            XmdsVirtual.FormatLog(CommonLang.Log.LoggerLevel.DEBUG, "act.reason:" + act.reason);
            if (act.guard == false)
            {
                //  mAutoGuardTargetList.Clear();
            }
            else
            {
                try
                {
                    ParseGuardActionReason(act.reason);
                }
                catch (Exception error)
                {
                    XmdsVirtual.FormatLog(CommonLang.Log.LoggerLevel.ERROR, "ParseGuardActionReason Error : " + act.reason + " error : " + error.ToString());
                }
            }

            base.doGuard(act);
        }

        /// <summary>
        /// 解析挂机指令,新增指令头,告知是定点挂机还是全图游走.
        /// 第0位 map/point:
        /// 第1位 怪物模板ID:
        /// EG: map:怪物模板ID:怪物模板ID
        /// </summary>
        /// <param name="reason"></param>
        private void ParseGuardActionReason(string reason)
        {
            if (mCurGuardMode == GuardMode.Mode_Point)
            {
                mGuardPos.SetX(this.X);
                mGuardPos.SetY(this.Y);
            }
# if OPNE_JSG_AI_TOOLS
			if (this.IsRobot)
			{
				this.mGuardSearchRange = 100;
				reason = CommonAI.XmdsConstConfig.AUTO_GUARD_MODE_MAP;
			}
#endif
			if (string.IsNullOrEmpty(reason))
            {
                return;
            }

            string[] array = reason.Split(SPLIT);
            if (array != null && array.Length > 0)
            {
                string head = array[0];

                if (head == CommonAI.XmdsConstConfig.AUTO_GUARD_MODE_MAP)  //全图模式.
                {
                    mCurGuardMode = GuardMode.Mode_Map;

                }
                else if (head == CommonAI.XmdsConstConfig.AUTO_GUARD_MODE_POINT)//定点模式.
                {
                    mCurGuardMode = GuardMode.Mode_Point;
                    mGuardPos.SetX(this.X);
                    mGuardPos.SetY(this.Y);
                }
                //array可能是point: point:0 point:taskId:targetId
                if (array.Length >= 3)
                {
                    clearAutoGuardTargetList();
                    if (!string.IsNullOrEmpty(array[1]))
                    {
                        int taskId = int.Parse(array[1]);
                        for (int i = 2; i < array.Length; i++)
                        {
                            if (!string.IsNullOrEmpty(array[i]))
                            {
                                int targetId = int.Parse(array[i]);
                                if (targetId > 0)
                                {
                                    mAutoGuardTargetList.Add(targetId);
                                    log.Debug("--------------addTarget id: " + targetId);
                                }
                            }
                        }

                    }
                }
            }
        }

        private float GetGuardPosX()
        {
            switch (mCurGuardMode)
            {
                case GuardMode.Mode_Map:
                    return this.X;
                case GuardMode.Mode_Point:
                    return mGuardPos.X;
                default:
                    return this.X;
            }
        }

        private float GetGuardPosY()
        {
            switch (mCurGuardMode)
            {
                case GuardMode.Mode_Map:
                    return this.Y;
                case GuardMode.Mode_Point:
                    return mGuardPos.Y;
                default:
                    return this.Y;
            }
        }

        //查找自动攻击单位.
        public override InstanceUnit findGuardTarget(SkillTemplate.CastTarget expect = SkillTemplate.CastTarget.Enemy, AttackReason reason = AttackReason.Look)
        {
            InstanceUnit min = null;
            if (getAvailableAutoLaunchSkill(expect) != null)
            {
                //有优先目标取优先目标攻击.
                if (mAutoGuardTargetList.Count > 0)
                {
                    //using (var list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
                    List<InstanceUnit> list = new List<InstanceUnit>();
                    {
                        Parent.ForEachNearObjects(GetGuardPosX(), GetGuardPosY(), mGuardSearchRange, (InstanceUnit u, ref bool cancel) =>
                        {
                            if (Parent.IsAttackable(this, u, expect, reason, Info))
                            {
                                XmdsVirtual zv = u.Virtual as XmdsVirtual;
                                if (zv != null)
                                {
                                    if (mAutoGuardTargetList.Contains(zv.GetVirtualTemplateID()))
                                    {
                                        list.Add(u);
                                    }
                                }

                            }
                        });

                        if (list.Count > 0)
                        {
                            list.Sort((a, b) =>
                            {
                                float da = CMath.getDistanceSquare(a.X, a.Y, this.X, this.Y);
                                float db = CMath.getDistanceSquare(b.X, b.Y, this.X, this.Y);
                                return (int)(da - db);
                            });
                            min = list[0];
                            if (min != null)
                            {
                                mAutoGuardTargetTimes = 0;
                            }
                        }
                        log.Debug("findGuardTarget times: " + mAutoGuardTargetTimes + " count:" + mAutoGuardTargetList.Count + " min:" + (min == null ? "null" : "finded"));

                        //找不到目标怪就直接返回null等下一次查找,直到等待MAX_AUTO_GUARD_TARGET_TIMES次数
                        if (mAutoGuardTargetList.Count > 0 && min == null)
                        {
                            mAutoGuardTargetTimes += 1;
                            if (mAutoGuardTargetTimes >= MAX_AUTO_GUARD_TARGET_TIMES)
                            {
                                clearAutoGuardTargetList();
                            }
                            else
                            {
                                return null;
                            }

                        }
                    }
                }

                //没有优先目标,按照默认逻辑走.

                //原本是走父类逻辑,但是现在要分挂机模式,要分索敌范围.
                //base.findGuardTarget(expect, reason);

                if (min == null)
                {
                    if (getAvailableSkill(expect) != null)
                    {
						bool isMeSteah = this.IsHasSubState(UnitActionSubStatus.Stealth);

						float min_len = float.MaxValue;
                        Parent.ForEachNearObjects(GetGuardPosX(), GetGuardPosY(), mGuardSearchRange, (InstanceUnit u, ref bool cancel) =>
                        {
							// 别人隐身了,自己没有隐身,自动攻击不到
							if(u.Virtual.GetBattleStatus() == BattleStatus.None && u.IsHasSubState(UnitActionSubStatus.Stealth) && !isMeSteah)
							{
								return;
							}

							if (Parent.IsAttackable(this, u, expect, reason, Info))
                            {
#if OPNE_JSG_AI_TOOLS
								//降低机器人之间的互相PK概率
								if (this.IsRobot && u.IsPlayer)
								{
									XmdsInstancePlayer uPlayer = u as XmdsInstancePlayer;
									if (uPlayer.IsRobot && this.RandomN.Next() % 100 < 95)
									{
										return;
									}
								}

								//AI随机攻击目标
								if (this.IsRobot && this.RandomN.Next() % 100 < 15)
								{
									min = u;
									cancel = true;
									return;
								}
#endif

								float len = MathVector.getDistanceSquare(u.X, u.Y, this.X, this.Y);
                                if (min_len > len)
                                {
                                    min_len = len;
                                    min = u;
                                }
                            }
                        });
                    }

                    return min;
                }

            }
            return min;
        }

        /// <summary>
        /// 当任务完成时
        /// </summary>
        /// <param name="qd"></param>
        protected override void onQuestCommitted(QuestData qd)
        {
            int targetId = XmdsQuestData.GetTargetID(qd);
            if (this.mAutoGuardTargetList.Contains(targetId))
            {
                clearAutoGuardTargetList();
            }
        }

        public override void OnReconnected(UnitInfo temp, int force, int level, Vector2 enterPos)
        {
            (this.Virtual as XmdsVirtual_Player).OnUnitReEnter(temp, force, level, enterPos);
            base.OnReconnected(temp, force, level, enterPos);
        }
        public override void OnDisconnected()
        {
            base.OnDisconnected();
            var act = new UnitGuardAction();
            act.guard = false;
            doGuard(act);

            var actFollow = new UnitFollowAction();
            actFollow.follow = false;
            doFollow(actFollow);
        }

        protected override void doFollow(UnitFollowAction act)
        {
            base.doFollow(act);
            if (act.follow == true)
            {
                if (this.TeamVirtual != null && this.stateFollow != null)
                {
                    if (this.TeamVirtual.TeamLeader != null && this.TeamVirtual.TeamLeader.Enable)
                    {
                        if (this.TeamVirtual.acceptAutoFollow(this))
                        {
                            this.TeamVirtual.changeMemberAutoFollow();
                            this.stateFollow.Distance = this.TeamVirtual.TeamLeader.RadiusSize + (this.BodyBlockSize * (this.FollowIndex + 1)) * 2;

                            //this.changeState(this.stateFollow);
                        }
                        else
                        {
                            this.TeamVirtual.cancelAutoFollow(this);
                            this.TeamVirtual.changeMemberAutoFollow();
                        }
                    }
                    else if (this.TeamVirtual.TeamLeader == null)
                    {
                        this.TeamVirtual.cancelAutoFollow(this);
                        this.TeamVirtual.changeMemberAutoFollow();
                    }
                }
            }
            else
            {
                if (this.TeamVirtual != null)
                {
                    this.TeamVirtual.cancelAutoFollow(this);
                    this.TeamVirtual.changeMemberAutoFollow();
                }
            }
        }

        public void SendBotTestAutoFight()
        {
            if (mBotTestAutoFight == true)
            {
                var act = new UnitGuardAction();
                act.guard = true;
                doGuard(act);
            }
        }

        #region 自动释放技能.

        /// <summary>
        /// 获得当前能够使用的技能.
        /// </summary>
        /// <returns></returns>
        protected SkillState GetAvailableAutoLaunchSkill(ref InstanceUnit enemy)
        {
            SkillState ret = null;
            do
            {
                //没蓝直接转普攻.
                if (mXmdsFocusTarget == null) { break; }

                List<SkillState> list = SkillStatus as List<SkillState>;

                XmdsStateFollowAndAttack current = CurrentState as XmdsStateFollowAndAttack;

                //优先多段攻击技能
                if (current != null)
                {
                    for (int si = list.Count - 1; si >= 0; --si)
                    {
                        SkillState sst = list[si];
                        if (sst == null || (DefaultSkill != null && DefaultSkill.ID == sst.Data.ID))
                        {
                            continue;
                        }
                        if (sst.LaunchSkill.AutoLaunch && sst.IsActive && sst.IsMutilAction() && sst.IsHasNext()
                            && sst.IsCD && sst.IsDone && this.VirtualPlayer.SkillAutoLaunchTest(sst))
                        {
                            //System.Console.WriteLine(" - GetAvailableAutoLaunchSkill - " + sst.ID + ", " + sst.ActionIndex);
                            ret = sst;
                            break;
                        }
                    }
                }

                //其次技能.
                if (ret != null) { break; }

                for (int si = list.Count - 1; si >= 0; --si)
                {
                    SkillState sst = list[si];

                    //非PVP, PVE状态下不允许释放技能
                    if (DefaultSkill != null && sst.Data.ID != DefaultSkill.ID &&
                        sst.LaunchSkill.AutoLaunch && (Virtual.IsInPVP() || Virtual.IsInPVE()))
                    {
                        if (!sst.IsCD && sst.IsActive && sst.IsDone && sst.LaunchSkill.AutoLaunch && sst.CanAutoLaunch() && 
							this.VirtualPlayer.SkillAutoLaunchTest(sst))
                        {
							//判断需要能量值
							if (!this.Virtual.LaunchSkillCheckTalentInfo(sst))
							{
								continue;
							}


                            //切换作用不同的技能,这时需要切换技能目标,会导致丢失原目标.
                            if (mXmdsFocusTarget.ExpectTarget != sst.Data.ExpectTarget)
                            {
                                enemy = findGuardTarget(sst.Data.ExpectTarget, AttackReason.Look);
                            }

                            if (enemy != null)
                            {
                                ret = sst;
                            }
                            break;
                        }
                    }
                }
            } while (false);

            //没有技能时施放普攻.
            if (ret == null && DefaultSkill != null)
            {
                if (enemy != null)
                {
                    ret = getSkillState(DefaultSkill.ID);
                }
            }

            return ret;
        }

        /// <summary>
        /// 判断目标技能是否可以自动释放.
        /// </summary>
        /// <param name="skillid"></param>
        /// <returns></returns>
        //private bool CanAutoLaunchSkill(int skillid)
        //{
        //    bool ret = false;

        //    var v = (this.Virtual as XmdsVirtual);

        //    if (v != null)
        //    {
        //        ret = v.AllowAutoLaunch(skillid);
        //    }

        //    return ret;
        //}

        public override SkillState getRandomLaunchableExpectSkill(InstanceUnit target, SkillTemplate.CastTarget expectTarget, AttackReason reason = AttackReason.Tracing, bool checkRange = false)
        {
            var ss = GetAvailableAutoLaunchSkill(ref target);

            if (mXmdsFocusTarget != null && target != null && ss != null)
            {
                //mXmdsFocusTarget.TargetUnit = target;
                //mXmdsFocusTarget.ExpectSkillState = ss;
                //mXmdsFocusTarget.ChangeMoveTarget(target);

                mXmdsFocusTarget.ChangeAttackTarget(ss, target);
            }
            return ss;
        }

        private InstanceUnit lastAttackUnit = null;

        public override SkillState getRandomLaunchableExpectSkill(SkillTemplate.CastTarget expectTarget)
        {
            InstanceUnit unit = null;

            if (mXmdsFocusTarget != null)
            {
                unit = mXmdsFocusTarget.TargetUnit;
            }

            var ss = GetAvailableAutoLaunchSkill(ref unit);

            if (mXmdsFocusTarget != null && unit != null && ss != null)
            {
                //mXmdsFocusTarget.TargetUnit = unit;
                //mXmdsFocusTarget.ExpectSkillState = ss;
                //mXmdsFocusTarget.ChangeMoveTarget(unit);

                if (ss.Data.ExpectTarget != mXmdsFocusTarget.ExpectTarget)
                {
                    if (mXmdsFocusTarget.ExpectTarget == SkillTemplate.CastTarget.Enemy)
                    {
                        lastAttackUnit = mXmdsFocusTarget.TargetUnit;
                    }
                }

                mXmdsFocusTarget.ChangeAttackTarget(ss, unit);

            }
            return ss;
        }

        public void OnReceiveGetMonsterSufferDamageInfoC2B(GetMonsterSufferDamageInfoC2B evt)
        {
            var ret = evt as GetMonsterSufferDamageInfoC2B;

            //找到指定的怪物单位,获取伤害信息并排序.
            InstanceUnit iu = this.Parent.getUnit(ret.MonsterID);

            if (iu != null && iu is XmdsInstanceMonster)
            {
                XmdsVirtual_Monster zvm = (iu as XmdsInstanceMonster).Virtual as XmdsVirtual_Monster;

                if (zvm != null)
                {
                    HashMap<string, PlayerDamageInfo> map = zvm.GetSufferDamage();

                    if (map != null)
                    {
                        MonsterSufferDamageInfoB2C msg = new MonsterSufferDamageInfoB2C();

                        List<PlayerDamageInfo> infoList = new List<PlayerDamageInfo>();
                        int playerRank = 0;
                        int playerDamage = 0;

                        //获取数据并排序.
                        foreach (var kvp in map)
                        {
                            infoList.Add(kvp.Value);
                        }

                        //伤害从大到小排序.
                        infoList.Sort((a, b) =>
                        {
                            return b.Damage - a.Damage;
                        });

                        //找到自己的排名和伤害.
                        for (int i = 0; i < infoList.Count; i++)
                        {
                            var temp = infoList[i];
                            if (this.PlayerUUID == temp.PlayerUUID)
                            {
                                playerRank = i + 1;
                                playerDamage = temp.Damage;
                                break;
                            }
                        }

                        //只取10条详细信息发送.
                        if (infoList.Count > 10)
                        {
                            infoList.RemoveRange(10, infoList.Count - 10);
                        }

                        msg.PlayerDamage = playerDamage;
                        msg.PlayerRank = playerRank;
                        msg.InfoList = infoList;

                        this.queueEvent(msg);


                    }

                }
            }
        }
        #endregion

        #region 绕开底层重新实现自动战斗AI.

        private XmdsInstanceUnitStateMachine.XmdsStateFollowAndAttack doXmdsFocusAttack(InstanceUnit target,
            SkillTemplate.CastTarget expect_target = SkillTemplate.CastTarget.Enemy,
            bool autoFocusNearTarget = true, InstanceUnit.SkillState lanuchSkill = null)
        {
            if ((mAttackTo == null || mAttackTo.IsAttack) && Parent.IsAttackable(this, target, expect_target, AttackReason.Tracing, Info))
            {
				this.mLastAutoAttackTime = CommonLang.CUtils.localTimeMS;
				if (mXmdsFocusTarget != null)
                {
                    if (mXmdsFocusTarget.TargetUnit != target)
                    {
                        mXmdsFocusTarget = new XmdsInstanceUnitStateMachine.XmdsStateFollowAndAttack(this, target, expect_target, autoFocusNearTarget, lanuchSkill);
                        if (changeState(mXmdsFocusTarget))
                        {
                            queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, expect_target));
                        }
                    }
                }
                else
                {
                    mXmdsFocusTarget = new XmdsInstanceUnitStateMachine.XmdsStateFollowAndAttack(this, target, expect_target, autoFocusNearTarget, lanuchSkill);
                    if (changeState(mXmdsFocusTarget))
                    {
                        queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, expect_target));
                    }
                }
            }
            else
            {
                mXmdsFocusTarget = null;
            }
            return mXmdsFocusTarget;
        }

        private void doXmdsFocusAttack(InstanceUnit target, SkillState state)
        {
            SkillTemplate.CastTarget expect_target = state.Data.ExpectTarget;

            if ((mAttackTo == null || mAttackTo.IsAttack) && Parent.IsAttackable(this, target, expect_target, AttackReason.Tracing, Info))
            {
                if (mXmdsFocusTarget != null)
                {
                    if (mXmdsFocusTarget.TargetUnit != target)
                    {
                        mXmdsFocusTarget = new XmdsInstanceUnitStateMachine.XmdsStateFollowAndAttack(this, target, expect_target, true);
                        mXmdsFocusTarget.ExpectSkillState = state;

                        if (changeState(mXmdsFocusTarget))
                        {
                            queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, expect_target));
                        }
                    }
                }
                else
                {
                    mXmdsFocusTarget = new XmdsInstanceUnitStateMachine.XmdsStateFollowAndAttack(this, target, expect_target, true);
                    mXmdsFocusTarget.ExpectSkillState = state;

                    if (changeState(mXmdsFocusTarget))
                    {
                        queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, expect_target));
                    }
                }
            }
            else
            {
                mXmdsFocusTarget = null;
            }


        }

        protected override void cleanFocus()
        {
            mFocusTarget = null;
            mXmdsFocusTarget = null;
            base.cleanFocus();
        }

        protected override void doFocusTarget(UnitFocuseTargetAction focus)
        {
            if (IsGuard)
            {
                mAttackTo = null;
                InstanceZoneObject src = Parent.getObject<InstanceZoneObject>(focus.targetUnitID);
                //目标不能是宠物
                if ((src is InstanceUnit) && !(src is InstancePet))
                {
                    if (!IsNoneSkill && ((src as InstanceUnit).IsActive))
                    {
                        doXmdsFocusAttack(src as InstanceUnit);
                    }
                }
                else if ((src is InstanceItem))
                {
                    if (src.Enable)
                    {
                        doFocusPickItem(src as InstanceItem);
                    }
                }
                else
                {
                    cleanFocus();
                }
            }
        }

		public override void OnUnitDead()
		{
			this.cleanFocus();

			// 死亡取消自动战斗
			if (this.IsGuard)
			{
				this.IsGuard = false;
				this.Virtual.doEvent(JSGCustomOpType.UpdateAutoBattleFlag);
			}
		}

		public override void doSomething()
        {
            if (mWaitingSkill != null && CurrentState is StateSkill)
            {
                if (doLaunchSkill(mWaitingSkill))
                {
                    return;
                }
            }
			else if(this.DoAutoPick())
			{
				return;
			}
            else if (IsGuard)
            {
                if (this.canFollowTeam && leadingMan != null)
                {
                    if (leadingMan.AoiStatus != null)
                    {
                        //若队长进入位面
                        UnitGuardAction action = new UnitGuardAction();
                        action.guard = false;
                        action.reason = "guard to follow";
                        doGuard(action);
                        startIdle();
                        return;
                    }
					else if (leadingMan.Virtual.GetBattleStatus() == BattleStatus.None)
					{
						UnitGuardAction action = new UnitGuardAction();
						action.guard = false;
						action.reason = "guard to follow";
						doGuard(action);
						updateStateToFollowTeam();
						mXmdsFocusTarget = null;
						return;
					}

					this.stateFollow.Distance = this.leadingMan.RadiusSize + (this.BodyBlockSize * (this.FollowIndex + 1)) * 2;
                    //var distance = leadingMan.RadiusSize + this.BodyBlockSize * 2;
                    if (!CMath.includeRoundPoint(X, Y, this.GetFollowDistance(true), leadingMan.X, leadingMan.Y))
                    {
                        UnitGuardAction action = new UnitGuardAction();
                        action.guard = false;
                        action.reason = "guard to follow";
                        doGuard(action);
                        updateStateToFollowTeam();
                        mXmdsFocusTarget = null;
                        return;
                    }
                }
                if (mFocusPickItem != null && mFocusPickItem.IsActive)
                {
                    changeState(mFocusPickItem);
                    return;
                }
                else
                {
                    mFocusPickItem = null;
                }
                if (mXmdsFocusTarget != null && mXmdsFocusTarget.IsActive)
                {
					if (Parent.IsAttackable(this, mXmdsFocusTarget.TargetUnit, SkillTemplate.CastTarget.AlliesIncludeSelf, AttackReason.Attack, Info))
                    {
                        mXmdsFocusTarget = null;
                    }
                    else
                    {
                        changeState(mXmdsFocusTarget);
                        return;
                    }
                }
                else
                {
                    mXmdsFocusTarget = null;
                }
                if (mAttackTo != null && !mAttackTo.IsDone)
                {
                    changeState(mAttackTo);
                    return;
                }
            }
            else if (this.canFollowTeam && leadingMan != null)
            {
                if (leadingMan.Enable)
                {
                    if (this.CurrentState != this.stateFollow)
                    {
                        if (leadingMan.AoiStatus != null)
                        {
                            //若队长进入位面
                            return;
                        }

                        this.stateFollow.Distance = this.leadingMan.RadiusSize + (this.BodyBlockSize * (this.FollowIndex + 1)) * 2;
                        if (!CMath.includeRoundPoint(X, Y, this.GetFollowDistance(false), leadingMan.X, leadingMan.Y))
                        {
                            this.updateStateToFollowTeam();
                            mXmdsFocusTarget = null;
                        }
                        else
                        {//组队切场景后,如果队长不移动,队员状态不改变
                            this.updateStateToFollowTeam();
                            mXmdsFocusTarget = null;
                        }
                    }
                    else
                    {
                        //发生寻路卡死
                        //transportToTeamLeader();
                    }
                    //var distance = leadingMan.RadiusSize + this.BodyBlockSize * 2;
                    //if (!CMath.includeRoundPoint(X, Y, distance, leadingMan.X, leadingMan.Y))
                    //{
                    //    this.updateStateToFollowTeam();
                    //    mXmdsFocusTarget = null;
                    //    return;
                    //}
                    return;
                }
                else
                {
                    //leadingMan忙,切换leadingMan
                    //mTeamVirtual.changeMemberAutoFollow();
                }

            }
            else if (CurrentState is StateChuanGongA || CurrentState is StateChuanGongB || CurrentState is StateClearYaoQi)
            {
                if (CommonLang.CUtils.localTimeMS < chuangongTime)
                {
                    return;
                }
            }
            else if(CurrentState is StateDaZuo)
            {
                return;
            }
            else if (CurrentState is StateDaZuoRecoveryAttr)
            {
                return;
            }

            startIdle();
        }

        #endregion

		private float GetFollowDistance(bool isGuard)
		{
			if (isGuard)
			{
				return Templates.CFG.PET_FOLLOW_DISTANCE_MAX;
			}
			return this.stateFollow.Distance;
		}


        private void OnPlayerCreate()
        {
            lock (CreateInfoMap)
            {
                AtomicInteger c = null;
                zoneID = (this.Parent as EditorScene).Data.ID;
                if (CreateInfoMap.TryGetValue(zoneID, out c))
                {
                    c++;
                }
                else
                {
                    c = new AtomicInteger(1);
                    CreateInfoMap.Add(zoneID, c);
                }
            }
        }

        ~XmdsInstancePlayer()
        {

            lock (CreateInfoMap)
            {
                AtomicInteger c = null;

                if (CreateInfoMap.TryGetValue(zoneID, out c))
                {
                    c--;
                }
            }
        }

        //组队跟随
        private XmdsTeamVirtual mTeamVirtual;
        public XmdsTeamVirtual TeamVirtual
        {
            set
            {
                mTeamVirtual = value;
            }
            get
            {
                return mTeamVirtual;
            }
        }
        private byte mFollowIndex;
        public byte FollowIndex
        {
            set
            {
                mFollowIndex = value;
            }
            get
            {
                return mFollowIndex;
            }
        }





        protected XmdsInstancePlayer leadingMan;
        public XmdsInstancePlayer Leader
        {
            get
            {
                return leadingMan;
            }
            set
            {
                if (leadingMan != value)
                {
                    leadingMan = value;
                    if (leadingMan == null)
                    {
                        this.stateFollow = null;
                    }
                    else
                    {
                        if (this.stateFollow == null)
                        {
                            this.stateFollow = new StateFollowLeader(this, leadingMan, 30);
                        }
                        else
                        {
                            this.stateFollow.Follower = leadingMan;
                        }

                        //this.stateFollow = StateFollowTeam.createStateFollowTeam(this, leadingMan);
                    }

                }
            }
        }
        public bool canFollowTeam = false;
        public StateFollowLeader stateFollow;

        override public bool isTeamMemberAndFollow()
        {
            return canFollowTeam;
        }

        //切换至跟随状态
        public void updateStateToFollowTeam()
        {
            if (this.mIsReady)
            {
                if (this.canFollowTeam)
                {
                    if (this.stateFollow != null && this.CurrentState != this.stateFollow)
                    {
                        this.changeState(this.stateFollow);
                    }
                    else if (this.stateFollow == null)
                    {
                        mTeamVirtual.changeMemberAutoFollow();
                    }
                }
            }
        }

        public void cancelGuard()
        {
            if (IsGuard)
            {
                log.Debug("------guardCanceled: " + this.Name);
                UnitGuardAction action = new UnitGuardAction();
                action.guard = false;
                action.reason = "sdfsdfsdfs";
                doGuard(action);

                SetAutoBattleB2C evt = new SetAutoBattleB2C();
                evt.isAutoBattle = 0;
                this.queueEvent(evt);
            }
        }
        /// <summary>
        /// 
        /// </summary>
        private void updateFollowTeam()
        {
			if (this.CurrentState == this.stateFollow && this.mTeamVirtual != null && this.canFollowTeam && this.leadingMan != null && this.leadingMan.Enable)
			{
				// 当前如果正在拾取状态,先捡完再说
				if(this.CurrentState is StateFollowAndPickItem)
				{
					return;
				}

				if (CMath.includeRoundPoint(X, Y, this.GetFollowDistance(true), leadingMan.X, leadingMan.Y))
				{
					//在范围内
					var leader = this.leadingMan;
					if (leader.AoiStatus != null)
					{
						//队长在位面中
						UnitGuardAction action = new UnitGuardAction();
						action.guard = false;
						action.reason = "sdfsdfsdfs";
						doGuard(action);
						startIdle();
						//updateStateToFollowTeam();
						return;
					}
					var vir = leader.Virtual as XmdsVirtual;
					if (vir.CombatState == BattleStatus.PVE)
					{
						if (IsGuard == false)
						{
							//队长在PVE状态
							UnitGuardAction action = new UnitGuardAction();
							action.guard = true;
							action.reason = CommonAI.XmdsConstConfig.AUTO_GUARD_MODE_POINT;
							doGuard(action);
						}
					}
					else if (vir.CombatState == BattleStatus.PVP)
					{
						//队长在PVP状态
						//检查玩家Pk状态在“自由”,“队伍”攻击模式下,则跟随队长攻击目标,否则无视
						var myVir = this.Virtual as XmdsVirtual;
						if (IsGuard == false/* &&( myVir.GetCurPKMode() == PKInfo.PKMode.Team 
                                    || myVir.GetCurPKMode() == PKInfo.PKMode.All)*/)
						{
							UnitGuardAction action = new UnitGuardAction();
							action.guard = true;
							action.reason = CommonAI.XmdsConstConfig.AUTO_GUARD_MODE_POINT;
							doGuard(action);
						}
					}
				}
				else
				{
					UnitGuardAction action = new UnitGuardAction();
					action.guard = false;
					action.reason = "sdfsdfsdfs";
					doGuard(action);
					updateStateToFollowTeam();
				}
			}
		}

		//检测修正部分异常数据
		private void UpdateAndModifyErrorData()
		{
			if(this.CurrentActionStatus == UnitActionStatus.Move)
			{
				if(this.mNotMoveTimes == 0)
				{
					this.mNotMoveTimes = 1;
					this.mLastMovePos.SetX(this.X);
					this.mLastMovePos.SetY(this.Y);
				}
				else if(this.mLastMovePos.X == this.X && this.mLastMovePos.Y == this.Y)
				{
					this.mNotMoveTimes++;
				}
				else
				{
					this.mNotMoveTimes = 0;
				}

				if(this.mNotMoveTimes > 10)
				{
					this.mNotMoveTimes = 0;
					this.doSomething();
				}
			}
			else
			{
				this.mNotMoveTimes = 0;
			}
		}

        //移动到队长旁
        public void moveToLeader()
        {
            if (!this.mIsReady)
            {
                this.readyAction = moveToLeader;
                return;
            }
            if (this.leadingMan != null)
            {
                if (this.CurrentState != this.stateFollow)
                {
                    this.changeState(this.stateFollow);
                    var virt = this.Virtual as XmdsVirtual;
                    if (!virt.IsMounted && !virt.IsInDebuffStatus() && !CMath.includeRoundPoint(this.X, this.Y, this.Templates.CFG.TEAMER_FOLLOW_DISTANCE_LIMIT, this.leadingMan.X, this.leadingMan.Y))
                    {
                        PlayerSummonMountEventR2B r2b = new PlayerSummonMountEventR2B();
                        r2b.TimeMS = 0;
                        r2b.IsSummonMount = true;
                        (this.Virtual as XmdsVirtual).ReceiveMsgR2B(r2b);
                    }
                }

                //float dx, dy;
                //var distance = this.leadingMan.RadiusSize + (this.BodyBlockSize * (this.FollowIndex + 1)) * 2;
                //CMath.RandomPosInRound(Parent.RandomN, this.leadingMan.X, this.leadingMan.Y,
                //    distance, out dx, out dy);
                //if (CMath.includeRoundPoint(
                //        this.X, this.Y,
                //        distance,
                //        dx, dy))
                //{
                //    this.changeState(this.stateFollow);
                //    return;
                //}
                //this.changeState(new StateIdle(this));
                ////StateFollowTeam stateMove = StateFollowTeam.createStateFollowTeam(this, leadingMan);
                //StateMove stateMove = new StateMove(this, dx, dy);
                //stateMove.EndMoveAction = (m) =>
                //{
                //    this.changeState(this.stateFollow);
                //    return false;
                //};
                //var virt = this.Virtual as XmdsVirtual;
                //if (!virt.IsMounted && !CMath.includeRoundPoint(this.X, this.Y, this.Templates.CFG.TEAMER_FOLLOW_DISTANCE_LIMIT, this.leadingMan.X, this.leadingMan.Y))
                //{
                //    PlayerSummonMountEventR2B r2b = new PlayerSummonMountEventR2B();
                //    r2b.TimeMS = 0;
                //    r2b.IsSummonMount = true;
                //    (this.Virtual as XmdsVirtual).ReceiveMsgR2B(r2b);
                //}
                //this.changeState(stateMove);
            }
        }

        protected override void onAdded(bool pointLv)
        {
            base.onAdded(pointLv);
            //吴永辉:进入PVP地图清除技能CD bugId:2797
            XmdsServerScene scene = this.Parent as XmdsServerScene;
            SceneType sceneType = this.VirtualPlayer.mUnit.GetSceneType();
            if (sceneType == SceneType.DanTiao || sceneType == SceneType.JJC || sceneType == SceneType.CrossServer || sceneType == SceneType.MengZhan
                 || sceneType == SceneType.FiveVFive || sceneType == SceneType.SourceDungeon
                 || sceneType == SceneType.GuildBoss || sceneType == SceneType.SecretDungeon)
            {
                this.ClearAllSkillCD();
            }
        }
    }

	//队伍跟随
	public class StateFollowLeader : VStateFollowLeader
	{
		private InstanceZoneObject follower;

		public InstanceZoneObject Follower
		{
			get
			{
				return follower;
			}
			set
			{
				follower = value;
				this.target = follower;
			}
		}
		public StateFollowLeader(InstanceUnit unit, InstanceZoneObject target, int holdTime = 0) : base(unit, target, holdTime)
		{
			follower = target;
		}

		protected override void onStart()
		{
			if (follower != null)
			{
				unit.SetActionStatus(UnitActionStatus.Move);
				MoveAI.FindPath(follower);
			}
		}

		protected override void onUpdate()
		{
			base.onUpdate();
			switch (FollowState)
			{
				case MoveState.Move:
					var virt = unit.Virtual as XmdsVirtual;
					if (!virt.IsMounted && !virt.IsInDebuffStatus() && !CMath.includeRoundPoint(unit.X, unit.Y, unit.Templates.CFG.TEAMER_FOLLOW_DISTANCE_LIMIT, follower.X, follower.Y))
					{
						//Console.WriteLine("请求上马");
						PlayerSummonMountEventR2B r2b = new PlayerSummonMountEventR2B();
						r2b.TimeMS = 0;
						r2b.IsSummonMount = true;
						(unit.Virtual as XmdsVirtual).ReceiveMsgR2B(r2b);
					}
					break;
			}
		}
		protected override void onUpdateFollowed(IPositionObject target)
		{
			unit.doSomething();

		}

		protected override void onChangedToMove(IPositionObject target)
		{
			var virt = unit.Virtual as XmdsVirtual;
			if (!virt.IsMounted && !virt.IsInDebuffStatus() && !CMath.includeRoundPoint(unit.X, unit.Y, unit.Templates.CFG.TEAMER_FOLLOW_DISTANCE_LIMIT, follower.X, follower.Y))
			{

				PlayerSummonMountEventR2B r2b = new PlayerSummonMountEventR2B();
				r2b.TimeMS = 0;
				r2b.IsSummonMount = true;
				(unit.Virtual as XmdsVirtual).ReceiveMsgR2B(r2b);
			}
		}
	}
}