using System;
using Common.Utility.CombatEvent;
using Core.BattleReport;
using Core.Language;
using Fort23.Core;
using GameLogic.Combat.Buff;
using GameLogic.Combat.Skill;
namespace GameLogic.Combat.CombatTool.CombatReport
{
    public class CombatReportEntityInfo : IDisposable
    {
        public CombatHeroEntity CombatHeroEntity;
        /// 
        /// 英雄数据面板
        /// 
        public BattleReportValueDataModule HeroInfoModule = new BattleReportValueDataModule();
        /// 
        /// 战斗照成信息面板
        /// 
        public BattleReportValueDataModule CombatInfoModule = new BattleReportValueDataModule();
        /// 
        /// 治疗信息
        /// 
        public BattleReportValueDataModule zhiLiao = new BattleReportValueDataModule();
        /// 
        /// 被治疗信息
        /// 
        public BattleReportValueDataModule beiZhiLiao = new BattleReportValueDataModule();
        /// 
        /// 战斗受到伤害信息面板
        /// 
        public BattleReportValueDataModule InjuredInfoModule = new BattleReportValueDataModule();
        /// 
        /// 功法被削弱
        /// 
        public BattleReportValueDataModule gongFaBeiXueRuo = new BattleReportValueDataModule();
        /// 
        /// 战斗日子面板
        /// 
        public ReportFightMassgeLogDataModule MsgModule = new ReportFightMassgeLogDataModule();
        public long allHarm = 0;
        public long allZhiLiao = 0;
        public long allBeiZhiLiao = 0;
        public long allChengShang = 0;
        
        public void Init(CombatHeroEntity combatHeroEntity)
        {
            CombatHeroEntity = combatHeroEntity;
            HeroInfoModule.SetMax("计算K", CombatHeroEntity.MaxCombatHeroInfo.k);
            HeroInfoModule.SetMax("生命", CombatHeroEntity.MaxCombatHeroInfo.hp.Value);
            HeroInfoModule.SetMax("攻击力", CombatHeroEntity.MaxCombatHeroInfo.attack.Value);
            HeroInfoModule.SetMax("防御", CombatHeroEntity.MaxCombatHeroInfo.defense.Value);
            HeroInfoModule.SetMax("攻击速度", CombatHeroEntity.MaxCombatHeroInfo.attSpeed.Value);
            HeroInfoModule.SetMax("额外攻击速度%", CombatHeroEntity.MaxCombatHeroInfo.addAttSpeed_bl);
            HeroInfoModule.SetMax("护盾值", CombatHeroEntity.MaxCombatHeroInfo.Shield.Value);
            HeroInfoModule.SetMax("神识", CombatHeroEntity.MaxCombatHeroInfo.shenshi.Value);
            HeroInfoModule.SetMax("金灵根", CombatHeroEntity.MaxCombatHeroInfo.Metal);
            HeroInfoModule.SetMax("木灵根", CombatHeroEntity.MaxCombatHeroInfo.Wood);
            HeroInfoModule.SetMax("水灵根", CombatHeroEntity.MaxCombatHeroInfo.Water);
            HeroInfoModule.SetMax("火灵根", CombatHeroEntity.MaxCombatHeroInfo.Fire);
            HeroInfoModule.SetMax("土灵根", CombatHeroEntity.MaxCombatHeroInfo.Earth);
            HeroInfoModule.SetMax("金伤势", CombatHeroEntity.MaxCombatHeroInfo.Metal_Injury);
            HeroInfoModule.SetMax("木伤势", CombatHeroEntity.MaxCombatHeroInfo.Wood_Injury);
            HeroInfoModule.SetMax("水伤势", CombatHeroEntity.MaxCombatHeroInfo.Water_Injury);
            HeroInfoModule.SetMax("火伤势", CombatHeroEntity.MaxCombatHeroInfo.Fire_Injury);
            HeroInfoModule.SetMax("土伤势", CombatHeroEntity.MaxCombatHeroInfo.Earth_Injury);
            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
            CombatEventManager.Instance.AddEventListener(CombatEventType.RecoverUpdate, RecoverUpdate);
            CombatEventManager.Instance.AddEventListener(CombatEventType.AddBuff, AddBuff);
            CombatEventManager.Instance.AddEventListener(CombatEventType.RemoveBuff, RemoveBuff);
            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
            CombatEventManager.Instance.AddEventListener(CombatEventType.UseMagicWeapon, UseMagicWeapon);
            CombatEventManager.Instance.AddEventListener(CombatEventType.GongFaPengZhuangFinish2,
                GongFaPengZhuangFinish2);
        }
        public void Update()
        {
            UpdateHeroInfo();
        }
        private void UpdateHeroInfo()
        {
            HeroInfoModule.Add("计算K", CombatHeroEntity.CurrCombatHeroInfo.k);
            HeroInfoModule.Add("生命", CombatHeroEntity.CurrCombatHeroInfo.hp.Value);
            HeroInfoModule.Add("攻击力", CombatHeroEntity.CurrCombatHeroInfo.attack.Value);
            HeroInfoModule.Add("防御", CombatHeroEntity.CurrCombatHeroInfo.defense.Value);
            HeroInfoModule.Add("攻击速度", CombatHeroEntity.CurrCombatHeroInfo.attSpeed.Value);
            HeroInfoModule.Add("额外攻击速度%", CombatHeroEntity.CurrCombatHeroInfo.addAttSpeed_bl);
            HeroInfoModule.Add("护盾值", CombatHeroEntity.CurrCombatHeroInfo.Shield.Value);
            HeroInfoModule.Add("神识", CombatHeroEntity.CurrCombatHeroInfo.shenshi.Value);
            HeroInfoModule.Add("金灵根", CombatHeroEntity.CurrCombatHeroInfo.Metal);
            HeroInfoModule.Add("木灵根", CombatHeroEntity.CurrCombatHeroInfo.Wood);
            HeroInfoModule.Add("水灵根", CombatHeroEntity.CurrCombatHeroInfo.Water);
            HeroInfoModule.Add("火灵根", CombatHeroEntity.CurrCombatHeroInfo.Fire);
            HeroInfoModule.Add("土灵根", CombatHeroEntity.CurrCombatHeroInfo.Earth);
            HeroInfoModule.Add("金伤势", CombatHeroEntity.CurrCombatHeroInfo.Metal_Injury);
            HeroInfoModule.Add("木伤势", CombatHeroEntity.CurrCombatHeroInfo.Wood_Injury);
            HeroInfoModule.Add("水伤势", CombatHeroEntity.CurrCombatHeroInfo.Water_Injury);
            HeroInfoModule.Add("火伤势", CombatHeroEntity.CurrCombatHeroInfo.Fire_Injury);
            HeroInfoModule.Add("土伤势", CombatHeroEntity.CurrCombatHeroInfo.Earth_Injury);
        }
        private void GongFaPengZhuangFinish2(IEventData iEventData)
        {
            GongFaPengZhuangFinishEventData gongFaPengZhuangFinishEventData =iEventData as GongFaPengZhuangFinishEventData;
            bool isOk = false;
            string msgTou = "";
            if (gongFaPengZhuangFinishEventData.a.SkillBasic.CombatHeroEntity == CombatHeroEntity)
            {
                isOk = true;
                msgTou =
                    $"我的功法{gongFaPengZhuangFinishEventData.a.SkillBasic.SelfSkillConfig.ID} 和敌人的 {gongFaPengZhuangFinishEventData.b.SkillBasic.SelfSkillConfig.ID} 功法碰撞" +
                    $"剩余强度为{gongFaPengZhuangFinishEventData.a.hp} 敌人的剩余强度为{gongFaPengZhuangFinishEventData.b.hp}";
                long c = gongFaPengZhuangFinishEventData.a.pengZhuangHp - gongFaPengZhuangFinishEventData.a.hp;
                float bl = c * 100.0f / gongFaPengZhuangFinishEventData.a.maxHp;
                string k = gongFaPengZhuangFinishEventData.a.SkillBasic.SelfSkillConfig.ID.ToString();
                gongFaBeiXueRuo.SetMax(k, 1, true);
                gongFaBeiXueRuo.Add(k, bl, true);
            }
            else if (gongFaPengZhuangFinishEventData.b.SkillBasic.CombatHeroEntity == CombatHeroEntity)
            {
                isOk = true;
                msgTou =
                    $"敌人的功法{gongFaPengZhuangFinishEventData.a.SkillBasic.SelfSkillConfig.ID} 和我的 {gongFaPengZhuangFinishEventData.b.SkillBasic.SelfSkillConfig.ID} 功法碰撞" +
                    $"敌人的剩余强度为{gongFaPengZhuangFinishEventData.a.hp} 我的剩余强度为{gongFaPengZhuangFinishEventData.b.hp}";
                
                long c = gongFaPengZhuangFinishEventData.b.pengZhuangHp - gongFaPengZhuangFinishEventData.b.hp;
                float bl = c * 100.0f / gongFaPengZhuangFinishEventData.b.maxHp;
                string k = gongFaPengZhuangFinishEventData.b.SkillBasic.SelfSkillConfig.ID.ToString();
                gongFaBeiXueRuo.SetMax(k, 1, true);
                gongFaBeiXueRuo.Add(k, bl, true);
                
            }
            float t = CombatController.currActiveCombat.combatTime;
            if (isOk)
            {
                MsgModule.Add(t, msgTou);
            }
        }
        private void UseMagicWeapon(IEventData iEventData)
        {
            UseMagicWeaponEventData useMagicWeaponEventData = iEventData as UseMagicWeaponEventData;
            if (useMagicWeaponEventData.combatHeroEntity == CombatHeroEntity)
            {
                string msg =
                    $"使用法宝  {useMagicWeaponEventData.combatMagicWeaponEntity.FaBaoInfo.FabaoConfig.ID}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
            }
        }
        private void UseSkill(IEventData iEventData)
        {
            CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
            if (combatUseSkillEventData.useSkill.CombatHeroEntity == CombatHeroEntity)
            {
                string msg =
                    $"使用技能  {combatUseSkillEventData.useSkill.SelfSkillConfig.ID}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
            }
        }
        private void RemoveBuff(IEventData iEventData)
        {
            BuffEventData buffEventData = iEventData as BuffEventData;
            if (buffEventData.target == CombatHeroEntity)
            {
                string msg =
                    $"移除了一个buff  {buffEventData.BuffBasic.BuffConfig.scriptsName}" +
                    $"  数量  {buffEventData.BuffBasic.count}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
            }
        }
        private void AddBuff(IEventData iEventData)
        {
            BuffEventData buffEventData = iEventData as BuffEventData;
            if (buffEventData.target == CombatHeroEntity)
            {
                string msg =
                    $"获得buff  {buffEventData.BuffBasic.BuffConfig.scriptsName}" +
                    $"  数量  {buffEventData.BuffBasic.count} 施放者{buffEventData.source.CurrCombatHeroInfo.modelID}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
            }
            else if (buffEventData.source == CombatHeroEntity)
            {
                string msg =
                    $"施加buff  {buffEventData.BuffBasic.BuffConfig.scriptsName}" +
                    $"  数量  {buffEventData.BuffBasic.count} 目标{buffEventData.target.CurrCombatHeroInfo.modelID}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
            }
        }
        private void RecoverUpdate(IEventData iEventData)
        {
            HarmUpdateEventData recoverUpdateEventData = iEventData as HarmUpdateEventData;
            if (recoverUpdateEventData.HarmReturnInfo.source == CombatHeroEntity)
            {
                string msg =
                    $"我治疗了目标  {recoverUpdateEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo.heroName}" +
                    $"  治疗量  {recoverUpdateEventData.HarmReturnInfo.att} 治疗类型 {recoverUpdateEventData.HarmReturnInfo.attType}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
                string harmKey = "无";
                SkillBasic skillBasic = recoverUpdateEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
                if (skillBasic != null)
                {
                    harmKey = "S" + LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name);
                }
                BuffBasic buffBasic = recoverUpdateEventData.HarmReturnInfo.triggerData.Source as BuffBasic;
                if (buffBasic != null)
                {
                    harmKey = "B" + LanguageManager.Instance.Text(buffBasic.BuffConfig.buffName);
                }
                allZhiLiao += recoverUpdateEventData.HarmReturnInfo.att;
                zhiLiao.Add(harmKey, recoverUpdateEventData.HarmReturnInfo.att, true);
            }
            else if (recoverUpdateEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
            {
                string msg =
                    $"被治疗  {recoverUpdateEventData.HarmReturnInfo.source.CurrCombatHeroInfo.heroName}" +
                    $"  受到治疗  {recoverUpdateEventData.HarmReturnInfo.att} 治疗类型 {recoverUpdateEventData.HarmReturnInfo.attType} 治疗来源{recoverUpdateEventData.HarmReturnInfo.triggerData.Source}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
                string harmKey = "其他";
                SkillBasic skillBasic = recoverUpdateEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
                if (skillBasic != null)
                {
                    harmKey = "S" + LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name);
                }
                BuffBasic buffBasic = recoverUpdateEventData.HarmReturnInfo.triggerData.Source as BuffBasic;
                if (buffBasic != null)
                {
                    harmKey = "B" + LanguageManager.Instance.Text(buffBasic.BuffConfig.buffName);
                }
                allBeiZhiLiao += recoverUpdateEventData.HarmReturnInfo.att;
                beiZhiLiao.Add(harmKey, recoverUpdateEventData.HarmReturnInfo.att, true);
            }
        }
        private void HeroInjured(IEventData iEventData)
        {
            HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
            if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)
            {
                string harmKey = "无";
                SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
                if (skillBasic != null)
                {
                    harmKey = LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name) + " id:" +
                              skillBasic.SelfSkillConfig.ID;
                }
                BuffBasic buffBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as BuffBasic;
                if (buffBasic != null)
                {
                    harmKey = "B" + LanguageManager.Instance.Text(buffBasic.BuffConfig.ID);
                }
                string msg =
                    $"我攻击了目标  {heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo.heroName} 来源{harmKey} 原始伤害{heroInjuredEventData.HarmReturnInfo.yuanShiAtt}" +
                    $"  造成伤害  {heroInjuredEventData.HarmReturnInfo.att} 攻击类型 {heroInjuredEventData.HarmReturnInfo.attType} 伤害类型{heroInjuredEventData.HarmReturnInfo.harmType} 强度{heroInjuredEventData.HarmReturnInfo.QiangDu}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
                allHarm += heroInjuredEventData.HarmReturnInfo.att;
                CombatInfoModule.Add(harmKey, heroInjuredEventData.HarmReturnInfo.att, true);
            }
            else if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
            {
                string harmKey = "其他";
                SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
                if (skillBasic != null)
                {
                    harmKey = LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name) + " id:" +
                              skillBasic.SelfSkillConfig.ID;
                }
                BuffBasic buffBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as BuffBasic;
                if (buffBasic != null)
                {
                    harmKey = "B" + LanguageManager.Instance.Text(buffBasic.BuffConfig.ID);
                }
                string msg =
                    $"被攻击  {heroInjuredEventData.HarmReturnInfo.source.CurrCombatHeroInfo.heroName} 来源{harmKey} 原始伤害{heroInjuredEventData.HarmReturnInfo.yuanShiAtt}" +
                    $"  受到伤害  {heroInjuredEventData.HarmReturnInfo.att} 伤害类型 {heroInjuredEventData.HarmReturnInfo.attType} 强度{heroInjuredEventData.HarmReturnInfo.QiangDu}";
                float t = CombatController.currActiveCombat.combatTime;
                MsgModule.Add(t, msg);
                allChengShang += heroInjuredEventData.HarmReturnInfo.att;
                InjuredInfoModule.Add(harmKey, heroInjuredEventData.HarmReturnInfo.att, true);
            }
        }
        public void Dispose()
        {
            CombatHeroEntity = null;
            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
            CombatEventManager.Instance.RemoveEventListener(CombatEventType.RecoverUpdate, RecoverUpdate);
            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddBuff, AddBuff);
            CombatEventManager.Instance.RemoveEventListener(CombatEventType.RemoveBuff, RemoveBuff);
            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseMagicWeapon, UseMagicWeapon);
        }
    }
}