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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine;
 
 
public enum LineupRecommendHeroState
{
    NoActivate = 0,             //0 - 未激活
    CanActivate = 1,            // 1 - 可激活
    ActivateAndHave = 2,        // 2 - 已获得
    ActivateButNoHave = 3,      // 3 - 未获得
}
public class LineupRecommendManager : GameSystemManager<LineupRecommendManager>
{
    Dictionary<int, uint> haveDict = new Dictionary<int, uint>();
 
    public event Action OnUpdateLineupRecommendInfoEvent;
 
    public override void Init()
    {
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += OnBeforePlayerDataInitializeEvent;
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOk;
        HeroManager.Instance.onHeroChangeEvent += OnHeroChangeEvent;
        HeroManager.Instance.onHeroDeleteEvent += OnHeroDeleteEvent;
        HeroUIManager.Instance.OnHeroCollectEvent += OnHeroCollectEvent;
        FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent;
    }
 
    public override void Release()
    {
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= OnBeforePlayerDataInitializeEvent;
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOk;
        HeroManager.Instance.onHeroChangeEvent -= OnHeroChangeEvent;
        HeroManager.Instance.onHeroDeleteEvent -= OnHeroDeleteEvent;
        HeroUIManager.Instance.OnHeroCollectEvent -= OnHeroCollectEvent;
        FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent;
    }
 
    private void OnFuncStateChangeEvent(int obj)
    {
        if (obj != funcId)
            return;
        UpdateRedPoint();
    }
 
    private void OnPlayerLoginOk()
    {
        UpdateRedPoint();
    }
    private void OnHeroCollectEvent()
    {
        UpdateRedPoint();
    }
 
    private void OnHeroDeleteEvent(int obj)
    {
        UpdateRedPoint();
    }
 
    private void OnHeroChangeEvent(HeroInfo heroInfo)
    {
        UpdateRedPoint();
    }
 
    private void OnBeforePlayerDataInitializeEvent()
    {
        haveDict.Clear();
    }
 
    // 哪些id是展开的
    List<int> onList = new List<int>();
    public event Action OnUpdateSwitchOnOrOffEvent;
 
    public void ClearOnList()
    {
        onList.Clear();
    }
 
    public bool IsOn(int id)
    {
        return onList.Contains(id);
    }
 
    public void SetOn(int id, bool isOn)
    {
        if (isOn)
        {
            if (!onList.Contains(id))
            {
                onList.Add(id);
                OnUpdateSwitchOnOrOffEvent?.Invoke();
            }
        }
        else
        {
            onList.Remove(id);
            OnUpdateSwitchOnOrOffEvent?.Invoke();
        }
    }
 
    List<int> sortShowList = null;
    public List<int> GetSortShowList()
    {
        if (sortShowList.IsNullOrEmpty())
        {
            sortShowList = LineupRecommendConfig.GetKeys();
            sortShowList.Sort();
        }
        return sortShowList;
    }
 
    public bool TryGetMoneyInfo(int RecommendID, int index, out int moneyType, out int moneyNeedCnt)
    {
        moneyType = 0;
        moneyNeedCnt = 0;
        if (!TryGetHeroConfigByIndex(RecommendID, index, out HeroConfig config))
            return false;
        int quality = config.Quality;
        if (!HeroQualityConfig.HasKey(quality))
            return false;
        HeroQualityConfig heroQualityConfig = HeroQualityConfig.Get(quality);
        int[] recommendAwardMoney = heroQualityConfig.RecommendAwardMoney;
        if (recommendAwardMoney.IsNullOrEmpty() || recommendAwardMoney.Length < 2)
            return false;
        moneyType = recommendAwardMoney[0];
        moneyNeedCnt = recommendAwardMoney[1];
        return true;
    }
 
    public bool TryGetHeroSkinConfig(int heroID, out HeroSkinConfig skinConfig)
    {
        skinConfig = null;
        if (!HeroConfig.HasKey(heroID))
            return false;
        HeroConfig heroConfig = HeroConfig.Get(heroID);
        int[] skinIDList = heroConfig.SkinIDList;
        if (skinIDList.IsNullOrEmpty())
            return false;
        int skinID = skinIDList[0];
        if (!HeroSkinConfig.HasKey(skinID))
            return false;
        skinConfig = HeroSkinConfig.Get(skinID);
        return true;
    }
 
    public bool TryGetHaveDictValue(int recommendID, out uint awardState)
    {
        return haveDict.TryGetValue(recommendID, out awardState);
    }
 
    public bool TryGetHeroIDListByRecommendID(int recommendID, out int[] heroIDArr)
    {
        heroIDArr = null;
        if (!LineupRecommendConfig.HasKey(recommendID))
            return false;
        LineupRecommendConfig config = LineupRecommendConfig.Get(recommendID);
        heroIDArr = config.HeroIDList;
        return true;
    }
 
    // 推荐武将是否一个也没有
    public bool HasHeroMin(int recommendID)
    {
 
        if (!TryGetHeroIDListByRecommendID(recommendID, out int[] heroIDArr) || heroIDArr.IsNullOrEmpty())
            return false;
        foreach (var heroID in heroIDArr)
        {
            if (HeroManager.Instance.HasHero(heroID))
                return true;
        }
        return false;
    }
 
    public void UseTeam(int recommendID)
    {
        if (!LineupRecommendConfig.HasKey(recommendID))
            return;
        LineupRecommendConfig config = LineupRecommendConfig.Get(recommendID);
        int[] heroIDList = config.HeroIDList;
        int[] posIndexList = config.PosIndexList;
        if (heroIDList.IsNullOrEmpty() || posIndexList.IsNullOrEmpty() || heroIDList.Length != posIndexList.Length)
            return;
 
        bool hasHeroMin = HasHeroMin(recommendID);
        if (!hasHeroMin)
        {
            SysNotifyMgr.Instance.ShowTip("LineupRecommendErr01");
            return;
        }
 
        TeamBase storyTeam = TeamManager.Instance.GetTeam(TeamType.Story);
        storyTeam.RemoveAllHeroes();
 
        int currentMaxLineupCount = TeamConst.MaxTeamHeroCount - HeroUIManager.Instance.lockIndexList.Count;
        for (int i = 0; i < heroIDList.Length; i++)
        {
            if (currentMaxLineupCount - storyTeam.GetTeamHeroCount() > 0)
            {
                int heroID = heroIDList[i];
                var hero = HeroManager.Instance.GetHeroByID(heroID);
                if (hero == null)
                    continue;
                storyTeam.AddHero(hero, Mathf.Max(0, posIndexList[i] - 1), true);
            }
        }
 
        storyTeam.SaveTeam();
    }
 
    public bool TryGetHeroConfigByIndex(int recommendID, int index, out HeroConfig config)
    {
        config = null;
        if (!TryGetHeroIDListByRecommendID(recommendID, out int[] heroIDArr) || heroIDArr.IsNullOrEmpty())
            return false;
        if (index < 0 || index >= heroIDArr.Length)
            return false;
        int heroID = heroIDArr[index];
        if (!HeroConfig.HasKey(heroID))
            return false;
        config = HeroConfig.Get(heroID);
        return true;
    }
 
    public LineupRecommendHeroState GetHeroState(int recommendID, int index)
    {
        if (!TryGetHeroConfigByIndex(recommendID, index, out HeroConfig config))
            return LineupRecommendHeroState.NoActivate;
 
        // heroBookState: 0未获得、1可激活、2常规、3突破升级、4星升级、5已满级
        int heroID = config.HeroID;
        int heroBookState = HeroUIManager.Instance.GetHeroBookState(heroID, config.Quality);
        bool isHaveAward = IsHaveAward(recommendID, index);
        bool isHasHero = HeroManager.Instance.HasHero(heroID);
 
        // 已获得:推荐武将已领奖 && 仍拥有该武将
        // 未获得:推荐武将已领奖 && 当前没有该武将 (已被消耗)
        if (isHaveAward)
            return isHasHero ? LineupRecommendHeroState.ActivateAndHave : LineupRecommendHeroState.ActivateButNoHave;
        // 可激活:没领取 && 图鉴状态可激活/已激活
        // 未激活:没领取 && 图鉴状态未激活/未获得
        return heroBookState > 0 ? LineupRecommendHeroState.CanActivate : LineupRecommendHeroState.NoActivate;
    }
 
    public bool IsHaveAward(int recommendID, int index)
    {
        if (TryGetHaveDictValue(recommendID, out uint awardState))
        {
            if (index >= 0 && index < 6)
            {
                uint mask = (uint)(1 << index);
                return (awardState & mask) != 0;
            }
        }
        return false;
    }
    readonly int funcId = 1;//武将
    Redpoint redpoint = new Redpoint(MainRedDot.HeroCardRedpoint, MainRedDot.LineupRecommendRepoint);
    public void UpdateRedPoint()
    {
        redpoint.state = RedPointState.None;
        //武将没开不刷红点
        if (!FuncOpen.Instance.IsFuncOpen(funcId))
            return;
 
        if (TryGetJumpIndex(out int index))
        {
            redpoint.state = RedPointState.Simple;
        }
    }
 
    //第一个可领取的武将所在行索引
    public bool TryGetJumpIndex(out int index)
    {
        index = 0;
        List<int> sortShowList = GetSortShowList();
        if (sortShowList.IsNullOrEmpty())
            return false;
 
        for (int i = 0; i < sortShowList.Count; i++)
        {
            int recommendID = sortShowList[i];
            if (!TryGetHeroIDListByRecommendID(recommendID, out int[] heroIDArr) || heroIDArr.IsNullOrEmpty())
                continue;
 
            for (int j = 0; j < heroIDArr.Length; j++)
            {
                LineupRecommendHeroState heroState = GetHeroState(recommendID, j);
                if (heroState == LineupRecommendHeroState.CanActivate)
                {
                    index = i;
                    return true;
                }
 
            }
        }
        return false;
    }
 
 
 
    public void SendGetReward(int recommendID, int index)
    {
        var pack = new CA504_tagCMPlayerGetReward();
        pack.RewardType = 4;
        pack.DataEx = (uint)recommendID;
        string indexStr = index.ToString();
        pack.DataExStr = indexStr;
        pack.DataExStrLen = (byte)indexStr.Length;
        GameNetSystem.Instance.SendInfo(pack);
    }
 
    public void UpdateLineupRecommendInfo(HB129_tagSCLineupRecommendInfo vNetData)
    {
        if (vNetData == null || vNetData.RecommendList.IsNullOrEmpty())
            return;
 
        foreach (var v in vNetData.RecommendList)
        {
            haveDict[v.RecommendID] = v.AwardState;
        }
        UpdateRedPoint();
        OnUpdateLineupRecommendInfoEvent?.Invoke();
    }
}