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using System.Collections.Generic;
using UnityEngine;
using LitJson;
 
 
public class BattleManager : GameSystemManager<BattleManager>
{
    public StoryBattleField storyBattleField = null;
 
    //  同时只能有一场战斗在进行 guid, battlefield
    protected Dictionary<string, BattleField> battleFields = new Dictionary<string, BattleField>();
 
    protected LogicUpdate logicUpdate = new LogicUpdate();
 
    public override void Init()
    {
        base.Init();
        // StartStoryBattle();
        logicUpdate.Start(Run);
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOk;
    }
 
    public override void Release()
    {
        base.Release();
        logicUpdate.Destroy();
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOk;
    }
 
    protected void OnPlayerLoginOk()
    {
        ulong exAttr1 = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.ExAttr1);
        ulong exAttr2 = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.ExAttr2);
 
        int MapID = 0;
        int FuncLineID = (int)exAttr2;
 
        CreateStoryBattle(MapID, FuncLineID, null, null);
    }
 
    //  上游戏的时候 等战斗阵容更新完毕 创建主线副本 敌方的数据可以暂时不显示 己方表现为睡觉
    //  如果主线副本存在 那么维持当前的副本不变
    protected void CreateStoryBattle(int MapID, int FuncLineID, JsonData extendData, List<TeamBase> blueTeamList = null)
    {
        if (null == storyBattleField)
        {
            storyBattleField = new StoryBattleField();
 
            storyBattleField.guid = string.Empty; // 主线副本的guid为空
            var redTeamList = new List<TeamBase>();
            redTeamList.Add(TeamManager.Instance.GetTeam(TeamType.Story));
            storyBattleField.Init(MapID, FuncLineID, extendData, redTeamList, blueTeamList);
        }
    }
 
    public void OnBattleClose(BattleField _battleField)
    {
 
    }
 
 
#region 截断网络派发包 只收入当前包的后续 b425是主线的 非主线的包并不会走b425
    private bool allow = true;
 
    private Queue<GameNetPackBasic> packQueue = new Queue<GameNetPackBasic>();
 
    public bool IsCanDistributePackage(GameNetPackBasic _package)
    {
        if (_package is HB425_tagSCTurnFightReportSign)
        {
            HB425_tagSCTurnFightReportSign pkg = _package as HB425_tagSCTurnFightReportSign;
 
            // 0-战报片段开始;1-战报片段结束;
            if (pkg.Sign == 0)
            {
                allow = false;
            }
            else
            {
                allow = true;
 
                //  发送战报片段结束包
                AnalysisPackQueueAndDistribute();
                
            }
        }
        else
        {
            if (!allow)
            {
                packQueue.Enqueue(_package);
            }
        }
 
        return allow;
    }
 
    protected void AnalysisPackQueueAndDistribute()
    {
        List<GameNetPackBasic> packQueueSnapshot = new List<GameNetPackBasic>(packQueue);
 
        List<GameNetPackBasic> newPackList = new List<GameNetPackBasic>();
 
        //  这里已经是按照Dequeue的顺序了
        for (int i = 0; i < packQueueSnapshot.Count; i++)
        {
            GameNetPackBasic pack = packQueueSnapshot[i];
 
            //  碰到B421 截断 往下收集b421里的全部内容
            if (pack is HB421_tagMCTurnFightObjAction)
            {
                HB421_tagMCTurnFightObjAction b421Pack = pack as HB421_tagMCTurnFightObjAction;
 
                List<GameNetPackBasic> b421PackList = new List<GameNetPackBasic>();
 
                i++;    //  跳过当前的B421包
 
                for (; i < packQueueSnapshot.Count; i++)
                {
                    GameNetPackBasic nextPack = packQueueSnapshot[i];
                    if (nextPack is HB421_tagMCTurnFightObjAction)
                    {
                        // 遇到了其他B421 启动角色的Action开始,
                        // B421后再碰到B421一定是有一个人的行动结束了 回退一个位置
                        i--;
                        break;
                    }
                    else
                    {
                        b421PackList.Add(nextPack);
                    }
                }
 
                //  可能没用了 主要就是利用一下skill的combine 暂留 看之后还有没有别的需求
                CustomB421ActionPack actionPack = CustomB421ActionPack.CreateB421ActionPack(GetGUID(b421Pack.packUID), b421PackList);
 
                while (actionPack.actionPacks.Count > 0)
                {
                    GameNetPackBasic actionPackItem = actionPack.actionPacks.Dequeue();
                    newPackList.Add(actionPackItem);
                }
            }
            else
            {
                newPackList.Add(pack);
            }
        }
 
 
        //  b421跟b426的包已经处理完了
        packQueue = new Queue<GameNetPackBasic>(newPackList);
 
        DistributeNextPackage();
    }
 
    public bool DistributeNextPackage()
    {
        if (packQueue.Count > 0)
        {
            GameNetPackBasic pack = packQueue.Dequeue();
 
            if (pack is CustomHB426CombinePack)
            {
                CustomHB426CombinePack combinePack = pack as CustomHB426CombinePack;
                combinePack.Distribute();
            }
            else
            {
                PackageRegedit.Distribute(pack);
            }
 
            return true;
        }
        else
        {
            return false;
        }
    }
 
    public void OnConnected()
    {
        if (!allow)
        {
            allow = true;
            packQueue.Clear();
 
            //  重新发送要上一组战斗包的请求
            //  TODO YYL
        }
    }
 
#endregion
 
#region 战报部分
 
    protected Dictionary<string, Queue<GameNetPackBasic>> battleReportDict = new Dictionary<string, Queue<GameNetPackBasic>>();
 
    protected Dictionary<string, List<ulong>> battlePackRelationList = new Dictionary<string, List<ulong>>();
 
    public void PushPackage(string guid, GameNetPackBasic vNetPack)
    {
        Queue<GameNetPackBasic> queue = null;
 
        if (!battleReportDict.TryGetValue(guid, out queue))
        {
            queue = new Queue<GameNetPackBasic>();
        }
 
        queue.Enqueue(vNetPack);
 
        List<ulong> uidList = null;
 
        if (!battlePackRelationList.TryGetValue(guid, out uidList))
        {
            uidList = new List<ulong>();
        }
 
        uidList.Add(vNetPack.packUID);
    }
 
    public BattleField GetBattleField(ulong packUID)
    {
        return GetBattleField(GetGUID(packUID));
    }
 
    public BattleField GetBattleField(string guid)
    {
        BattleField battleField = null;
        battleFields.TryGetValue(guid, out battleField);
        if (battleField == null)
        {
            battleField = storyBattleField;
        }
        return battleField;
    }
 
 
 
    public string GetGUID(ulong packUID)
    {
        foreach (var kv in battlePackRelationList)
        {
            if (kv.Value.Contains(packUID))
            {
                return kv.Key;
            }   
        }
        return string.Empty;
    }
 
 
    public void DistributeNextReportPackage(string guid)
    {
        Queue<GameNetPackBasic> queue = null;
 
        if (!battleReportDict.TryGetValue(guid, out queue))
        {
            Debug.LogError("DistributeNextReportPackage could not find queue for guid : " + guid);
            return;
        }
 
        PackageRegedit.Distribute(queue.Dequeue());
 
        if (queue.Count <= 0)
        {
            battleReportDict.Remove(guid);
            battlePackRelationList.Remove(guid);
        }
    }
#endregion
 
    public BattleField CreateBattleField(string guid, int MapID, int FuncLineID, JsonData extendData, List<TeamBase> redTeamList, List<TeamBase> blueTeamList)
    {
        BattleField battleField = null;
 
        if (battleFields.TryGetValue(guid, out battleField))
        {
            Debug.LogError("战场已存在 先进行销毁");
            battleField.Destroy();
        }
 
        if (string.IsNullOrEmpty(guid))
        {
            battleField = storyBattleField;
        }
        else
        {
            battleField = BattleFieldFactory.CreateBattleField(guid, MapID, FuncLineID, extendData, redTeamList, blueTeamList);
        }
 
        battleFields.Add(guid, battleField);
 
        battleField.Init(MapID, FuncLineID, extendData, redTeamList, blueTeamList);
 
        return battleField;
    }
 
 
    // public void OnTurnFightObjAction(battleType, vNetData.TurnNum, (int)vNetData.ObjID)
 
 
    public void Run()
    {
        if (null != storyBattleField)
        {
            storyBattleField.Run();
        }
 
        foreach (var battleField in battleFields)
        {
            battleField.Value?.Run();
        }
    }
 
}