void CreatureManager::Strategy()
{
	//当前有单位行动中,等待其行动完成
	if(m_nActionCreatureNum != -1)
		return;

	ResetAllCreature();

	if (m_eCampTurn == eCampTurn_Enemy)
	{
		Character* enemy = GetNextEnemy();
		if(enemy == NULL)
			return;
		if(enemy->GetActionStage() == eActionStage_WaitStage)
		{
			enemy->SetActionStage(eActionStage_MoveStage);
			m_nActionCreatureNum = enemy->GetNum();
			//m_nSelectNum = m_nActionCreatureNum;
			int xMove = g_RandomInt(0,enemy->GetMoveAbility());
			int yMove = enemy->GetMoveAbility() - xMove;
			int xDir = (g_RandomInt(0,1)==0)?-1:1;
			int yDir = (g_RandomInt(0,1)==0)?-1:1;
			eErrorCode errorCode = enemy->Move(enemy->GetBlock().xpos+xMove*xDir,enemy->GetBlock().ypos+yMove*yDir);

			//测试
			if (errorCode != eErrorCode_Success)
			{
				enemy->SetFinish(true);
			}
		}

	}
//	enemy->Move((Direction)(App::sInstance().GetHGE()->Random_Int(0,4)));
}
void CreatureManager::Update(float delta)
{
	for (VCharacter::iterator it=m_VEnemyList.begin();it!=m_VEnemyList.end();it++)
		(*it)->Update(delta);
	for (VCharacter::iterator it=m_VFriendList.begin();it!=m_VFriendList.end();it++)
		(*it)->Update(delta);

	if(m_nActionCreatureNum != -1)
	{
		Character* cha = GetEnemy(m_nActionCreatureNum);
		if(cha->GetFinish())
			m_nActionCreatureNum = -1;

		//测试用
		if (cha->GetCamp() == eCamp_Enemy && cha->GetActionStage() == eActionStage_AttackStage)
		{
			m_nActionCreatureNum = -1;
			cha->SetFinish(true);
		}
	}

	SelectCreature();
	UnSelectCreature();
	ShowCreatureInfo();
}
void CreatureManager::Update(float delta)
{
	for (VCharacter::iterator it=m_VEnemyList.begin();it!=m_VEnemyList.end();it++)
	{
		if((*it)->GetDead() == true)
			m_VEnemyDeadList.push_back(*it);
		else
			(*it)->Update(delta);
	}
	for (VCharacter::iterator it=m_VFriendList.begin();it!=m_VFriendList.end();it++)
	{
		if((*it)->GetDead() == true)
			m_VFriendDeadList.push_back(*it);
		else
			(*it)->Update(delta);
	}

	//移除死亡单位
	for (int i=0;i<m_VEnemyDeadList.size();i++)
	{
		RemoveEnemy(m_VEnemyDeadList[i]);
	}
	m_VEnemyDeadList.clear();
	for (int i=0;i<m_VFriendDeadList.size();i++)
	{
		RemoveEnemy(m_VFriendDeadList[i]);
	}
	m_VFriendDeadList.clear();

	if(m_nActionCreatureNum != -1)
	{
		Character* cha = GetEnemy(m_nActionCreatureNum);
		if(cha->GetFinish())
			m_nActionCreatureNum = -1;

		//测试用
		if (cha->GetCamp() == eCamp_Enemy && cha->GetActionStage() == eActionStage_HandleStage)
		{
			m_nActionCreatureNum = -1;
			cha->SetFinish(true);
		}
	}

	SelectCreature();
	UnSelectCreature();
	ShowCreatureInfo();
}
int CreatureManager::Notify(int src,int tar,int messageID,int param)
{
	int result = -1;
	Character* target = GetCreature(tar);
	if (!target)
		result = eNotify_NoTarget;

	switch(messageID)
	{
	case eNotify_TowardToAttacker:
		result = target->TowardToAttacker(src);
		break;
	case eNotify_ReadyToBeAttacked:
		{
			//计算是否暴击   
			bool bCrit = false;
			if (g_RandomInt(0,9) < (int)(target->GetCrit()*10))
				bCrit = true;

			Character* _self = GetCreature(src);
			if(_self)
				CalculateHurt(target,_self,bCrit);

			if(!bCrit)
				target->Attack();
			else
				target->Crit();

			result = eNotify_Success;
			break;
		}
	case eNotify_FinishAttack:
		{
			target->SetFinish(true);
		}
		break;
	default:
		break;
	}

	return result;
}