//【充盈】
int MoQiang::ChongYing(Action* action)
{

   //检查客户端返回的是否为魔法牌&&雷系牌
	  int cardID = action->card_ids(0);
	  CardEntity* card = getCardByID(cardID);
		if( card->getType() != TYPE_MAGIC&&card->getElement()!=ELEMENT_THUNDER ){
			return GE_SUCCESS;
		}
		cardCount=0;
		used_ChongYing=true;
		SkillMsg skill_msg;
	   //丢弃魔法牌&&雷系牌
		Coder::skillNotice(id, id, CHONG_YING, skill_msg);
		engine->sendMessage(-1, MSG_SKILL, skill_msg);
		CardMsg show_card;
		Coder::showCardNotice(id, 1, cardID, show_card);
		engine->sendMessage(-1, MSG_CARD, show_card);

		//所有移牌操作都要用setStateMoveXXXX,ToHand的话要填好HARM,就算不是伤害
	PlayerEntity* it = this->getPre();
	HARM chongying;
	chongying.cause =CHONG_YING;
	chongying.point = 1;
	chongying.srcID = id;
	chongying.type = HARM_NONE;

	HARM chongying_discard;
	chongying_discard.cause =CHONG_YING_DISCARD;
	chongying_discard.point = 1;
	chongying_discard.srcID = id;
	chongying_discard.type = HARM_NONE;
	
	//先进后出,所以逆出牌顺序压,最后才是魔枪自己明弃法牌
	while(it != this){
		//bool isShown = false, bool canGiveUp = false
		if(it->getColor()!=color)
		engine->pushGameState(new StateRequestHand(it->getID(),chongying, -1, DECK_DISCARD, true, false)); //不能不弃牌
		else
         engine->pushGameState(new StateRequestHand(it->getID(),chongying_discard, -1, DECK_DISCARD, true, true));

		it = it->getPre();
	}
	engine->pushGameState(new StateRequestHand(this->getID(),chongying_discard, -1, DECK_DISCARD, true, true));
	engine->setStateMoveOneCardNotToHand(id, DECK_HAND, -1, DECK_DISCARD, cardID, id, CHONG_YING, true);

	addAction(ACTION_ATTACK,CHONG_YING);
	return GE_URGENT;
}
int LingFu::BaiGuiYeXing_Effect()
{
	HARM baiGui;
	baiGui.cause = BAI_GUI_YE_XING;
	baiGui.point = using_LingLiBengJie ? 2 : 1;
	baiGui.srcID = id;
	baiGui.type = HARM_MAGIC;
	if(isExposed){
		PlayerEntity* it = this->getPre();		
		//先进后出,所以逆出牌顺序压
		do{
			if(it->getID() != dstIDs[0] && it->getID() != dstIDs[1]){
				engine->setStateTimeline3(it->getID(), baiGui);
			}
			it = it->getPre();
		}while(it != this->getPre());
	}
	else{
		engine->setStateTimeline3(dstIDs[0], baiGui);
	}
	return GE_URGENT;
}
int LingFu::LeiMing_Effect(Action *action)
{
	int dst1ID = action->dst_ids(0);
	int dst2ID = action->dst_ids(1);
	//填写伤害结构
	HARM leiMing;
	leiMing.cause = LEI_MING;
	leiMing.point = using_LingLiBengJie ? 2 : 1;
	leiMing.srcID = id;
	leiMing.type = HARM_MAGIC;
	//先进后出,所以逆出牌顺序压
	PlayerEntity* start = this->getPre();
	PlayerEntity* it = start;
	do{
		if(it->getID() == dst1ID || it->getID() == dst2ID){
			engine->setStateTimeline3(it->getID(), leiMing);
		}
		it = it->getPre();
	}while(it != start);
	
	//插入了新状态,请return GE_URGENT
	return GE_URGENT;
}
int LingFu::FengXing(Action *action)
{
	int cardID = action->card_ids(0);
	int dst1ID = action->dst_ids(0);
	int dst2ID = action->dst_ids(1);
	list<int> dstIDs;
	dstIDs.push_back(dst1ID);
	dstIDs.push_back(dst2ID);
	//宣告技能
	network::SkillMsg skill;
	Coder::skillNotice(id, dstIDs, FENG_XING, skill);
	engine->sendMessage(-1, MSG_SKILL, skill);
    //所有移牌操作都要用setStateMoveXXXX,ToHand的话要填好HARM,就算不是伤害
	
	HARM fengXing;
	fengXing.cause = FENG_XING;
	fengXing.point = 1;
	fengXing.srcID = id;
	fengXing.type = HARM_NONE;
	//先进后出,所以逆出牌顺序压,由自己开始明弃牌
	PlayerEntity* start = this->getPre();
	PlayerEntity* it = start;
	do{
		//没有手牌就不用弃
		if(it->getHandCardNum() > 0 && (it->getID() == dst1ID || it->getID() == dst2ID)){
			engine->pushGameState(new StateRequestHand(it->getID(), fengXing, -1, DECK_DISCARD, false, false));
		}
		it = it->getPre();
	}while(it != start);
	NianZhou();
	CardMsg show_card;
	Coder::showCardNotice(id, 1, cardID, show_card);
	engine->sendMessage(-1, MSG_CARD, show_card);
	engine->setStateMoveOneCardNotToHand(id, DECK_HAND, -1, DECK_DISCARD, cardID, id, FENG_XING, true);
	//插入了新状态,请return GE_URGENT
	return GE_URGENT;
}