using System.Collections.Generic;

namespace ETModel
{
	[ObjectSystem]
	public class NumericComponentAwakeSystem : AwakeSystem<NumericComponent>
	{
		public override void Awake(NumericComponent self)
		{
			self.Awake();
		}
	}

	public class NumericComponent: Component
	{
		public readonly Dictionary<int, int> NumericDic = new Dictionary<int, int>();

		public void Awake()
		{
			// 这里初始化base值
		}

		public float GetAsFloat(NumericType numericType)
		{
			return (float)GetByKey((int)numericType) / 10000;
		}

		public int GetAsInt(NumericType numericType)
		{
			return GetByKey((int)numericType);
		}

		public void Set(NumericType nt, float value)
		{
			this[nt] = (int) (value * 10000);
		}

		public void Set(NumericType nt, int value)
		{
			this[nt] = value;
		}

		public int this[NumericType numericType]
		{
			get
			{
				return this.GetByKey((int) numericType);
			}
			set
			{
				int v = this.GetByKey((int) numericType);
				if (v == value)
				{
					return;
				}

				NumericDic[(int)numericType] = value;

				Update(numericType);
			}
		}

		private int GetByKey(int key)
		{
			int value = 0;
			this.NumericDic.TryGetValue(key, out value);
			return value;
		}

		public void Update(NumericType numericType)
		{
			if (numericType < NumericType.Max)
			{
				return;
			}
			int final = (int) numericType / 10;
			int bas = final * 10 + 1; 
			int add = final * 10 + 2;
			int pct = final * 10 + 3;
			int finalAdd = final * 10 + 4;
			int finalPct = final * 10 + 5;

			// 一个数值可能会多种情况影响，比如速度,加个buff可能增加速度绝对值100，也有些buff增加10%速度，所以一个值可以由5个值进行控制其最终结果
			// final = (((base + add) * (100 + pct) / 100) + finalAdd) * (100 + finalPct) / 100;
			this.NumericDic[final] = ((this.GetByKey(bas) + this.GetByKey(add)) * (100 + this.GetByKey(pct)) / 100 + this.GetByKey(finalAdd)) * (100 + this.GetByKey(finalPct)) / 100;
			Game.EventSystem.Run(EventIdType.NumbericChange, this.Entity.Id, numericType, final);
		}
	}
}