function enemys() {
    this.init();
}

////// 初始化 //////
enemys.prototype.init = function () {
    // 怪物属性初始化定义：
    this.enemys = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
    //delete(enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80);
}

////// 获得一个或所有怪物数据 //////
enemys.prototype.getEnemys = function (enemyId) {
    if (!core.isset(enemyId)) {
        return this.enemys;
    }
    return this.enemys[enemyId];
}

////// 判断是否含有某特殊属性 //////
enemys.prototype.hasSpecial = function (special, test) {

    if (special instanceof Array) {
        return special.indexOf(test)>=0;
    }

    if (typeof special == 'number') {
        return special!=0 && (special%100==test||this.hasSpecial(parseInt(special/100), test));
    }

    return false;
}

////// 获得所有特殊属性的名称 //////
enemys.prototype.getSpecialText = function (enemyId) {
    var enemy = core.material.enemys[enemyId];
    if (!core.isset(enemy)) return [];
    var special = enemy.special;
    var text = [];
    if (this.hasSpecial(special, 1)) text.push("先攻");
    if (this.hasSpecial(special, 2)) text.push("魔攻");
    if (this.hasSpecial(special, 3)) text.push("坚固");
    if (this.hasSpecial(special, 4)) text.push("2连击");
    if (this.hasSpecial(special, 5)) text.push("3连击");
    if (this.hasSpecial(special, 6)) text.push((enemy.n||4)+"连击");
    if (this.hasSpecial(special, 7)) text.push("破甲");
    if (this.hasSpecial(special, 8)) text.push("反击");
    if (this.hasSpecial(special, 9)) text.push("净化");
    if (this.hasSpecial(special, 10)) text.push("模仿");
    if (this.hasSpecial(special, 11)) text.push("吸血");
    if (this.hasSpecial(special, 12)) text.push("中毒");
    if (this.hasSpecial(special, 13)) text.push("衰弱");
    if (this.hasSpecial(special, 14)) text.push("诅咒");
    if (this.hasSpecial(special, 15)) text.push("领域");
    if (this.hasSpecial(special, 16)) text.push("夹击");
    if (this.hasSpecial(special, 17)) text.push("仇恨");
    if (this.hasSpecial(special, 18)) text.push("阻击");
    if (this.hasSpecial(special, 19)) text.push("自爆");
    if (this.hasSpecial(special, 20)) text.push("无敌");
    if (this.hasSpecial(special, 21)) text.push("退化");
    if (this.hasSpecial(special, 22)) text.push("固伤");
    if (this.hasSpecial(special, 23)) text.push("重生");
    if (this.hasSpecial(special, 24)) text.push("踪猎");
     if (this.hasSpecial(special, 25)) text.push("诡攻");
    return text;
}

////// 获得每个特殊属性的说明 //////
enemys.prototype.getSpecialHint = function (enemy, special) {
    if (!core.isset(special)) {
        var hints = [];
        for (var i=1;i<100;i++) {
            if (this.hasSpecial(enemy.special, i)) {
                var hint=this.getSpecialHint(enemy, i);
                if (hint!='')
                    hints.push(hint);
            }
        }
        return hints;
    }

    switch (special) {
        case 1: return "先攻：怪物首先攻击";
        case 2: return "魔攻：怪物无视勇士的防御";
        case 3: return "坚固：勇士每回合最多只能对怪物造成1点伤害";
        case 4: return "2连击：怪物每回合攻击2次";
        case 5: return "3连击：怪物每回合攻击3次";
        case 6: return (enemy.n||4)+"连击： 怪物每回合攻击"+(enemy.n||4)+"次";
        case 7: return "破甲：战斗前，怪物附加角色防御的"+Math.floor(100*core.values.breakArmor||0)+"%作为伤害";
        case 8: return "反击：战斗时，怪物每回合附加角色攻击的"+Math.floor(100*core.values.counterAttack||0)+"%作为伤害，无视角色防御";
        case 9: return "净化：战斗前，怪物附加勇士魔防的"+core.values.purify+"倍作为伤害";
        case 10: return "模仿：怪物的攻防和勇士攻防相等";
        case 11: return "吸血：战斗前，怪物首先吸取角色的"+Math.floor(100*enemy.value||0)+"%生命作为伤害"+(enemy.add?"，并把伤害数值加到自身生命上":"");
        case 12: return "中毒：战斗后，勇士陷入中毒状态，每一步损失生命"+core.values.poisonDamage+"点";
        case 13: return "衰弱：战斗后，勇士陷入衰弱状态，攻防暂时下降"+core.values.weakValue+"点";
        case 14: return "诅咒：战斗后，勇士陷入诅咒状态，战斗无法获得金币和经验";
        case 15: return "领域：经过怪物周围"+(enemy.range||1)+"格时自动减生命"+(enemy.value||0)+"点";
        case 16: return "夹击：经过两只相同的怪物中间，勇士生命值变成一半";
        case 17: return "仇恨：战斗前，怪物附加之前积累的仇恨值作为伤害"+(core.flags.hatredDecrease?"；战斗后，释放一半的仇恨值":"")+"。（每杀死一个怪物获得"+(core.values.hatred||0)+"点仇恨值）";
        case 18: return "阻击：经过怪物的十字领域时自动减生命"+(enemy.value||0)+"点，同时怪物后退一格";
        case 19: return "自爆：战斗后勇士的生命值变成1";
        case 20: return "无敌：勇士无法打败怪物，除非拥有十字架";
        case 21: return "退化：战斗后勇士永久下降"+(enemy.atkValue||0)+"点攻击和"+(enemy.defValue||0)+"点防御";
        case 22: return "固伤：战斗前，怪物对勇士造成"+(enemy.damage||0)+"点固定伤害，无视勇士魔防。";
        case 23: return "重生：怪物被击败后，角色转换楼层则怪物将再次出现";
        case 24: return "踪猎：该怪物喜欢把移动的物品当靶子，每当勇士移动7步，将会受到该怪物的一次攻击";
         case 25: return "诡攻：该怪物每回合普攻一次，魔攻一次";
        default: break;
    }
    return "";
}

////// 能否获胜 //////
enemys.prototype.canBattle = function (monsterId) {
    var damage = this.getDamage(monsterId);
    return damage != null && damage < core.status.hero.hp;
}

////// 获得某个怪物的伤害 //////
enemys.prototype.getDamage = function (monsterId) {
    var monster = core.material.enemys[monsterId];
    var damage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
    if (damage == null) return null;
    return damage + this.getExtraDamage(monster);
}

////// 获得某个怪物的额外伤害 //////
enemys.prototype.getExtraDamage = function (monster) {
    var extra_damage = 0;
    if (this.hasSpecial(monster.special, 17)) { // 仇恨
        extra_damage += core.getFlag('hatred', 0);
    }
    if (this.hasSpecial(monster.special, 22)) { // 固伤
        extra_damage += monster.damage||0;
    }
    return extra_damage;
}

////// 接下来若干个临界值计算 /////
enemys.prototype.nextCriticals = function (monsterId, number) {

    number = number||1;

    var monster = core.material.enemys[monsterId];
    // 坚固、模仿怪物没有临界！
    if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return [];

    var info = this.getDamageInfo(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);

    if (info == null) {
        if (core.status.hero.atk<=monster.def) {
            return [(monster.def+1-core.status.hero.atk)+":?"];
        }
        return [];
    }
    if (info.damage <= 0) return [];

    var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = monster.def, turn = info.turn;

    if (turn<=1) return [];

    var list = [], pre = null;

    for (var t = turn-1;t>=1;t--) {
        var nextAtk = Math.ceil(mon_hp/t) + mon_def;
        if (nextAtk<=hero_atk) break;
        if (nextAtk!=pre) {
            var nextInfo = this.getDamageInfo(monster, core.status.hero.hp, nextAtk, core.status.hero.def, core.status.hero.mdef);
            if (nextInfo==null) break;
            list.push((nextAtk-hero_atk)+":"+(info.damage-nextInfo.damage));
            if (nextInfo.damage<=0) break;
            pre = nextAtk;
        }
        if (list.length>=number)
            break;
    }
    return list;
}

////// 临界值计算 //////
enemys.prototype.getCritical = function (monsterId) {
    var monster = core.material.enemys[monsterId];
    // 坚固、模仿怪物没有临界！
    if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return "???";

    var info = this.getDamageInfo(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);

    if (info == null) {
        if (core.status.hero.atk<=monster.def)
            return monster.def+1-core.status.hero.atk;
        return '???';
    }
    if (info.damage <= 0) return 0;

    var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = monster.def, turn = info.turn;

    // turn 是勇士攻击次数
    if (turn<=1) return 0; // 攻杀

    // 每回合最小伤害 = ⎡怪物生命/勇士攻击次数⎤
    var nextAtk = Math.ceil(mon_hp/(turn-1)) + mon_def;

    if (nextAtk <= hero_atk) return 0;
    return nextAtk - hero_atk;

}

////// 临界减伤计算 //////
enemys.prototype.getCriticalDamage = function (monsterId) {
    var c = this.getCritical(monsterId);
    if (c == '???') return '???';
    if (c <= 0) return 0;
    var monster = core.material.enemys[monsterId];
    var last = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
    var now = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk+c, core.status.hero.def, core.status.hero.mdef);
    if (last == null || now==null) return '???';
    return last - now;
}

////// 1防减伤计算 //////
enemys.prototype.getDefDamage = function (monsterId) {
    var monster = core.material.enemys[monsterId];
    var nowDamage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
    var nextDamage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def + 1, core.status.hero.mdef);
    if (nowDamage == null || nextDamage ==null) return "???";
    return nowDamage - nextDamage;
}

////// 获得战斗伤害信息 //////
enemys.prototype.getDamageInfo = function(monster, hero_hp, hero_atk, hero_def, hero_mdef) {

    var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def, mon_special = monster.special;
    hero_hp=Math.max(0, hero_hp);
    hero_atk=Math.max(0, hero_atk);
    hero_def=Math.max(0, hero_def);
    hero_mdef=Math.max(0, hero_mdef);

    if (this.hasSpecial(mon_special, 20) && !core.hasItem("cross")) // 如果是无敌属性，且勇士未持有十字架
        return null; // 返回不可战斗

    var initDamage = 0; // 战前伤害

    // 吸血
    if (this.hasSpecial(mon_special, 11)) {
        var vampireDamage = hero_hp * monster.value;

        // 如果有神圣盾免疫吸血等可以在这里写

        vampireDamage = Math.floor(vampireDamage) || 0;
        // 加到自身
        if (monster.add) // 如果加到自身
            mon_hp += vampireDamage;

        initDamage += vampireDamage;
    }

    // 模仿
    if (this.hasSpecial(mon_special,10)) {
        mon_atk = hero_atk;
        mon_def = hero_def;
    }
    // 魔攻
    if (this.hasSpecial(mon_special,2)) hero_def = 0;
    // 坚固
    if (this.hasSpecial(mon_special,3) && mon_def < hero_atk - 1) mon_def = hero_atk - 1;
    if (hero_atk <= mon_def) return null; // 不可战斗时请直接返回null

    var per_damage = mon_atk - hero_def;
    if (per_damage < 0) per_damage = 0;

    // 2连击 & 3连击 & N连击
    if (this.hasSpecial(mon_special, 4)) per_damage *= 2;
    if (this.hasSpecial(mon_special, 5)) per_damage *= 3;
    if (this.hasSpecial(mon_special, 6)) per_damage *= (monster.n||4);

    var counterDamage = 0;
    // 反击
    if (this.hasSpecial(mon_special, 8)) counterDamage += Math.floor(core.values.counterAttack * hero_atk);
      if (this.hasSpecial(mon_special, 25)) per_damage += mon_atk;

    // 先攻
    if (this.hasSpecial(mon_special, 1))
        initDamage += per_damage;

    // 破甲
    if (this.hasSpecial(mon_special, 7))
        initDamage += Math.floor(core.values.breakArmor * hero_def);

    // 净化
    if (this.hasSpecial(mon_special, 9))
        initDamage += Math.floor(core.values.purify * hero_mdef);

    // turn: 勇士攻击回合数
    var turn = Math.ceil(mon_hp / (hero_atk - mon_def));
    var ans = initDamage + (turn - 1) * per_damage + turn * counterDamage;
    ans -= hero_mdef;

    if (!core.flags.enableNegativeDamage)
        ans=Math.max(0, ans);

    return {
        "hero_atk": hero_atk,
        "hero_def": hero_def,
        "hero_mdef": hero_mdef,
        "mon_hp": mon_hp,
        "mon_atk": mon_atk,
        "mon_def": mon_def,
        "per_damage": per_damage,
        "initDamage": initDamage,
        "turn": turn,
        "damage": ans
    };
}

////// 具体的伤害计算公式 //////
enemys.prototype.calDamage = function (monster, hero_hp, hero_atk, hero_def, hero_mdef) {

    var info = this.getDamageInfo(monster, hero_hp, hero_atk, hero_def, hero_mdef);
    if (info == null) return null;
    return info.damage;

}

////// 获得当前楼层的怪物列表 //////
enemys.prototype.getCurrentEnemys = function (floorId) {
    floorId=floorId||core.status.floorId;
    var enemys = [];
    var used = {};
    var mapBlocks = core.status.maps[floorId].blocks;
    for (var b = 0; b < mapBlocks.length; b++) {
        if (core.isset(mapBlocks[b].event) && !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable)
            && mapBlocks[b].event.cls.indexOf('enemy')==0) {
            var monsterId = mapBlocks[b].event.id;
            if (core.isset(used[monsterId])) continue;

            var monster = core.material.enemys[monsterId];
            var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def;
            if (this.hasSpecial(monster.special, 10)) {
                mon_atk=core.status.hero.atk;
                mon_def=core.status.hero.def;
            }
            if (this.hasSpecial(monster.special, 3) && mon_def < core.status.hero.atk - 1)
                mon_def = core.status.hero.atk - 1;

            var specialText = core.enemys.getSpecialText(monsterId);
            if (specialText.length>=3) specialText = "多属性...";
            else specialText = specialText.join("  ");

            enemys.push({
                'id': monsterId,
                'name': monster.name,
                'hp': mon_hp,
                'atk': mon_atk,
                'def': mon_def,
                'money': monster.money,
                'experience': monster.experience,
                'point': monster.point||0, // 加点
                'special': specialText,
                'damage': this.getDamage(monsterId),
                'critical': this.getCritical(monsterId),
                'criticalDamage': this.getCriticalDamage(monsterId),
                'defDamage': this.getDefDamage(monsterId)
            });

            used[monsterId] = true;
        }
    }

    enemys.sort(function (a, b) {
        if (a.damage == b.damage) {
            return a.money - b.money;
        }
        if (a.damage == null) {
            return 1;
        }
        if (b.damage == null) {
            return -1;
        }
        return a.damage - b.damage;
    });
    return enemys;
}