using System.Collections.Generic; namespace Wizard; public class AIClashHeal : AIFiltersAndSelectTypeArgument { private readonly int HEAL_ARG_OFFSET = 1; private AIPolishConvertedExpression _healArg; protected override int SELECT_TYPE_OFFSET => 2; public AIClashHeal(string text) : base(text) { } protected override void InitExpressions(string text) { base.InitExpressions(text); _healArg = _exprList[_exprList.Count - HEAL_ARG_OFFSET]; } public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List playPtn, AISituationInfo situation = null) { List targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation); if (targetsFromField != null && targetsFromField.Count > 0) { int heal = (int)_healArg.EvalArg(tagOwner, playPtn, field, situation); if (base.SelectType == AIScriptTokenArgType.ALL_SELECT) { AISkillSimulationUtility.HealAll(targetsFromField, field, heal, playPtn, situation); } } } public override List GetFilteredTargets(List candidates, AIVirtualCard tagOwner, List playPtn, AISituationInfo situation, bool isBlockDead = true) { return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead); } }