using System.Collections; using System.Collections.Generic; namespace Wizard; public interface IBattleSimulationAI { AIVirtualActionInfo Cr_FirstActionInfo { get; } AIVirtualField Cr_MaxField { get; } float Cr_MaxFieldValue { get; } float Cr_MaxFieldValueAtSelfTurnEnd { get; } List Cr_MaxActionInfoSequence { get; } IEnumerator _CrSimulate(AIVirtualField originalField, bool doesUseEvo, bool checkTimeOverLogic, PlayPtnWithToken[] bestPlayPtnsWithToken = null, SimulationAdditionalActionInfoSet additionalActions = null); }