using System.Collections.Generic; namespace Wizard; public class AIAfterClashDamage : AIFiltersAndSelectTypeArgument { private AIPolishConvertedExpression _damage; private readonly int DAMAGE_AMOUNT_ARG_OFFSET = 1; protected override int SELECT_TYPE_OFFSET => 2; public AIAfterClashDamage(string text) : base(text) { } protected override void InitExpressions(string text) { base.InitExpressions(text); _damage = _exprList[_exprList.Count - DAMAGE_AMOUNT_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 damage = (int)_damage.EvalArg(tagOwner, playPtn, field, situation); switch (base.SelectType) { case AIScriptTokenArgType.ALL_SELECT: AIDamageSimulationUtility.DamageAll(targetsFromField, tagOwner, field, damage, situation); break; case AIScriptTokenArgType.RANDOM_SELECT: AIDamageSimulationUtility.DamageRandom(targetsFromField, tagOwner, field, damage, situation); break; } } } 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); } }