using System.Collections.Generic; namespace Wizard; public class AIAfterAttackHeal : AITriggerAndTargetFiltersTagBase { private const int HEAL_AMOUNT_ARG_INDEX = 1; public AIPolishConvertedExpression HealAmount { get; private set; } protected override int NON_FILTER_FIRST_OFFSET => 1; public AIAfterAttackHeal(string text) : base(text) { } protected override void InitExpressions(string text) { base.InitExpressions(text); HealAmount = _exprList[_exprList.Count - 1]; } protected override void RunTagMethod(List targets, AIVirtualField field, AIVirtualCard tagOwner, List playPtn, AISituationInfo situation) { base.RunTagMethod(targets, field, tagOwner, playPtn, situation); int heal = (int)HealAmount.EvalArg(tagOwner, null, field, situation); if (targets != null && targets.Count > 0) { AISkillSimulationUtility.HealAll(targets, field, heal, field.BestPlayPtn, situation); } } protected override List GetFilteredTargets(List candidates, AIVirtualCard tagOwner, List playPtn, AISituationInfo situation, bool isBlockDead = true) { return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.TargetFilters, playPtn, situation, isAttackEffective: false, isBlockDead); } }