Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIClashHeal.cs
gamer147 824309ec44 feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
2026-06-05 20:30:59 -04:00

42 lines
1.4 KiB
C#

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<int> playPtn, AISituationInfo situation = null)
{
List<AIVirtualCard> 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<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
}
}