PrepareBoostPassActionNode.kt

package io.github.lishangbu.avalon.game.battle.engine.core.dsl.action

import io.github.lishangbu.avalon.game.battle.engine.core.dsl.ActionNode
import io.github.lishangbu.avalon.game.battle.engine.core.type.ActionTypeId
import io.github.lishangbu.avalon.game.battle.engine.core.type.StandardActionTypeIds
import io.github.lishangbu.avalon.game.battle.engine.core.type.TargetSelectorId

/**
 * 为下一次换人暂存当前 boosts 的动作。
 *
 * 典型用法:
 * - Baton Pass: 先 `prepare_boost_pass(self)`,再 `force_switch(self)`
 *
 * @property target 需要暂存当前 boosts 的单位。
 */
data class PrepareBoostPassActionNode(
    val target: TargetSelectorId,
) : ActionNode {
    override val type: ActionTypeId = StandardActionTypeIds.PREPARE_BOOST_PASS
}