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
}