static CardAIPlanData CastSkillOnece(CardAI ai, NetSkill ns, NetCard nc, CardAIPlanData data, NetBattlefield bf, IEnumerator <List <int> > targetEnumerator) { //structure makes a new copy CardAIPlanData result = data; //using previous bf allows to utilize already cached data, as well as share caching with following casts. //later we will use new bf to ensure we do not override the same bf. NetBattlefield prevBf = data.bf; IList <int> targets = GetPlayCardTargets(ai.FriendlyTurn, ns, nc, prevBf); if (targets == null || targets.Count < 1) { return(new CardAIPlanData()); } if (targetEnumerator == null) { targetEnumerator = GetTargetEnumerator(ns, nc, targets, ai); if (targetEnumerator == null) { return(new CardAIPlanData()); } } targetEnumerator.MoveNext(); List <int> selectedTargets = targetEnumerator.Current; if (selectedTargets == null || selectedTargets.Count == 0) { return(new CardAIPlanData()); } List <int> secTargets = GetSecondaryPlayTargets(ns, nc, prevBf, selectedTargets, ai.r); FInt skillDelay = ns.GetSkillDelay(prevBf); int cost = prevBf.GetCardCastingCostFast(ns.GetOwner(prevBf).CardID); //add cost if something need to be casted next turn by AI var ncp = bf.GetPlayerByPlayerID(ai.playerID); if (cost > ncp.ApLeft) { skillDelay += 2; } //operate from now on its own bf result.bf = bf; NetQueueItem q; if (ns.IsCastingSpell()) { q = new NetQueueItem(bf, ns, new NetListInt(selectedTargets), new NetListInt(secTargets), skillDelay, -1); } else { q = new NetQueueItem(bf, ns, null, null, skillDelay, selectedTargets[0]); } //if ap cost were larger than current ap then we will result in negative ap. //because its just simulation we do not care for that now, as the sum of this and next turn ap //for estimating cost would be identical ncp.ApLeft -= nc.GetCastingCost(); bf.PlayCard(q, ai.r); float value = bf.GetValueByCloneSimulation(ai.iterations, ai.r); result.value = value; result.AddCardPlay(nc.CardID, ns.SkillInBattleID, q); result.SetEnumerator(targetEnumerator); result.valid = true; return(result); }