Class CastRepeatedlySpell

java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.CastRepeatedlySpell
All Implemented Interfaces:
Serializable, HasDesc<SpellDesc>

public class CastRepeatedlySpell extends Spell
Casts the specified SpellArg.SPELL for SpellArg.HOW_MANY times. If a SpellArg.CONDITION is specified, the condition is evaluated after the first cast; if the condition is fulfilled according to Condition.isFulfilled(GameContext, Player, Entity, Entity), the casting stops. This works the opposite of what you may expect.

If SpellArg.EXCLUSIVE is true, the spell will only be recast on targets that were not previously cast on in a prior iteration.

If this spell's invocation has a non-null target, the sub spell will be cast with a random target in this spell's SpellArg.TARGET property. This surprising behaviour reflects a consequence of legacy Metastone code.

This spell will not end the sequence after every repeat, while RecastWhileSpell does.

See Also:
  • Constructor Details

    • CastRepeatedlySpell

      public CastRepeatedlySpell()
  • Method Details

    • create

      public static SpellDesc create(SpellDesc spell, int value)
    • onCast

      protected void onCast(GameContext context, Player player, SpellDesc desc, Entity source, Entity target)
      Description copied from class: Spell
      Implementations of onCast are the meat-and-bones of a spell's effects. This should actually call a variety of methods in GameLogic, generate cards using SpellUtils.getCards(GameContext, Player, Entity, Entity, SpellDesc), interpret SpellArg keys in the desc, etc.

      Observe that subclasses of Spell mostly just need to implement this function. Also, observe that instances of Spell are stateless: all the state is provided as arguments to this function.

      Specified by:
      onCast in class Spell
      Parameters:
      context - The game context
      player - The casting player
      desc - The collection of SpellArg keys and values that are interpreted by the implementation of this function to actually cause effects in a game
      source - The entity from which this effect is happening (typically a card or a minion if it's a battlecry).
      target - The particular target of this invocation of the spell. When a spell hits multiple targets, like an AoE damage effect, this method is called once for each target in the list of targets.
      See Also: