Class DamageSpell

java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.DamageSpell
All Implemented Interfaces:
java.io.Serializable, HasDesc<SpellDesc>
Direct Known Subclasses:
DamageIgnoringArmorSpell, ExcessDamageSpell, MissilesSpell, OverkillSpell, SplashDamageSpell, WeaponDamageSpell

public class DamageSpell
extends Spell
Deals SpellArg.VALUE damage to the specified target.

When SpellArg.IGNORE_SPELL_DAMAGE is set to true, ignores Attribute.SPELL_DAMAGE bonuses. By default, spell damage dealt anything other than a spell card cannot deal spell damage.

The amount of damage dealt can be modified by other, prior effects using ModifyDamageSpell. This is typically done during the PreDamageTrigger's PreDamageEvent.

For example, "Battlecry: Deal 6 damage to all other characters:"

   "battlecry": {
     "targetSelection": "NONE",
     "spell": {
       "class": "DamageSpell",
       "target": "ALL_OTHER_CHARACTERS",
       "value": 6
     }
   }
 
A significantly more complicated example, "Deal 10 damage to a minion and excess damage to adjacent ones."
   "spell": {
     "class": "MetaSpell",
     "value": {
       "class": "AttributeValueProvider",
       "attribute": "HP"
     },
     "spells": [
       {
         "class": "AdjacentEffectSpell",
         "spell1": {
           "class": "DamageSpell",
           "value": {
             "class": "AlgebraicValueProvider",
             "operation": "MAXIMUM",
             "value1": 0,
             "value2": {
               "class": "AlgebraicValueProvider",
               "operation": "MINIMUM",
               "value1": 10,
               "value2": {
                 "class": "GameValueProvider",
                 "gameValue": "SPELL_VALUE"
               }
             }
           }
         },
         "spell2": {
           "class": "DamageSpell",
           "value": {
             "class": "AlgebraicValueProvider",
             "operation": "MINIMUM",
             "value1": 10,
             "value2": {
               "class": "AlgebraicValueProvider",
               "operation": "MAXIMUM",
               "value1": {
                 "class": "AlgebraicValueProvider",
                 "operation": "SUBTRACT",
                 "value1": 10,
                 "value2": {
                   "class": "GameValueProvider",
                   "gameValue": "SPELL_VALUE"
                 }
               },
               "value2": 0
             }
           }
         }
       }
     ]
   }
 
Observe the way arithmetic is performed inside the "value" fields of the DamageSpell.
See Also:
to modify damage from physical attacks, the and this spell., to heal. Don't use negative values., to fire random missiles that calculate spell damage correctly., Serialized Form
  • Constructor Details

  • Method Details

    • create

      public static SpellDesc create​(EntityReference target, int damage)
    • create

      public static SpellDesc create​(EntityReference target, int damage, boolean randomTarget)
    • create

      public static SpellDesc create​(EntityReference target, int damage, java.util.function.Predicate<Entity> targetFilter, boolean randomTarget)
    • create

      public static SpellDesc create​(int damage)
    • create

      public static SpellDesc create()
    • cast

      @Suspendable public void cast​(GameContext context, Player player, SpellDesc desc, Entity source, java.util.List<Entity> targets)
      Description copied from class: Spell
      Casts a spell for the given arguments.

      If there is at least one valid target in targets and SpellArg.RANDOM_TARGET is true, a single target from the list will be chosen at random.

      If targets is null, this is a spell that does not ordinarily receive targets, so it will be cast once.

      If targets.size() is 0, this spell takes targets but none were found, so the spell is not cast.

      The EntityFilter specified in SpellArg.FILTER is applied to the list of targets to filter it. Therefore, this spell casting code is responsible for interpreting the SpellArg.FILTER and SpellArg.RANDOM_TARGET attributes of a SpellDesc.

      Typically the targets list is generated by either using the player's single target choice from a combination of the spell or battlecry's TargetSelection applied through a SpellArg.FILTER (resulting in a list of length one), or the resolved SpellArg.TARGET predefined target reference (usually a group reference) resulting in a list of length zero or greater.

      Overrides:
      cast in class Spell
      Parameters:
      context - The game context
      player - The casting player. This can be overridden by the SpellArg.TARGET_PLAYER arg in the desc.
      desc - The spell description
      source - The source entity of this spell cast
      targets - A list of targets
      See Also:
      for the logic which filters the targets argument.
    • onCast

      @Suspendable 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:
      for an example of a complex spell implementation.
    • getDamage

      public static int getDamage​(GameContext context, Player player, SpellDesc desc, Entity source, Entity target)
    • getDamageType

      protected java.util.EnumSet<com.hiddenswitch.spellsource.client.models.DamageTypeEnum> getDamageType​(GameContext context, Player player, Entity source)