Class DrainSpell
- All Implemented Interfaces:
Serializable,HasDesc<SpellDesc>
SpellArg.VALUE damage to the target. Buffs the hitpoints of the source (if a minion) or
EntityReference.FRIENDLY_HERO (if a spell) for the amount of damage
dealt using a BuffSpell whose SpellArg.HP_BONUS is equal to the excess.
If a SpellArg.SECONDARY_TARGET is specified, buffs those targets instead, splitting the amount restored
amongst all the targets matched. Excess health split this way has the remainder given to the first entity in the
secondary target list.
First, all the damage is dealt. Then, buffing is applied to each secondary target / source.
Fires a DrainEvent once, not for every target, which contains the total amount damage dealt.
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidCasts a spell for the given arguments.static voiddrain(GameContext context, Player player, Entity source, int amount, Entity healingTarget) Gives an HP buff for the specified target.static intdrainDamage(GameContext context, Player player, Entity source, Entity target, int damage, List<DrainEvent> events) protected voidImplementations ofonCastare the meat-and-bones of a spell's effects.Methods inherited from class net.demilich.metastone.game.spells.Spell
castForPlayer, checkArguments, getDesc, isNativeStateful, setDesc, toString
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Constructor Details
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DrainSpell
public DrainSpell()
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Method Details
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cast
public void cast(GameContext context, Player player, SpellDesc desc, Entity source, List<Entity> targets) Description copied from class:SpellCasts a spell for the given arguments.If there is at least one valid target in
targetsandSpellArg.RANDOM_TARGETistrue, a single target from the list will be chosen at random.If
targetsisnull, this is a spell that does not ordinarily receive targets, so it will be cast once.If
targets.size()is0, this spell takes targets but none were found, so the spell is not cast.The
EntityFilterspecified inSpellArg.FILTERis applied to the list of targets to filter it. Therefore, this spell casting code is responsible for interpreting theSpellArg.FILTERandSpellArg.RANDOM_TARGETattributes of aSpellDesc.Typically the
targetslist is generated by either using the player's single target choice from a combination of the spell or battlecry'sTargetSelectionapplied through aSpellArg.FILTER(resulting in a list of length one), or the resolvedSpellArg.TARGETpredefined target reference (usually a group reference) resulting in a list of length zero or greater.- Overrides:
castin classSpell- Parameters:
context- The game contextplayer- The casting player. This can be overridden by theSpellArg.TARGET_PLAYERarg in thedesc.desc- The spell descriptionsource- The source entity of this spell casttargets- A list of targets- See Also:
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drain
public static void drain(GameContext context, Player player, Entity source, int amount, Entity healingTarget) Gives an HP buff for the specified target.- Parameters:
context-player-source-amount-healingTarget-
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drainDamage
public static int drainDamage(GameContext context, Player player, Entity source, Entity target, int damage, List<DrainEvent> events) -
onCast
protected void onCast(GameContext context, Player player, SpellDesc desc, Entity source, Entity target) Description copied from class:SpellImplementations ofonCastare the meat-and-bones of a spell's effects. This should actually call a variety of methods inGameLogic, generate cards usingSpellUtils.getCards(GameContext, Player, Entity, Entity, SpellDesc), interpretSpellArgkeys in thedesc, etc.Observe that subclasses of
Spellmostly just need to implement this function. Also, observe that instances ofSpellare stateless: all the state is provided as arguments to this function.- Specified by:
onCastin classSpell- Parameters:
context- The game contextplayer- The casting playerdesc- The collection ofSpellArgkeys and values that are interpreted by the implementation of this function to actually cause effects in a gamesource- 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:
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