Class DrainSpell

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

public final class DrainSpell extends Spell
Deals 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.

See Also:
  • Constructor Details

    • DrainSpell

      public DrainSpell()
  • Method Details

    • cast

      public void cast(GameContext context, Player player, SpellDesc desc, Entity source, 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:
    • 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 -
    • 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: 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: