Class FightSpell
- All Implemented Interfaces:
Serializable,HasDesc<SpellDesc>
- Direct Known Subclasses:
DuelSpell,FightRandomAdjacentMinionSpell
source or each entity in SpellArg.SECONDARY_TARGET to GameLogic.fight(Player, Actor, Actor, PhysicalAttackAction) the target.
Activates the hero's weapon regardless of whose turn it is if a Hero is an attacker.
After the attack occurs, casts the SpellArg.SPELL sub-spell with the source as the source of this
spell cast, the target as the defender, and the EntityReference.OUTPUT set to the attacker.
When SpellArg.EXCLUSIVE is set to true, this effect does not use up one of the attacker's attack
counts.
When SpellArg.RANDOM_TARGET is set to true and a SpellArg.SECONDARY_TARGET (i.e. source) is
specified, the resolved sources are removed from the list of target entities before the random choice is made.
For example, consider the text from Birb's You from the Future, "Summon a copy of a friendly minion. Then, it attacks the original":
{
"class": "SummonSpell",
"spell": {
"class": "FightSpell",
"secondaryTarget": "OUTPUT"
}
}
Note that the EntityReference.OUTPUT refers to the newly copied minion. Since the copied minion is in the
SpellArg.SECONDARY_TARGET specifier, the copied minion is the attacker. The target is implied to be
the selected target of the spell, i.e., the original minion.- See Also:
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidCasts a spell for the given arguments.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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FightSpell
public FightSpell()
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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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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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