Class HealSpell
java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.HealSpell
- All Implemented Interfaces:
Serializable
,HasDesc<SpellDesc>
- Direct Known Subclasses:
ExcessHealSpell
,HealingMissilesSpell
Heals the specified
target
for SpellArg.VALUE
amount.
Negative healing does not cause damage.
Healing raises a HealEvent
and can be reacted to with the HealingTrigger
.
For example, to fully heal a minion, heal up to its maximum hitpoints:
{ "class": "HealSpell", "value": { "class": "AttributeValueProvider", "target": "TARGET", "attribute": "MAX_HP" } }
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic SpellDesc
create
(int healing) static SpellDesc
create
(EntityReference target, int healing) static SpellDesc
create
(EntityReference target, int healing, boolean randomTarget) protected int
getHealing
(GameContext context, Player player, SpellDesc desc, Entity source, Entity target) protected void
Implementations ofonCast
are the meat-and-bones of a spell's effects.Methods inherited from class net.demilich.metastone.game.spells.Spell
cast, castForPlayer, checkArguments, getDesc, isNativeStateful, setDesc, toString
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Constructor Details
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HealSpell
public HealSpell()
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Method Details
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create
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create
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create
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onCast
protected void onCast(GameContext context, Player player, SpellDesc desc, Entity source, Entity target) Description copied from class:Spell
Implementations ofonCast
are 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)
, interpretSpellArg
keys in thedesc
, etc.Observe that subclasses of
Spell
mostly just need to implement this function. Also, observe that instances ofSpell
are stateless: all the state is provided as arguments to this function.- Specified by:
onCast
in classSpell
- Parameters:
context
- The game contextplayer
- The casting playerdesc
- The collection ofSpellArg
keys 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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getHealing
protected int getHealing(GameContext context, Player player, SpellDesc desc, Entity source, Entity target)
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