Class MissilesSpell
- All Implemented Interfaces:
Serializable
,HasDesc<SpellDesc>
- Direct Known Subclasses:
FormlessAgonyMissilesSpell
SpellArg.HOW_MANY
missiles, each dealing SpellArg.VALUE
damage (with spell damage)
to random targets.
When a target becomes mortally wounded (Actor.isDestroyed()
resolves to true
), it is no longer
eligible to receive missiles.
When the amount of damage a missile deals is 1, the spell damage modifier is interpreted to increase the number of missiles. In all other instances, spell damage increases the damage per missile.
Every target hit by a missile will have SpellArg.SPELL
cast on it if specified, with the hit target as the
target
. EntityReference.OUTPUT
will not be set.
When SpellArg.EXCLUSIVE
is set to true
, applies spell damage to the number of missiles (the SpellArg.HOW_MANY
value).
- See Also:
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoid
Casts a spell for the given arguments.getRandomTarget
(GameContext context, List<Entity> validTargets) protected void
Implementations ofonCast
are the meat-and-bones of a spell's effects.Methods inherited from class net.demilich.metastone.game.spells.DamageSpell
create, create, create, create, create, getDamage, getDamageType
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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MissilesSpell
public MissilesSpell()
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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:Spell
Casts a spell for the given arguments.If there is at least one valid target in
targets
andSpellArg.RANDOM_TARGET
istrue
, a single target from the list will be chosen at random.If
targets
isnull
, 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
EntityFilter
specified inSpellArg.FILTER
is applied to the list of targets to filter it. Therefore, this spell casting code is responsible for interpreting theSpellArg.FILTER
andSpellArg.RANDOM_TARGET
attributes of aSpellDesc
.Typically the
targets
list is generated by either using the player's single target choice from a combination of the spell or battlecry'sTargetSelection
applied through aSpellArg.FILTER
(resulting in a list of length one), or the resolvedSpellArg.TARGET
predefined target reference (usually a group reference) resulting in a list of length zero or greater.- Overrides:
cast
in classDamageSpell
- Parameters:
context
- The game contextplayer
- The casting player. This can be overridden by theSpellArg.TARGET_PLAYER
arg in thedesc
.desc
- The spell descriptionsource
- The source entity of this spell casttargets
- A list of targets- See Also:
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getRandomTarget
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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.- Overrides:
onCast
in classDamageSpell
- 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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