Class MissilesSpell

All Implemented Interfaces:
Serializable, HasDesc<SpellDesc>
Direct Known Subclasses:
FormlessAgonyMissilesSpell

public class MissilesSpell extends DamageSpell
This spell casts 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:
  • Constructor Details

    • MissilesSpell

      public MissilesSpell()
  • 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 DamageSpell
      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:
    • getRandomTarget

      public Actor getRandomTarget(GameContext context, List<Entity> validTargets)
    • 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.

      Overrides:
      onCast in class DamageSpell
      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: