OptionalapplyOptionalblockerThe explicit blocker policy; defaults to 'terrain', matching a plain beam.
OptionalfrontsOpt-in per-turn fronts instead of a straight line. Given the cells the previous turn actually reached (the origin alone at turn 0) and the turn number, it returns the cells this turn affects; an empty list ends the beam. A cone widens, a burst stops moving, a forked front splits, and a moving front is whatever the game returns each turn - none of which the framework has to understand, only sequence and save.
OptionalisAn extra game rule on top of blocker, e.g. "a wall of fire melts the beam".
OptionalonCalled for every cell the front actually reaches, before targets are resolved.
OptionalshapeNames the shape this beam is, saved so a reload resumes the same one; defaults to 'line'/'fronts'.
OptionalstopOptionaltargetsFinds live targets at the cell when that cell is reached.
Applies the resolved damage. The game owns health, resistances and effects.