Class AddEnchantmentSpell
- All Implemented Interfaces:
Serializable
,HasDesc<SpellDesc>
- Direct Known Subclasses:
AddEnchantmentToMinionCardSpell
,ReceiveCardNextTurnSpell
,TransformToAndBackSpell
SpellArg.AURA
(Aura
) or a Enchantment
(in the SpellArg.TRIGGER
) to the
specified target
and immediately puts that aura/enchantment into play (i.e., activates it).
If a SpellArg.CARD
is specified, the spell will interpret the card as an Spellsource.CardTypeMessage.CardType.ENCHANTMENT
, adding
each of its triggers as specified to the target
and the deathrattle as a MinionDeathTrigger
whose TargetType
is TargetType.IGNORE_OTHER_TARGETS
. If no triggers are present on the
card, a dummy enchantment is created for later use in the RemoveEnchantmentSpell
and HasEnchantmentFilter
.
If a SpellArg.REVERT_TRIGGER
is specified, creates an enchantment on the casting player's Player
entity that triggers with the specified EventTrigger
and removes
trigger, aura and enchantment cards added by this spell. To model more sophisticated effects, consider creating a
dedicate trigger with a card ID corresponding to the enchantment card with the core effects.
Enchantments and auras are only in play if their Enchantment.getHostReference()
is Entity.isInPlay()
.
Currently, auras and enchantments are immediately active and listening to events. However, auras only evaluate which
entities they affect on the next event they react to, which is typically a BoardChangedEvent
or WillEndSequenceTrigger
.
Thus, auras aren't really in play until those triggers fire (or the aura's AuraArg.SECONDARY_TRIGGER
fires).
This example implements the text, "At the start of your next turn, summon four 1/1 Silver Hand Recruits." Notice that
EntityReference.FRIENDLY_PLAYER
is used as the target of an enchantment for effects that don't really belong
to specific actors like minions.
{ "class": "AddEnchantmentSpell", "target": "FRIENDLY_PLAYER", "trigger": { "eventTrigger": { "class": "TurnStartTrigger", "targetPlayer": "SELF" }, "spell": { "class": "SummonSpell", "cards": [ "token_silver_hand_recruit", "token_silver_hand_recruit", "token_silver_hand_recruit", "token_silver_hand_recruit" ] }, "oneTurn": true } }This example shows an easy way to remove the trigger added this way. This implements the text, "Give +1/+1 to all minions summoned until the start of your next turn."
{ "class": "AddEnchantmentSpell", "target": "FRIENDLY_PLAYER", "trigger": { "eventTrigger": { "class": "MinionSummonedTrigger", "targetPlayer": "BOTH" }, "spell": { "class": "BuffSpell", "value": 1, "target": "EVENT_TARGET" } }, "revertTrigger": { "class": "TurnStartTrigger", "targetPlayer": "SELF" } }
This powerful spell can be chained together to do counting, to put auras into play, etc. Browse cards that use the spell for more complete examples.
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic SpellDesc
create
(EnchantmentDesc trigger) static SpellDesc
create
(EntityReference target, Aura aura) static SpellDesc
create
(EntityReference target, EnchantmentDesc trigger) 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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AddEnchantmentSpell
public AddEnchantmentSpell()
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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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