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 SpellDesccreate(EnchantmentDesc trigger) static SpellDesccreate(EntityReference target, Aura aura) static SpellDesccreate(EntityReference target, EnchantmentDesc trigger) protected voidImplementations ofonCastare 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:SpellImplementations ofonCastare 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), interpretSpellArgkeys in thedesc, etc.Observe that subclasses of
Spellmostly just need to implement this function. Also, observe that instances ofSpellare stateless: all the state is provided as arguments to this function.- Specified by:
onCastin classSpell- Parameters:
context- The game contextplayer- The casting playerdesc- The collection ofSpellArgkeys 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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