Class CardCostModifierSpell

java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.CardCostModifierSpell
All Implemented Interfaces:
Serializable, HasDesc<SpellDesc>
Direct Known Subclasses:
ShuffleWithCardCostModifierSpell

public class CardCostModifierSpell extends Spell
Creates a CardCostModifier specified by SpellArg.CARD_COST_MODIFIER that is hosted by the specified SpellArg.TARGET.

The following example makes the cards in the player's hand cost zero for the rest of the game. When the player draws new cards, those cards still cost zero. The "rest of the game" part is enforced by the SpellArg.TARGET of EntityReference.FRIENDLY_PLAYER, the entity that hosts rest of the game triggers and effects like card cost modification.

     {
         "class": "CardCostModifierSpell",
         "target": "FRIENDLY_PLAYER",
         "cardCostModifier": {
             "class": "CardCostModifier",
             "target": "FRIENDLY_HAND",
             "operation": "SET",
             "value": 0
         }
     }
 
However, this example sets the cost of all cards currently in the player's hand to zero. Later cards that are drawn do not get their cost reduced.
     {
         "class": "CardCostModifierSpell",
         "target": "FRIENDLY_HAND",
         "cardCostModifier": {
             "class": "CardCostModifier",
             "target": "SELF",
             "operation": "SET",
             "value": 0
         }
     }
 
Notice that the target of the CardCostModifierSpell is the entity that hosts the effect, while the SpellArg.CARD_COST_MODIFIER is the actual modifier that should go into play. By using CardCostModifierArg.TARGET of EntityReference.SELF, the hosting entity modifies itself.
See Also:
  • Constructor Details

    • CardCostModifierSpell

      public CardCostModifierSpell()
  • Method Details

    • create

      public static SpellDesc create(CardCostModifierDesc cardCostModifierDesc, EntityReference host)
      Creates this spell.
      Parameters:
      cardCostModifierDesc - A configuration for the CardCostModifier. The Desc.create() method is used to actually create the CardCostModifier instance.
      host - The Entity that should host the modifier. This should resolve to a single target.
      Returns:
      The spell.
    • create

      public static SpellDesc create(EntityReference target, AlgebraicOperation operation, int value)
      Creates this spell to modify the cost of the target with the given operation and value. The target is also the host, so the CardCostModifierArg.TARGET is set to EntityReference.SELF.
      Parameters:
      target - The EntityReference whose cost should be modified.
      operation - The way the value should be interpreted. To increase the cost, use a positive value and the AlgebraicOperation.ADD; to set the value, use AlgebraicOperation.SET.
      value - The value that should be used for modifying the cost.
      Returns:
      The spell.
    • 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.

      Specified by:
      onCast in class Spell
      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: