Class ConditionalSpell

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

public class ConditionalSpell extends Spell
Casts the SpellArg.SPELL if the Condition in SpellArg.CONDITION is met; or, when a SpellArg.SPELLS array is specified, casts the spell in the array if its corresponding SpellArg.CONDITIONS array member is met.

The Condition in SpellArg.CONDITION or SpellArg.CONDITIONS is evaluated against this spell invocation's target. This means that, for example, an IsDeadCondition will be evaluated against the target of this spell.

If a SpellArg.SPELL is specified and SpellArg.EXCLUSIVE is true, that spell is cast if none of the other conditions are met.

For example, this spell implements, "If you're holding a Dragon, deal 3 damage to all minions":

     {
          "class": "ConditionalSpell",
          "condition": {
              "class": "HoldsCardCondition",
              "cardFilter": {
                  "class": "CardFilter",
                  "race": "DRAGON"
              }
          },
          "spell": {
              "class": "DamageSpell",
              "target": "ALL_MINIONS",
              "value": 3
          }
      }
 
To handle multiple possible conditions, consider "If you're a Hunter, draw a Beast. If you're a Paladin, draw a Murloc." Observe that the first condition in the array of conditions corresponds to the first spell in the array of spells, indicating that the first condition, if met, should cast the first spell. Likewise for the second spell:
     {
         "class": "ConditionalSpell",
         "conditions": [
              {
                  "class": "HeroClassCondition"
                  "targetPlayer": "SELF",
                  "heroClass": "GREEN"
              },
              {
                  "class": "HeroClassCondition"
                  "targetPlayer": "SELF",
                  "heroClass": "GOLD"
              }
         ],
         "spells": [
              {
                  "class": "FromDeckToHandSpell",
                  "value": 1,
                  "cardFilter": {
                      "class": "CardFilter",
                      "cardType": "MINION",
                      "race": "BEAST"
                  },
                  "targetPlayer": "SELF"
              },
              {
                  "class": "FromDeckToHandSpell",
                  "value": 1,
                  "cardFilter": {
                      "class": "CardFilter",
                      "cardType": "MINION",
                      "race": "MURLOC"
                  },
                  "targetPlayer": "SELF"
              }
         ]
     }
 
See Also:
  • Constructor Details

    • ConditionalSpell

      public ConditionalSpell()
  • Method Details

    • create

      public static SpellDesc create(Condition[] conditions, SpellDesc[] spells)
    • 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: