Class EquipWeaponSpell

All Implemented Interfaces:, HasDesc<SpellDesc>
Direct Known Subclasses:

public class EquipWeaponSpell
extends Spell
Equips the specified weapon in SpellArg.CARD or chooses a random one based on the SpellArg.CARD_FILTER and SpellArg.CARD_SOURCE for the specified SpellArg.TARGET_PLAYER.

Equipping weapons this way does not trigger battlecries.

When the weapon is equipped, the subspell specified in SpellArg.SPELL will be cast with the EntityReference.OUTPUT set to the newly equipped weapon. This is necessary because some effects may result in multiple weapons being equipped and destroyed in a row, and a specific effect applying not to the weapon equipped at the end of the sequence but at the weapon the particular effect equips.

For example, to equip a random weapon:

         "class": "EquipWeaponSpell",
         "cardFilter": {
             "class": "CardFilter",
             "cardType": "WEAPON"
To equip a Wicked Knife:
         "class": "EquipWeaponSpell",
         "card": "weapon_wicked_knife"
This replaces EquipRandomWeaponSpell.
See Also:
Serialized Form
  • Constructor Details

  • Method Details

    • create

      public static SpellDesc create​(java.lang.String cardId)
    • create

      public static SpellDesc create​(TargetPlayer targetPlayer, Card weaponCard)
    • create

      public static SpellDesc create()
      Creates this spell. It will equip a random weapon for the casting player.
      This spell
    • create

      public static SpellDesc create​(Card weaponCard)
    • onCast

      @Suspendable 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
      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:
      for an example of a complex spell implementation.