Class MetaSpell

java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.MetaSpell
All Implemented Interfaces:
Serializable, HasDesc<SpellDesc>
Direct Known Subclasses:
BothPlayersSpell, ChooseOneOptionSpell, HeroPowerSpell, QuickDrawSpell, SupremacySpell, WhereverTheyAreSpell

public class MetaSpell extends Spell
A class that defines a collection of spells that should be executed one after another in the SpellArg.SPELLS argument.

If a SpellArg.VALUE is provided, its value will be calculated before the sub spells are evaluated and that value will be stored as the result of a GameValueProvider set to provide the ValueProviderArg.GAME_VALUE of GameValue.SPELL_VALUE. This is useful for calculating a value before effects occur.

For example, to implement the text, "Destroy all minions. Draw a card for each," it's important to destroy the minions first and then draw cards, because a deathrattle may have shuffled cards into your deck. A naive implementation would draw the card first based on how many minions are on the board. But by using the GameValueProvider, we can do things in the right order:

   {
     "class": "MetaSpell",
     "value": {
       "class": "EntityCountValueProvider",
       "target": "ALL_MINIONS",
       "filter": {
         "class": "AttributeFilter",
         "attribute": "IMMUNE",
         "invert": true
       }
     },
     "spells": [
       {
         "class": "DestroySpell",
         "target": "ALL_MINIONS"
       },
       {
         "class": "DrawCardSpell",
         "value": {
           "class": "GameValueProvider",
           "gameValue": "SPELL_VALUE"
         }
       }
     ]
   }
 
See Also:
  • Constructor Details

    • MetaSpell

      public MetaSpell()
  • Method Details

    • create

      public static SpellDesc create(EntityReference target, boolean randomTarget, SpellDesc... spells)
    • create

      public static SpellDesc create(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:
    • each

      protected void each(GameContext context, Player player, Entity source, Entity target, SpellDesc spell)
      Override to augment each effect.
      Parameters:
      context -
      player -
      source -
      target -
      spell -