Class QueryTargetSpell
- All Implemented Interfaces:
Serializable
,HasDesc<SpellDesc>
SpellArg.SPELL
on each resulting
target
in order.
This is a very powerful decorator spell that can be used to do selections on cards, like "Destroy the three highest
health minions on the board," or "Draw the next three murlocs in your deck." If you encounter a pattern like this,
use QueryTargetSpell
.
No effects are cast when the result of the query is empty.
Targeting:
First, the original list of targets is collected. When SpellArg.TARGET
is specified, the query is executed
against the full collection of targets. When it is not specified, the query is executed on the cards returned by
SpellArg.CARD_SOURCE
.
Shuffling:
If SpellArg.RANDOM_TARGET
is true
, the list is now shuffled.
Filtering:
The targets are filtered using SpellArg.FILTER
or SpellArg.CARD_FILTER
. If SpellArg.TARGET
is
specified with a SpellArg.CARD_FILTER
, the source cards of the targets are used. Otherwise, if a
SpellArg.FILTER
is specified, the filter is evaluated normally.
Sorting:
If a SpellArg.VALUE
is provided, that value is evaluated against every element in the targets list and used
to sort in ascending order. If a value is not provided, the natural order (i.e., index in the zone or catalogue) is
used. To reverse the list, set ValueProviderArg.MULTIPLIER
to -1
.
Skips and Limits:
The first SpellArg.SECONDARY_VALUE
targets are skipped, defaulting to 0
. Then, the next SpellArg.HOW_MANY
targets are taken, defaulting to 1
.
If the player chose a target (EntityReference.TARGET
is set) or we are currently evaluating an event (EntityReference.EVENT_TARGET
is set), ValueProvider
specifications given for either of these arguments will
be evaluated with the target
given by EntityReference.TARGET
or EntityReference.EVENT_TARGET
,
or null
.
Casting:
Finally, the SpellArg.SPELL
is cast on each target
in order. You should not use EntityReference.OUTPUT
here, the selected target is passed directly as a target of the spell. If a SpellArg.CONDITION
is specified, casting only continues so long as there are elements and the condition is
true
, evaluated with the target
we are currently potentially casting on.
For example, to target the top 5 minions in your deck:
{ "class": "QueryTargetSpell", "howMany": 5, "cardSource": { "class": "DeckSource", "targetPlayer": "SELF" }, "cardFilter": { "class": "CardFilter", "cardType": "MINION" }, "value": { "class": "AttributeValueProvider", "attribute": "INDEX", "multiplier": -1 }, "spell": { (Your spell here, cast on each target, do not use OUTPUT) } }To destroy all the opponent's minions except the one with the highest attack:
{ "class": "QueryTargetSpell", "spell": { "class": "DestroySpell" }, "target": "ENEMY_MINIONS", "value": { "class": "AttributeValueProvider", "attribute": "ATTACK", "multiplier": -1 }, "secondaryValue": 1 }
- See Also:
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoid
Casts a spell for the given arguments.protected void
Implementations ofonCast
are the meat-and-bones of a spell's effects.Methods inherited from class net.demilich.metastone.game.spells.Spell
castForPlayer, checkArguments, getDesc, isNativeStateful, setDesc, toString
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Constructor Details
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QueryTargetSpell
public QueryTargetSpell()
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Method Details
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cast
public void cast(GameContext context, Player player, SpellDesc desc, Entity source, List<Entity> targets) Description copied from class:Spell
Casts a spell for the given arguments.If there is at least one valid target in
targets
andSpellArg.RANDOM_TARGET
istrue
, a single target from the list will be chosen at random.If
targets
isnull
, this is a spell that does not ordinarily receive targets, so it will be cast once.If
targets.size()
is0
, this spell takes targets but none were found, so the spell is not cast.The
EntityFilter
specified inSpellArg.FILTER
is applied to the list of targets to filter it. Therefore, this spell casting code is responsible for interpreting theSpellArg.FILTER
andSpellArg.RANDOM_TARGET
attributes of aSpellDesc
.Typically the
targets
list is generated by either using the player's single target choice from a combination of the spell or battlecry'sTargetSelection
applied through aSpellArg.FILTER
(resulting in a list of length one), or the resolvedSpellArg.TARGET
predefined target reference (usually a group reference) resulting in a list of length zero or greater.- Overrides:
cast
in classSpell
- Parameters:
context
- The game contextplayer
- The casting player. This can be overridden by theSpellArg.TARGET_PLAYER
arg in thedesc
.desc
- The spell descriptionsource
- The source entity of this spell casttargets
- A list of targets- See Also:
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onCast
protected void onCast(GameContext context, Player player, SpellDesc desc, Entity source, Entity target) Description copied from class:Spell
Implementations ofonCast
are 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)
, interpretSpellArg
keys in thedesc
, etc.Observe that subclasses of
Spell
mostly just need to implement this function. Also, observe that instances ofSpell
are stateless: all the state is provided as arguments to this function.- Specified by:
onCast
in classSpell
- Parameters:
context
- The game contextplayer
- The casting playerdesc
- The collection ofSpellArg
keys 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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