Class ReturnTargetToHandSpell

java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.ReturnTargetToHandSpell
All Implemented Interfaces:
Serializable, HasDesc<SpellDesc>
Direct Known Subclasses:
ReturnMinionToHandSpell, SleightOfHandSpell, SwapWithHandSpell

public class ReturnTargetToHandSpell extends Spell
Returns the target to the player's hand as a card.

After this effect, the card cannot be discarded by random discard effects for the rest of the sequence.

Actors removed this way are removed peacefully, i.e. their deathrattles are not triggered.

If the player's hand is full, the target minion or actor is destroyed and the deathrattle is triggered.

If the target has Attribute.KEEPS_ENCHANTMENTS, a limited number of buffs are kept. This is used primarily to implement Kingsbane.

The SpellArg.SPELL subspell is cast with EntityReference.OUTPUT pointing to the returned card.

For example, to return a target to hand but make it cost (2) less:

   {
     "class": "ReturnTargetToHandSpell",
     "spell": {
       "class": "CardCostModifierSpell",
       "target": "OUTPUT",
       "cardCostModifier": {
         "class": "CardCostModifier",
         "target": "SELF",
         "value": 2,
         "operation": "SUBTRACT"
       }
     }
   }
 
See Also:
  • Constructor Details

    • ReturnTargetToHandSpell

      public ReturnTargetToHandSpell()
  • Method Details

    • create

      public static SpellDesc create()
    • create

      public static SpellDesc create(EntityReference target, SpellDesc spell, boolean randomTarget)
    • 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: