Class SetAttackerSpell

java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.SetAttackerSpell
All Implemented Interfaces:
Serializable, HasDesc<SpellDesc>

public class SetAttackerSpell extends Spell
During a TargetAcquisitionEvent or a PhysicalAttackEvent firing, changes the EntityReference.ATTACKER to the specified target.

When using a TargetAcquisitionTrigger, stealth is not lost. When using PhysicalAttackTrigger, stealth is lost.

If the attacker is changed during a physical attack target acquisition, the original attacker will not lose an Attribute.NUMBER_OF_ATTACKS. The card using this spell is responsible for decrementing the number of attacks in that scenario.

For example, to implement the text, "Whenever this attacks, summon a 1/1 Sapling that attacks the target instead:"

   "trigger": {
     "eventTrigger": {
       "class": "TargetAcquisitionTrigger",
       "hostTargetType": "IGNORE_OTHER_SOURCES"
     },
     "spell": {
       "class": "SummonSpell",
       "spell": {
         "class": "SetAttackerSpell",
         "target": "OUTPUT"
       },
       "card": "token_sapling"
     }
   }
 
See Also:
  • Constructor Details

    • SetAttackerSpell

      public SetAttackerSpell()
  • Method Details

    • 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: