Added Dust Elemental. Modified "bounce a permanent" effect so it doesn't fizzle if too few targets are selected-- this bug only affected Dust Elemental and Stormfront Riders to my knowledge.

This commit is contained in:
Zeplar 2015-06-05 17:44:57 -07:00
parent f8532ab587
commit 58b0903dc4
3 changed files with 96 additions and 3 deletions

View file

@ -47,6 +47,7 @@ public class ReturnToHandChosenControlledPermanentEffect extends OneShotEffect {
private final FilterControlledPermanent filter;
private int number;
private int minNumber;
public ReturnToHandChosenControlledPermanentEffect(FilterControlledPermanent filter) {
this(filter, 1);
@ -55,6 +56,15 @@ public class ReturnToHandChosenControlledPermanentEffect extends OneShotEffect {
super(Outcome.ReturnToHand);
this.filter = filter;
this.number = number;
this.minNumber = number;
this.staticText = getText();
}
public ReturnToHandChosenControlledPermanentEffect(FilterControlledPermanent filter, int minNumber, int maxNumber) {
super(Outcome.ReturnToHand);
this.filter = filter;
this.number = maxNumber;
this.minNumber = minNumber;
this.staticText = getText();
}
@ -62,7 +72,10 @@ public class ReturnToHandChosenControlledPermanentEffect extends OneShotEffect {
super(effect);
this.filter = effect.filter;
this.number = effect.number;
this.minNumber = this.minNumber;
}
@Override
public ReturnToHandChosenControlledPermanentEffect copy() {
@ -73,7 +86,7 @@ public class ReturnToHandChosenControlledPermanentEffect extends OneShotEffect {
public boolean apply(Game game, Ability source) {
Player player = game.getPlayer(source.getControllerId());
if (player != null) {
TargetControlledPermanent target = new TargetControlledPermanent(number, number, filter, true);
TargetControlledPermanent target = new TargetControlledPermanent(minNumber, number, filter, true);
if (player.choose(this.outcome, target, source.getSourceId(), game)) {
for (UUID targetCreatureId : target.getTargets()) {
Permanent permanent = game.getPermanent(targetCreatureId);