diff --git a/Mage.Sets/src/mage/cards/s/SiegeBehemoth.java b/Mage.Sets/src/mage/cards/s/SiegeBehemoth.java index 2eaaafa5734..96675daffaf 100644 --- a/Mage.Sets/src/mage/cards/s/SiegeBehemoth.java +++ b/Mage.Sets/src/mage/cards/s/SiegeBehemoth.java @@ -3,19 +3,21 @@ package mage.cards.s; import java.util.UUID; import mage.MageInt; +import mage.abilities.Ability; import mage.abilities.common.DamageAsThoughNotBlockedAbility; import mage.abilities.common.SimpleStaticAbility; import mage.abilities.condition.common.SourceAttackingCondition; import mage.abilities.decorator.ConditionalContinuousEffect; +import mage.abilities.effects.AsThoughEffectImpl; import mage.abilities.effects.common.continuous.GainAbilityControlledEffect; import mage.abilities.keyword.HexproofAbility; import mage.cards.CardImpl; import mage.cards.CardSetInfo; -import mage.constants.CardType; -import mage.constants.SubType; -import mage.constants.Duration; -import mage.constants.Zone; +import mage.constants.*; import mage.filter.common.FilterCreaturePermanent; +import mage.game.Game; +import mage.game.permanent.Permanent; +import mage.players.Player; /** * @@ -34,15 +36,9 @@ public final class SiegeBehemoth extends CardImpl { // Hexproof this.addAbility(HexproofAbility.getInstance()); + // As long as Siege Behemoth is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked. - // TODO: DamageAsThoughNotBlockedAbility should be done by rule modifying effect instead of adding ability (if controlled creature looses all abilities it should'nt loose this effect) - this.addAbility(new SimpleStaticAbility( - Zone.BATTLEFIELD, - new ConditionalContinuousEffect( - new GainAbilityControlledEffect(DamageAsThoughNotBlockedAbility.getInstance(), Duration.WhileOnBattlefield, filter), - SourceAttackingCondition.instance, - "As long as {this} is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked" - ))); + this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new SiegeBehemothEffect())); } public SiegeBehemoth(final SiegeBehemoth card) { @@ -54,3 +50,39 @@ public final class SiegeBehemoth extends CardImpl { return new SiegeBehemoth(this); } } + +class SiegeBehemothEffect extends AsThoughEffectImpl { + + public SiegeBehemothEffect() { + super(AsThoughEffectType.DAMAGE_NOT_BLOCKED, Duration.WhileOnBattlefield, Outcome.Damage); + this.staticText = "As long as {this} is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked"; + } + + public SiegeBehemothEffect(SiegeBehemothEffect effect) { + super(effect); + } + + @Override + public boolean applies(UUID sourceId, Ability source, UUID affectedControllerId, Game game) { + Permanent sourcePermanent = source.getSourcePermanentIfItStillExists(game); + if (sourcePermanent != null && sourcePermanent.isAttacking()){ + Player controller = game.getPlayer(source.getControllerId()); + Permanent otherCreature = game.getPermanent(sourceId); + if (controller != null && otherCreature != null && otherCreature.isControlledBy(controller.getId())){ + return controller.chooseUse(Outcome.Damage, "Do you wish to assign damage for " + + otherCreature.getLogName() + " as though it weren't blocked?", source, game); + } + } + return false; + } + + @Override + public boolean apply(Game game, Ability source) { + return true; + } + + @Override + public SiegeBehemothEffect copy() { + return new SiegeBehemothEffect(this); + } +}