* Regeneration abilities - added card hint about activated and used regeneration;

This commit is contained in:
Oleg Agafonov 2020-08-01 21:29:08 +04:00
parent 4ba7c18d43
commit c7595ca476
15 changed files with 244 additions and 87 deletions

View file

@ -2,8 +2,11 @@ package mage.abilities.effects.common;
import mage.abilities.Ability;
import mage.abilities.common.SimpleStaticAbility;
import mage.abilities.condition.Condition;
import mage.abilities.decorator.ConditionalContinuousEffect;
import mage.abilities.effects.OneShotEffect;
import mage.abilities.effects.common.continuous.GainAbilityTargetEffect;
import mage.abilities.hint.Hint;
import mage.constants.Duration;
import mage.constants.Outcome;
import mage.constants.Zone;
@ -12,7 +15,7 @@ import mage.game.permanent.Permanent;
import mage.target.targetpointer.FixedTarget;
/**
* @author BetaSteward_at_googlemail.com
* @author BetaSteward_at_googlemail.com, JayDi85
*/
public class InfoEffect extends OneShotEffect {
@ -36,10 +39,66 @@ public class InfoEffect extends OneShotEffect {
}
public static void addInfoToPermanent(Game game, Ability source, Permanent permanent, String info) {
addInfoToPermanent(game, source, permanent, info, Duration.WhileOnBattlefield);
}
/**
* Add temporary information string to permanent (visible in rules list)
*
* @param game
* @param source
* @param permanent
* @param info
* @param duration
*/
public static void addInfoToPermanent(Game game, Ability source, Permanent permanent, String info, Duration duration) {
// add simple static info to permanent's rules
SimpleStaticAbility ability = new SimpleStaticAbility(Zone.BATTLEFIELD, new InfoEffect(info));
GainAbilityTargetEffect gainAbilityEffect = new GainAbilityTargetEffect(ability, Duration.WhileOnBattlefield);
gainAbilityEffect.setTargetPointer(new FixedTarget(permanent, game));
game.addEffect(gainAbilityEffect, source);
GainAbilityTargetEffect gainEffect = new GainAbilityTargetEffect(ability, duration);
gainEffect.setTargetPointer(new FixedTarget(permanent, game));
game.addEffect(gainEffect, source);
}
/**
* Add temporary card hint to permanent (visible in rules list)
*
* @param game
* @param source
* @param permanent
* @param cardHint
* @param duration
*/
public static void addCardHintToPermanent(Game game, Ability source, Permanent permanent, Hint cardHint, Duration duration) {
SimpleStaticAbility ability = new SimpleStaticAbility(Zone.BATTLEFIELD, new InfoEffect("hint"));
ability.setRuleVisible(false);
ability.addHint(cardHint);
GainAbilityTargetEffect gainEffect = new GainAbilityTargetEffect(ability, duration);
gainEffect.setTargetPointer(new FixedTarget(permanent, game));
game.addEffect(gainEffect, source);
}
/**
* Add temporary card hint to permanent (visible in rules list)
* Will be visible on conditional only
*
* @param game
* @param source
* @param permanent
* @param cardHint
* @param duration
* @param condition
*/
public static void addCardHintToPermanentConditional(Game game, Ability source, Permanent permanent, Hint cardHint, Duration duration, Condition condition) {
SimpleStaticAbility ability = new SimpleStaticAbility(Zone.BATTLEFIELD, new InfoEffect("hint"));
ability.setRuleVisible(false);
ability.addHint(cardHint);
GainAbilityTargetEffect gainEffect = new GainAbilityTargetEffect(ability, duration);
gainEffect.setTargetPointer(new FixedTarget(permanent, game));
ConditionalContinuousEffect conditionalEffect = new ConditionalContinuousEffect(gainEffect, condition, "test");
conditionalEffect.setTargetPointer(new FixedTarget(permanent, game));
game.addEffect(conditionalEffect, source);
}
}