foul-magics/Mage/src/main/java/mage/abilities/effects/common/DetainTargetEffect.java
2020-02-05 02:17:00 +04:00

158 lines
5.2 KiB
Java

package mage.abilities.effects.common;
import mage.abilities.Ability;
import mage.abilities.Mode;
import mage.abilities.effects.OneShotEffect;
import mage.abilities.effects.RestrictionEffect;
import mage.constants.Duration;
import mage.constants.Outcome;
import mage.constants.PhaseStep;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.game.turn.Step;
import mage.target.Target;
import mage.target.common.TargetCreaturePermanent;
import mage.util.CardUtil;
import java.util.UUID;
/**
* @author LevelX2
*/
//
// 701.26. Detain
//
// 701.26a Certain spells and abilities can detain a permanent. Until the next
// turn of the controller of that spell or ability, that permanent can't attack
// or block and its activated abilities can't be activated.
//
public class DetainTargetEffect extends OneShotEffect {
public DetainTargetEffect() {
super(Outcome.LoseAbility);
}
public DetainTargetEffect(String ruleText) {
super(Outcome.LoseAbility);
staticText = ruleText;
}
public DetainTargetEffect(final DetainTargetEffect effect) {
super(effect);
}
@Override
public DetainTargetEffect copy() {
return new DetainTargetEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
if (!game.isSimulation()) {
for (UUID target : this.getTargetPointer().getTargets(game, source)) {
Permanent permanent = game.getPermanent(target);
if (permanent != null) {
game.informPlayers("Detained permanent: " + permanent.getName());
}
}
}
DetainRestrictionEffect effect = new DetainRestrictionEffect();
game.addEffect(effect, source);
return true;
}
@Override
public String getText(Mode mode) {
if (staticText != null && !staticText.isEmpty()) {
return staticText;
}
StringBuilder sb = new StringBuilder();
Target target = mode.getTargets().get(0);
if (target.getMaxNumberOfTargets() == target.getNumberOfTargets()) {
if (target.getMaxNumberOfTargets() == 1) {
sb.append("detain target ").append(target.getTargetName());
} else {
sb.append("detain ").append(target.getMaxNumberOfTargets()).append(" target ").append(target.getTargetName());
}
} else {
sb.append("detain up to ").append(CardUtil.numberToText(target.getMaxNumberOfTargets())).append(" target ").append(target.getTargetName());
}
sb.append(". <i>(Until your next turn, ");
if (target instanceof TargetCreaturePermanent) {
sb.append(target.getMaxNumberOfTargets() == 1 ? "that creature" : "those creatures");
} else {
sb.append(target.getMaxNumberOfTargets() == 1 ? "that permanent" : "those permanents");
}
sb.append(" can't attack or block and ");
sb.append(target.getMaxNumberOfTargets() == 1 ? "its" : "their");
sb.append(" activated abilities can't be activated.)</i>");
return sb.toString();
}
}
class DetainRestrictionEffect extends RestrictionEffect {
public DetainRestrictionEffect() {
super(Duration.Custom);
staticText = "";
}
public DetainRestrictionEffect(final DetainRestrictionEffect effect) {
super(effect);
}
@Override
public void init(Ability source, Game game) {
super.init(source, game);
for (UUID targetId : this.getTargetPointer().getTargets(game, source)) {
Permanent permanent = game.getPermanent(targetId);
if (permanent != null) {
permanent.addInfo("detain" + getId(), CardUtil.addToolTipMarkTags("Detained"), game);
}
}
}
@Override
public boolean isInactive(Ability source, Game game) {
if (game.getPhase().getStep().getType() == PhaseStep.UNTAP && game.getStep().getStepPart() == Step.StepPart.PRE) {
if (game.isActivePlayer(source.getControllerId()) || game.getPlayer(source.getControllerId()).hasReachedNextTurnAfterLeaving()) {
for (UUID targetId : this.getTargetPointer().getTargets(game, source)) {
Permanent permanent = game.getPermanent(targetId);
if (permanent != null) {
permanent.addInfo("detain" + getId(), "", game);
}
}
return true;
}
}
return false;
}
@Override
public boolean applies(Permanent permanent, Ability source, Game game) {
return this.targetPointer.getTargets(game, source).contains(permanent.getId());
}
@Override
public boolean canAttack(Game game, boolean canUseChooseDialogs) {
return false;
}
@Override
public boolean canBlock(Permanent attacker, Permanent blocker, Ability source, Game game, boolean canUseChooseDialogs) {
return false;
}
@Override
public boolean canUseActivatedAbilities(Permanent permanent, Ability source, Game game, boolean canUseChooseDialogs) {
return false;
}
@Override
public DetainRestrictionEffect copy() {
return new DetainRestrictionEffect(this);
}
}