/* * Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of BetaSteward_at_googlemail.com. */ package mage.cards.c; import mage.MageInt; import mage.abilities.Ability; import mage.abilities.TriggeredAbilityImpl; import mage.abilities.effects.common.ReturnToHandTargetEffect; import mage.cards.CardImpl; import mage.cards.CardSetInfo; import mage.constants.CardType; import mage.constants.Zone; import mage.filter.FilterPermanent; import mage.filter.predicate.permanent.ControllerIdPredicate; import mage.game.Game; import mage.game.events.DamagedPlayerEvent; import mage.game.events.GameEvent; import mage.target.Target; import mage.target.TargetPermanent; import java.util.UUID; /** * * @author emerald000 */ public class CephalidConstable extends CardImpl { public CephalidConstable(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{1}{U}{U}"); this.subtype.add("Cephalid"); this.subtype.add("Wizard"); this.power = new MageInt(1); this.toughness = new MageInt(1); // Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands. Ability ability = new CephalidConstableTriggeredAbility(); ability.addTarget(new TargetPermanent(0, 1, new FilterPermanent(), false)); // Ajusted when it triggers. this.addAbility(ability); } public CephalidConstable(final CephalidConstable card) { super(card); } @Override public CephalidConstable copy() { return new CephalidConstable(this); } } class CephalidConstableTriggeredAbility extends TriggeredAbilityImpl { CephalidConstableTriggeredAbility() { super(Zone.BATTLEFIELD, new ReturnToHandTargetEffect(), false); } CephalidConstableTriggeredAbility(final CephalidConstableTriggeredAbility ability) { super(ability); } @Override public CephalidConstableTriggeredAbility copy() { return new CephalidConstableTriggeredAbility(this); } @Override public boolean checkEventType(GameEvent event, Game game) { return event.getType() == GameEvent.EventType.DAMAGED_PLAYER; } @Override public boolean checkTrigger(GameEvent event, Game game) { if (event.getSourceId().equals(this.sourceId) && ((DamagedPlayerEvent) event).isCombatDamage()) { FilterPermanent filter = new FilterPermanent("permanent" + (event.getAmount() > 1 ? "s" : "") + " damaged player control"); filter.add(new ControllerIdPredicate(event.getPlayerId())); Target target = new TargetPermanent(0, event.getAmount(), filter, false); this.getTargets().clear(); this.getTargets().add(target); return true; } return false; } @Override public String getRule() { return "Whenever {this} deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands"; } }