/* * 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.d; import mage.MageInt; import mage.abilities.Ability; import mage.abilities.common.SimpleStaticAbility; import mage.abilities.effects.ContinuousEffectImpl; import mage.cards.CardImpl; import mage.cards.CardSetInfo; import mage.constants.*; import mage.filter.common.FilterCreaturePermanent; import mage.game.Game; import java.util.UUID; /** * * 613.10. Some continuous effects affect game rules rather than objects. For example, * effects may modify a player's maximum hand size, or say that a creature must attack * this turn if able. These effects are applied after all other continuous effects have * been applied. Continuous effects that affect the costs of spells or abilities are * applied according to the order specified in rule 601.2e. All other such effects are * applied in timestamp order. See also the rules for timestamp order and dependency * (rules 613.6 and 613.7) * * * @author LevelX2 */ public class DoranTheSiegeTower extends CardImpl { public DoranTheSiegeTower(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{B}{G}{W}"); addSuperType(SuperType.LEGENDARY); this.subtype.add("Treefolk"); this.subtype.add("Shaman"); this.power = new MageInt(0); this.toughness = new MageInt(5); // Each creature assigns combat damage equal to its toughness rather than its power. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new DoranTheSiegeTowerCombatDamageRuleEffect())); } public DoranTheSiegeTower(final DoranTheSiegeTower card) { super(card); } @Override public DoranTheSiegeTower copy() { return new DoranTheSiegeTower(this); } } class DoranTheSiegeTowerCombatDamageRuleEffect extends ContinuousEffectImpl { private static final FilterCreaturePermanent filter = new FilterCreaturePermanent(); public DoranTheSiegeTowerCombatDamageRuleEffect() { super(Duration.WhileOnBattlefield, Outcome.Detriment); staticText = "Each creature assigns combat damage equal to its toughness rather than its power"; } public DoranTheSiegeTowerCombatDamageRuleEffect(final DoranTheSiegeTowerCombatDamageRuleEffect effect) { super(effect); } @Override public DoranTheSiegeTowerCombatDamageRuleEffect copy() { return new DoranTheSiegeTowerCombatDamageRuleEffect(this); } @Override public boolean apply(Layer layer, SubLayer sublayer, Ability source, Game game) { // Change the rule game.getCombat().setUseToughnessForDamage(true); game.getCombat().addUseToughnessForDamageFilter(filter); return true; } @Override public boolean apply(Game game, Ability source) { return false; } @Override public boolean hasLayer(Layer layer) { return layer == Layer.RulesEffects; } }