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package mage.cards.g;
import mage.abilities.Ability;
import mage.abilities.common.SimpleActivatedAbility;
import mage.abilities.costs.common.TapSourceCost;
import mage.abilities.costs.mana.ManaCostsImpl;
import mage.abilities.effects.OneShotEffect;
import mage.cards.*;
import mage.constants.CardType;
import mage.constants.Outcome;
import mage.constants.Zone;
import mage.game.Game;
import mage.players.Player;
import mage.target.TargetPlayer;
import java.util.UUID;
/**
*
* @author LevelX2
*/
public class Grindstone extends CardImpl {
public Grindstone(UUID ownerId, CardSetInfo setInfo) {
super(ownerId,setInfo,new CardType[]{CardType.ARTIFACT},"{1}");
// {3}, {T}: Target player puts the top two cards of his or her library into his or her graveyard. If both cards share a color, repeat this process.
Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new GrindstoneEffect(), new ManaCostsImpl("{3}"));
ability.addCost(new TapSourceCost());
ability.addTarget(new TargetPlayer());
this.addAbility(ability);
}
public Grindstone(final Grindstone card) {
super(card);
}
@Override
public Grindstone copy() {
return new Grindstone(this);
}
}
class GrindstoneEffect extends OneShotEffect {
public GrindstoneEffect() {
super(Outcome.Benefit);
this.staticText = "Target player puts the top two cards of his or her library into his or her graveyard. If both cards share a color, repeat this process";
}
public GrindstoneEffect(final GrindstoneEffect effect) {
super(effect);
}
@Override
public GrindstoneEffect copy() {
return new GrindstoneEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
Player targetPlayer = game.getPlayer(this.getTargetPointer().getFirst(game, source));
boolean colorShared;
if (targetPlayer != null) {
int possibleIterations = targetPlayer.getLibrary().size() / 2;
int iteration = 0;
do {
iteration++;
if (iteration > possibleIterations + 20) {
// 801.16. If the game somehow enters a "loop" of mandatory actions, repeating a sequence of events
// with no way to stop, the game is a draw for each player who controls an object that's involved in
// that loop, as well as for each player within the range of influence of any of those players. They
// leave the game. All remaining players continue to play the game.
game.setDraw(source.getControllerId());
return true;
}
colorShared = false;
Cards cards = new CardsImpl();
cards.addAll(targetPlayer.getLibrary().getTopCards(game, 2));
if (!cards.isEmpty()) {
Card card1 = targetPlayer.getLibrary().removeFromTop(game);
if (targetPlayer.getLibrary().hasCards()) {
colorShared = card1.getColor(game).shares(targetPlayer.getLibrary().removeFromTop(game).getColor(game));
}
}
targetPlayer.moveCards(cards, Zone.GRAVEYARD, source, game);
} while (colorShared && targetPlayer.canRespond());
return true;
}
return false;
}
}