[NCC] Implemented Seize the Spotlight

This commit is contained in:
Evan Kranzler 2022-04-26 21:51:33 -04:00
parent ac3789f480
commit ede23587b8
2 changed files with 119 additions and 0 deletions

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@ -0,0 +1,118 @@
package mage.cards.s;
import mage.abilities.Ability;
import mage.abilities.effects.OneShotEffect;
import mage.abilities.effects.common.continuous.GainAbilityTargetEffect;
import mage.abilities.effects.common.continuous.GainControlTargetEffect;
import mage.abilities.keyword.HasteAbility;
import mage.cards.CardImpl;
import mage.cards.CardSetInfo;
import mage.constants.CardType;
import mage.constants.Duration;
import mage.constants.Outcome;
import mage.filter.FilterPermanent;
import mage.filter.common.FilterCreaturePermanent;
import mage.filter.predicate.permanent.ControllerIdPredicate;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.game.permanent.token.TreasureToken;
import mage.players.Player;
import mage.target.TargetPermanent;
import mage.target.targetpointer.FixedTargets;
import java.util.ArrayList;
import java.util.List;
import java.util.UUID;
/**
* @author TheElk801
*/
public final class SeizeTheSpotlight extends CardImpl {
public SeizeTheSpotlight(UUID ownerId, CardSetInfo setInfo) {
super(ownerId, setInfo, new CardType[]{CardType.SORCERY}, "{2}{R}");
// Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
this.getSpellAbility().addEffect(new SeizeTheSpotlightEffect());
}
private SeizeTheSpotlight(final SeizeTheSpotlight card) {
super(card);
}
@Override
public SeizeTheSpotlight copy() {
return new SeizeTheSpotlight(this);
}
}
class SeizeTheSpotlightEffect extends OneShotEffect {
SeizeTheSpotlightEffect() {
super(Outcome.Benefit);
staticText = "each opponent chooses fame or fortune. For each player who chose fame, " +
"gain control of a creature that player controls until end of turn. " +
"Untap those creatures and they gain haste until end of turn. " +
"For each player who chose fortune, you draw a card and create a Treasure token";
}
private SeizeTheSpotlightEffect(final SeizeTheSpotlightEffect effect) {
super(effect);
}
@Override
public SeizeTheSpotlightEffect copy() {
return new SeizeTheSpotlightEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
Player controller = game.getPlayer(source.getControllerId());
if (controller == null) {
return false;
}
List<Player> fame = new ArrayList<>();
int fortune = 0;
for (UUID playerId : game.getOpponents(source.getControllerId())) {
Player opponent = game.getPlayer(playerId);
if (opponent == null) {
continue;
}
boolean choseFame = opponent.chooseUse(Outcome.Detriment, "Choose fame (give a creature) or fortune (give a card and a treasure)", null, "Fame", "Fortune", source, game);
game.informPlayers(opponent.getLogName() + " chooses " + (choseFame ? "fame" : "fortune"));
if (choseFame) {
fame.add(opponent);
} else {
fortune++;
}
}
List<Permanent> permanents = new ArrayList<>();
for (Player opponent : fame) {
FilterPermanent filter = new FilterCreaturePermanent("creature controlled by " + opponent.getName());
filter.add(new ControllerIdPredicate(opponent.getId()));
TargetPermanent target = new TargetPermanent(filter);
target.setNotTarget(true);
if (!target.canChoose(source.getSourceId(), source, game)) {
continue;
}
controller.choose(outcome, target, source, game);
Permanent permanent = game.getPermanent(target.getFirstTarget());
if (permanent == null) {
continue;
}
permanent.untap(game);
permanents.add(permanent);
}
if (!permanents.isEmpty()) {
game.addEffect(new GainControlTargetEffect(Duration.EndOfTurn)
.setTargetPointer(new FixedTargets(permanents, game)), source);
game.addEffect(new GainAbilityTargetEffect(HasteAbility.getInstance())
.setTargetPointer(new FixedTargets(permanents, game)), source);
}
if (fortune > 0) {
controller.drawCards(fortune, source, game);
new TreasureToken().putOntoBattlefield(fortune, game, source);
}
return true;
}
}

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@ -241,6 +241,7 @@ public final class NewCapennaCommander extends ExpansionSet {
cards.add(new SetCardInfo("Scepter of Celebration", 64, Rarity.RARE, mage.cards.s.ScepterOfCelebration.class)); cards.add(new SetCardInfo("Scepter of Celebration", 64, Rarity.RARE, mage.cards.s.ScepterOfCelebration.class));
cards.add(new SetCardInfo("Scute Swarm", 310, Rarity.RARE, mage.cards.s.ScuteSwarm.class)); cards.add(new SetCardInfo("Scute Swarm", 310, Rarity.RARE, mage.cards.s.ScuteSwarm.class));
cards.add(new SetCardInfo("Seaside Citadel", 425, Rarity.UNCOMMON, mage.cards.s.SeasideCitadel.class)); cards.add(new SetCardInfo("Seaside Citadel", 425, Rarity.UNCOMMON, mage.cards.s.SeasideCitadel.class));
cards.add(new SetCardInfo("Seize the Spotlight", 52, Rarity.RARE, mage.cards.s.SeizeTheSpotlight.class));
cards.add(new SetCardInfo("Selvala, Explorer Returned", 350, Rarity.RARE, mage.cards.s.SelvalaExplorerReturned.class)); cards.add(new SetCardInfo("Selvala, Explorer Returned", 350, Rarity.RARE, mage.cards.s.SelvalaExplorerReturned.class));
cards.add(new SetCardInfo("Sever the Bloodline", 259, Rarity.RARE, mage.cards.s.SeverTheBloodline.class)); cards.add(new SetCardInfo("Sever the Bloodline", 259, Rarity.RARE, mage.cards.s.SeverTheBloodline.class));
cards.add(new SetCardInfo("Shadowblood Ridge", 426, Rarity.RARE, mage.cards.s.ShadowbloodRidge.class)); cards.add(new SetCardInfo("Shadowblood Ridge", 426, Rarity.RARE, mage.cards.s.ShadowbloodRidge.class));