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package mage.abilities.condition.common;
import mage.abilities.Ability;
import mage.abilities.condition.Condition;
import mage.constants.TargetController;
import mage.filter.FilterPermanent;
import mage.filter.predicate.permanent.ControllerPredicate;
import mage.game.Game;
/**
*
* @author LevelX2
*/
public class OpponentControlsPermanentCondition implements Condition {
public static enum CountType { MORE_THAN, FEWER_THAN, EQUAL_TO };
private FilterPermanent filter;
private Condition condition;
private CountType type;
private int count;
/**
* Applies a filter and delegates creation to
* {@link #ControlsPermanent(mage.filter.FilterPermanent, mage.abilities.condition.common.ControlsPermanent.CountType, int)}
* with {@link CountType#MORE_THAN}, and 0.
*
* @param filter
*/
public OpponentControlsPermanentCondition(FilterPermanent filter) {
this(filter, CountType.MORE_THAN, 0);
}
/**
* Applies a filter, a {@link CountType}, and count to permanents on the
* battlefield when checking the condition during the
* {@link #apply(mage.game.Game, mage.abilities.Ability) apply} method invocation.
*
* @param filter
* @param type
* @param count
*/
public OpponentControlsPermanentCondition ( FilterPermanent filter, CountType type, int count ) {
this.filter = filter;
this.type = type;
this.count = count;
}
/**
* Applies a filter, a {@link CountType}, and count to permanents on the
* battlefield and calls the decorated condition to see if it
* {@link #apply(mage.game.Game, mage.abilities.Ability) applies}
* as well. This will force both conditions to apply for this to be true.
*
* @param filter
* @param type
* @param count
* @param conditionToDecorate
*/
public OpponentControlsPermanentCondition ( FilterPermanent filter, CountType type, int count, Condition conditionToDecorate ) {
this(filter, type, count);
this.condition = conditionToDecorate;
}
@Override
public boolean apply(Game game, Ability source) {
boolean conditionApplies = false;
FilterPermanent localFilter = filter.copy();
localFilter.add(new ControllerPredicate(TargetController.OPPONENT));
switch ( this.type ) {
case FEWER_THAN:
conditionApplies = game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) < this.count;
break;
case MORE_THAN:
conditionApplies = game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) > this.count;
break;
case EQUAL_TO:
conditionApplies = game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) == this.count;
break;
}
//If a decorated condition exists, check it as well and apply them together.
if ( this.condition != null ) {
conditionApplies = conditionApplies && this.condition.apply(game, source);
}
return conditionApplies;
}
@Override
public String toString() {
return filter.getMessage();
}
}