//! Camouflage — old-school combat concealment.
//! Ported from Java's CamouflageEffect: the attacking player divides their
//! creatures into face-down piles, then combat blockers are randomly assigned.
//! In digital: we randomize the blocker assignments since the physical
//! "face-down piles" mechanic can't be faithfully reproduced.
use forge_foundation::ZoneType;
use super::EffectContext;
/// Struct form of this effect so it can participate in the
/// `SpellAbilityEffect` trait hierarchy — mirrors Java's
/// `CamouflageEffect` class extending `SpellAbilityEffect`.
#[manabrew_engine_macros::spell_effect(CamouflageEffect)]
fn resolve(ctx: &mut EffectContext, sa: &crate::spellability::SpellAbility) {
// Camouflage works by randomizing blocker assignments.
// In our engine, combat blocking is handled by the combat system.
// We mark the source creature so combat resolution knows to randomize.
if let Some(source) = sa.source {
if ctx.game.card(source).zone == ZoneType::Battlefield {
ctx.game
.card_mut(source)
.svars
.insert("Camouflage".to_string(), "True".to_string());
}
}
}