mage/Mage/src/main/java/mage/game/Game.java

576 lines
17 KiB
Java

package mage.game;
import mage.MageItem;
import mage.MageObject;
import mage.abilities.Ability;
import mage.abilities.ActivatedAbility;
import mage.abilities.DelayedTriggeredAbility;
import mage.abilities.TriggeredAbility;
import mage.abilities.common.delayed.ReflexiveTriggeredAbility;
import mage.abilities.effects.ContinuousEffect;
import mage.abilities.effects.ContinuousEffects;
import mage.abilities.effects.PreventionEffectData;
import mage.actions.impl.MageAction;
import mage.cards.Card;
import mage.cards.Cards;
import mage.cards.MeldCard;
import mage.cards.decks.Deck;
import mage.choices.Choice;
import mage.constants.*;
import mage.counters.Counters;
import mage.game.combat.Combat;
import mage.game.command.CommandObject;
import mage.game.command.Commander;
import mage.game.command.Emblem;
import mage.game.command.Plane;
import mage.game.events.GameEvent;
import mage.game.events.Listener;
import mage.game.events.PlayerQueryEvent;
import mage.game.events.TableEvent;
import mage.game.match.MatchType;
import mage.game.mulligan.Mulligan;
import mage.game.permanent.Battlefield;
import mage.game.permanent.Permanent;
import mage.game.permanent.PermanentCard;
import mage.game.stack.Spell;
import mage.game.stack.SpellStack;
import mage.game.turn.Phase;
import mage.game.turn.Step;
import mage.game.turn.Turn;
import mage.players.Player;
import mage.players.PlayerList;
import mage.players.Players;
import mage.util.MessageToClient;
import mage.util.functions.CopyApplier;
import java.io.Serializable;
import java.util.*;
import java.util.stream.Collectors;
public interface Game extends MageItem, Serializable {
MatchType getGameType();
int getNumPlayers();
int getLife();
RangeOfInfluence getRangeOfInfluence();
MultiplayerAttackOption getAttackOption();
//game data methods
void loadCards(Set<Card> cards, UUID ownerId);
Collection<Card> getCards();
MeldCard getMeldCard(UUID meldId);
void addMeldCard(UUID meldId, MeldCard meldCard);
Object getCustomData();
void setCustomData(Object data);
GameOptions getOptions();
MageObject getObject(UUID objectId);
MageObject getBaseObject(UUID objectId);
MageObject getEmblem(UUID objectId);
UUID getControllerId(UUID objectId);
UUID getOwnerId(UUID objectId);
UUID getOwnerId(MageObject object);
Spell getSpell(UUID spellId);
Spell getSpellOrLKIStack(UUID spellId);
/**
* Find permanent on the battlefield by id. If you works with cards and want to check it on battlefield then
* use game.getState().getZone() instead. Card's id and permanent's id can be different (example: mdf card
* puts half card to battlefield, not the main card).
*
* @param permanentId
* @return
*/
Permanent getPermanent(UUID permanentId);
Permanent getPermanentOrLKIBattlefield(UUID permanentId);
Permanent getPermanentEntering(UUID permanentId);
Map<UUID, Permanent> getPermanentsEntering();
Map<Zone, Map<UUID, MageObject>> getLKI();
// Result must be checked for null. Possible errors search pattern: (\S*) = game.getCard.+\n(?!.+\1 != null)
Card getCard(UUID cardId);
Optional<Ability> getAbility(UUID abilityId, UUID sourceId);
void setZone(UUID objectId, Zone zone);
void addPlayer(Player player, Deck deck);
// Result must be checked for null. Possible errors search pattern: (\S*) = game.getPlayer.+\n(?!.+\1 != null)
Player getPlayer(UUID playerId);
Player getPlayerOrPlaneswalkerController(UUID playerId);
Players getPlayers();
PlayerList getPlayerList();
/**
* Returns a Set of opponents in range for the given playerId This return
* also a player, that has dies this turn.
*
* @param playerId
* @return
*/
default Set<UUID> getOpponents(UUID playerId) {
Player player = getPlayer(playerId);
if (player == null) {
return new HashSet<>();
}
return player.getInRange().stream()
.filter(opponentId -> !opponentId.equals(playerId))
.collect(Collectors.toSet());
}
default boolean isActivePlayer(UUID playerId) {
return getActivePlayerId() != null && getActivePlayerId().equals(playerId);
}
/**
* Checks if the given playerToCheckId is an opponent of player As long as
* no team formats are implemented, this method returns always true for each
* playerId not equal to the player it is checked for. Also if this player
* is out of range. This method can't handle that only players in range are
* processed because it can only return TRUE or FALSE.
*
* @param player
* @param playerToCheckId
* @return
*/
default boolean isOpponent(Player player, UUID playerToCheckId) {
return !player.getId().equals(playerToCheckId);
}
Turn getTurn();
Phase getPhase();
Step getStep();
int getTurnNum();
boolean isMainPhase();
boolean canPlaySorcery(UUID playerId);
/**
* Id of the player the current turn it is.
*
* @return
*/
UUID getActivePlayerId();
UUID getPriorityPlayerId();
boolean checkIfGameIsOver();
boolean hasEnded();
Battlefield getBattlefield();
SpellStack getStack();
Exile getExile();
Combat getCombat();
GameState getState();
String getWinner();
void setDraw(UUID playerId);
boolean isADraw();
ContinuousEffects getContinuousEffects();
GameStates getGameStates();
void loadGameStates(GameStates states);
Game copy();
boolean isSimulation();
void setSimulation(boolean checkPlayableState);
boolean inCheckPlayableState();
void setCheckPlayableState(boolean checkPlayableState);
MageObject getLastKnownInformation(UUID objectId, Zone zone);
CardState getLastKnownInformationCard(UUID objectId, Zone zone);
MageObject getLastKnownInformation(UUID objectId, Zone zone, int zoneChangeCounter);
boolean getShortLivingLKI(UUID objectId, Zone zone);
void rememberLKI(UUID objectId, Zone zone, MageObject object);
void resetLKI();
void resetShortLivingLKI();
void setLosingPlayer(Player player);
Player getLosingPlayer();
void setStateCheckRequired();
boolean getStateCheckRequired();
//client event methods
void addTableEventListener(Listener<TableEvent> listener);
void addPlayerQueryEventListener(Listener<PlayerQueryEvent> listener);
void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source);
void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source, Map<String, Serializable> options);
void fireChooseChoiceEvent(UUID playerId, Choice choice);
void fireSelectTargetEvent(UUID playerId, MessageToClient message, Set<UUID> targets, boolean required, Map<String, Serializable> options);
void fireSelectTargetEvent(UUID playerId, MessageToClient message, Cards cards, boolean required, Map<String, Serializable> options);
void fireSelectTargetTriggeredAbilityEvent(UUID playerId, String message, List<TriggeredAbility> abilities);
void fireSelectTargetEvent(UUID playerId, String message, List<Permanent> perms, boolean required);
void fireSelectEvent(UUID playerId, String message);
void fireSelectEvent(UUID playerId, String message, Map<String, Serializable> options);
void firePriorityEvent(UUID playerId);
void firePlayManaEvent(UUID playerId, String message, Map<String, Serializable> options);
void firePlayXManaEvent(UUID playerId, String message);
void fireGetChoiceEvent(UUID playerId, String message, MageObject object, List<? extends ActivatedAbility> choices);
void fireGetModeEvent(UUID playerId, String message, Map<UUID, String> modes);
void fireGetAmountEvent(UUID playerId, String message, int min, int max);
void fireChoosePileEvent(UUID playerId, String message, List<? extends Card> pile1, List<? extends Card> pile2);
void fireInformEvent(String message);
void fireStatusEvent(String message, boolean withTime, boolean withTurnInfo);
void fireUpdatePlayersEvent();
void informPlayers(String message);
void informPlayer(Player player, String message);
void debugMessage(String message);
void fireErrorEvent(String message, Exception ex);
void fireGameEndInfo();
//game event methods
void fireEvent(GameEvent event);
/**
* The events are stored until the resolution of the current effect ends and
* fired then all together (e.g. X lands enter the battlefield from
* Scapeshift)
*
* @param event
*/
void addSimultaneousEvent(GameEvent event);
boolean replaceEvent(GameEvent event);
boolean replaceEvent(GameEvent event, Ability targetAbility);
/**
* Creates and fires an damage prevention event
*
* @param damageEvent damage event that will be replaced (instanceof
* check will be done)
* @param source ability that's the source of the prevention effect
* @param game
* @param amountToPrevent max preventable amount
* @return true prevention was successfull / false prevention was replaced
*/
PreventionEffectData preventDamage(GameEvent damageEvent, Ability source, Game game, int amountToPrevent);
/**
* Creates and fires an damage prevention event
*
* @param event damage event that will be replaced (instanceof
* check will be done)
* @param source ability that's the source of the prevention
* effect
* @param game
* @param preventAllDamage true if there is no limit to the damage that can
* be prevented
* @return true prevention was successfull / false prevention was replaced
*/
PreventionEffectData preventDamage(GameEvent event, Ability source, Game game, boolean preventAllDamage);
void start(UUID choosingPlayerId);
void resume();
void pause();
boolean isPaused();
void end();
void cleanUp();
/*
* Gives back the number of cards the player has after the next mulligan
*/
int mulliganDownTo(UUID playerId);
void mulligan(UUID playerId);
void endMulligan(UUID playerId);
// void quit(UUID playerId);
void timerTimeout(UUID playerId);
void idleTimeout(UUID playerId);
void concede(UUID playerId);
void setConcedingPlayer(UUID playerId);
void setManaPaymentMode(UUID playerId, boolean autoPayment);
void setManaPaymentModeRestricted(UUID playerId, boolean autoPaymentRestricted);
void setUseFirstManaAbility(UUID playerId, boolean useFirstManaAbility);
void undo(UUID playerId);
/**
* Empty mana pool with mana burn and life lose checks
*
* @param source must be null for default game events
*/
void emptyManaPools(Ability source);
void addEffect(ContinuousEffect continuousEffect, Ability source);
void addEmblem(Emblem emblem, MageObject sourceObject, Ability source);
void addEmblem(Emblem emblem, MageObject sourceObject, UUID toPlayerId);
boolean addPlane(Plane plane, MageObject sourceObject, UUID toPlayerId);
void addCommander(Commander commander);
/**
* Adds a permanent to the battlefield
*
* @param permanent
* @param createOrder upcounting number from state about the create order of
* all permanents. Can equal for multiple permanents, if
* they go to battlefield at the same time. If the value
* is set to 0, a next number will be set automatically.
*/
void addPermanent(Permanent permanent, int createOrder);
// priority method
void sendPlayerAction(PlayerAction playerAction, UUID playerId, Object data);
/**
* This version supports copying of copies of any depth.
*
* @param copyFromPermanent
* @param copyToPermanentId
* @param source
* @param applier
* @return
*/
Permanent copyPermanent(Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier);
Permanent copyPermanent(Duration duration, Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier);
Card copyCard(Card cardToCopy, Ability source, UUID newController);
void addTriggeredAbility(TriggeredAbility ability);
UUID addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility);
UUID addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility, Ability source);
UUID fireReflexiveTriggeredAbility(ReflexiveTriggeredAbility reflexiveAbility, Ability source);
void applyEffects();
boolean checkStateAndTriggered();
void playPriority(UUID activePlayerId, boolean resuming);
void resetControlAfterSpellResolve(UUID topId);
boolean endTurn(Ability source);
int doAction(Ability source, MageAction action);
//game transaction methods
void saveState(boolean bookmark);
int bookmarkState();
void restoreState(int bookmark, String context);
void removeBookmark(int bookmark);
int getSavedStateSize();
boolean isSaveGame();
void setSaveGame(boolean saveGame);
// game options
void setGameOptions(GameOptions options);
// game times
Date getStartTime();
Date getEndTime();
// game cheats (for tests only)
void cheat(UUID ownerId, Map<Zone, String> commands);
void cheat(UUID ownerId, List<Card> library, List<Card> hand, List<PermanentCard> battlefield, List<Card> graveyard, List<Card> command);
// controlling the behaviour of replacement effects while permanents entering the battlefield
void setScopeRelevant(boolean scopeRelevant);
boolean getScopeRelevant();
// players' timers
void initTimer(UUID playerId);
void resumeTimer(UUID playerId);
void pauseTimer(UUID playerId);
int getPriorityTime();
void setPriorityTime(int priorityTime);
UUID getStartingPlayerId();
void setStartingPlayerId(UUID startingPlayerId);
void saveRollBackGameState();
boolean canRollbackTurns(int turnsToRollback);
void rollbackTurns(int turnsToRollback);
boolean executingRollback();
void setEnterWithCounters(UUID sourceId, Counters counters);
Counters getEnterWithCounters(UUID sourceId);
UUID getMonarchId();
void setMonarchId(Ability source, UUID monarchId);
int damagePlayerOrPlaneswalker(UUID playerOrWalker, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable);
int damagePlayerOrPlaneswalker(UUID playerOrWalker, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable, List<UUID> appliedEffects);
Mulligan getMulligan();
Set<UUID> getCommandersIds(Player player, CommanderCardType commanderCardType, boolean returnAllCardParts);
/**
* Return not played commander cards from command zone
* Read comments for CommanderCardType for more info on commanderCardType usage
*
* @param player
* @return
*/
default Set<Card> getCommanderCardsFromCommandZone(Player player, CommanderCardType commanderCardType) {
// commanders in command zone aren't cards so you must call getCard instead getObject
return getCommandersIds(player, commanderCardType, false).stream()
.map(this::getCard)
.filter(Objects::nonNull)
.filter(card -> Zone.COMMAND.equals(this.getState().getZone(card.getId())))
.collect(Collectors.toSet());
}
/**
* Return commander cards from any zones (main card from command and permanent card from battlefield)
* Read comments for CommanderCardType for more info on commanderCardType usage
*
* @param player
* @param commanderCardType commander or signature spell
* @return
*/
default Set<Card> getCommanderCardsFromAnyZones(Player player, CommanderCardType commanderCardType) {
// from command zone
Set<Card> res = getCommanderCardsFromCommandZone(player, commanderCardType);
// from battlefield
this.getCommandersIds(player, commanderCardType, true).stream()
.map(this::getPermanent)
.filter(Objects::nonNull)
.forEach(res::add);
return res;
}
/**
* Finds is it a commander card/object (use it in conditional and other things)
*
* @param player
* @param object
* @return
*/
default boolean isCommanderObject(Player player, MageObject object) {
UUID idToCheck = null;
if (object instanceof Spell) {
idToCheck = ((Spell) object).getCard().getId();
}
if (object instanceof CommandObject) {
idToCheck = object.getId();
}
if (object instanceof Card) {
idToCheck = ((Card) object).getMainCard().getId();
}
return idToCheck != null && this.getCommandersIds(player, CommanderCardType.COMMANDER_OR_OATHBREAKER, false).contains(idToCheck);
}
void setGameStopped(boolean gameStopped);
boolean isGameStopped();
}