package mage.target;
import mage.abilities.Ability;
import mage.cards.Cards;
import mage.constants.Outcome;
import mage.constants.Zone;
import mage.filter.Filter;
import mage.game.Game;
import mage.players.Player;
import java.io.Serializable;
import java.util.Collection;
import java.util.List;
import java.util.Set;
import java.util.UUID;
/**
* @author BetaSteward_at_googlemail.com
*/
public interface Target extends Serializable {
boolean isChosen();
boolean doneChoosing();
void clearChosen();
boolean isNotTarget();
/**
* Mark it as non target (e.g. card's rules do not contain a "target" word)
*
* Non targeted abilities are unaffected by protection/hexproof and other target related effects
* Non targeted spells can't be fizzled on resolve with invalid targets
* Non targeted spells chooses targets on resolve, targeted spells chooses targets on activate
* All costs must be non targeted
*
* @param notTarget
* @return
*/
Target withNotTarget(boolean notTarget);
// methods for targets
boolean canChoose(UUID sourceControllerId, Ability source, Game game);
/**
* Returns a set of all possible targets that match the criteria of the implemented Target class.
*
* @param sourceControllerId UUID of the ability's controller
* @param source Ability which requires the targets
* @param game Current game
* @return Set of the UUIDs of possible targets
*/
Set possibleTargets(UUID sourceControllerId, Ability source, Game game);
boolean chooseTarget(Outcome outcome, UUID playerId, Ability source, Game game);
void addTarget(UUID id, Ability source, Game game);
void addTarget(UUID id, int amount, Ability source, Game game);
void addTarget(UUID id, Ability source, Game game, boolean skipEvent);
void addTarget(UUID id, int amount, Ability source, Game game, boolean skipEvent);
boolean canTarget(UUID id, Game game);
/**
* @param id
* @param source WARNING, it can be null for AI or other calls from events (TODO: introduce normal source in AI ComputerPlayer)
* @param game
* @return
*/
boolean canTarget(UUID id, Ability source, Game game);
boolean stillLegalTarget(UUID id, Ability source, Game game);
boolean canTarget(UUID playerId, UUID id, Ability source, Game game);
boolean isLegal(Ability source, Game game);
List extends Target> getTargetOptions(Ability source, Game game);
boolean canChoose(UUID sourceControllerId, Game game);
Set possibleTargets(UUID sourceControllerId, Game game);
boolean choose(Outcome outcome, UUID playerId, UUID sourceId, Ability source, Game game);
void add(UUID id, Game game);
void remove(UUID targetId);
void updateTarget(UUID targetId, Game game);
/**
* @return full description with target name, amount, etc (uses in abilities/rules/cost)
*/
String getDescription();
String getMessage();
/**
* @return single target name
*/
String getTargetName();
void setTargetName(String name);
String getTargetedName(Game game);
Zone getZone();
int getTargetAmount(UUID targetId);
int getNumberOfTargets();
int getMinNumberOfTargets();
int getMaxNumberOfTargets();
void setMinNumberOfTargets(int minNumberofTargets);
void setMaxNumberOfTargets(int maxNumberofTargets);
List getTargets();
Filter getFilter();
boolean isRequired();
boolean isRequired(UUID sourceId, Game game);
boolean isRequired(Ability ability);
void setRequired(boolean required);
boolean isRequiredExplicitlySet();
boolean isRandom();
/**
* WARNING, if you need random choice then call it by target's choose method, not player's choose
* see https://github.com/magefree/mage/issues/11933
*/
void setRandom(boolean atRandom);
UUID getFirstTarget();
Target copy();
// some targets are chosen from players that are not the controller of the ability (e.g. Pandemonium)
void setTargetController(UUID playerId);
UUID getTargetController();
void setAbilityController(UUID playerId);
UUID getAbilityController();
Player getTargetController(Game game, UUID playerId);
int getTargetTag();
Target setTargetTag(int tag);
Target getOriginalTarget();
// used for cards like Spellskite
void setTargetAmount(UUID targetId, int amount, Game game);
Target withChooseHint(String chooseHint);
String getChooseHint();
void setEventReporting(boolean shouldReport);
int getSize();
boolean contains(UUID targetId);
/**
* This function tries to auto-choose the next target.
*
* It will NOT add it to the list of targets, it will ony choose the next target
*
* Use this version when the targets is selected from targets.getTargets.
*
* It will auto-choosen if all of the following criteria are met:
* - The minimum and maximum number of targets is the same (i.e. effect does not have "up to" in its name)
* - The number of valid targets is equal to the number of targets still left to be specified
*
* @param abilityControllerId
* @param source
* @param game
* @return The UUID of the chosen option, or null if one could not be chosen
*/
UUID tryToAutoChoose(UUID abilityControllerId, Ability source, Game game);
/**
* Use this version when the target is chosen from a specified collection.
* E.g. {@link Player#chooseTarget(Outcome outcome, Cards cards, TargetCard target, Ability source, Game game)}
*
* @param abilityControllerId
* @param source
* @param game
* @param possibleTargets
* @return
*/
UUID tryToAutoChoose(UUID abilityControllerId, Ability source, Game game, Collection possibleTargets);
}