package mage.abilities; import mage.ApprovingObject; import mage.abilities.condition.Condition; import mage.abilities.mana.ManaOptions; import mage.constants.TargetController; import mage.constants.TimingRule; import mage.game.Game; import java.util.UUID; /** * @author BetaSteward_at_googlemail.com */ public interface ActivatedAbility extends Ability { final class ActivationStatus { private final boolean canActivate; private final ApprovingObject approvingObject; public ActivationStatus(boolean canActivate, ApprovingObject approvingObject) { this.canActivate = canActivate; this.approvingObject = approvingObject; } public boolean canActivate() { return canActivate; } public ApprovingObject getApprovingObject() { return approvingObject; } public static ActivationStatus getFalse() { return new ActivationStatus(false, null); } /** * @param approvingObjectAbility ability that allows to activate/use current ability */ public static ActivationStatus getTrue(Ability approvingObjectAbility, Game game) { ApprovingObject approvingObject = approvingObjectAbility == null ? null : new ApprovingObject(approvingObjectAbility, game); return new ActivationStatus(true, approvingObject); } } /** * WARNING, don't forget to call super.canActivate on override in card's code * * @param playerId * @param game * @return */ ActivationStatus canActivate(UUID playerId, Game game); // has to return a reference to the permitting ability/source /** * Who can activate an ability. By default, only you (the controller/owner). * * @param mayActivate */ void setMayActivate(TargetController mayActivate); /** * Returns the minimal possible cost for what the ability can be activated * or cast * * @param playerId * @param game * @return */ ManaOptions getMinimumCostToActivate(UUID playerId, Game game); /** * Creates a fresh copy of this activated ability. * * @return A new copy of this ability. */ @Override ActivatedAbility copy(); void setMaxActivationsPerTurn(int maxActivationsPerTurn); int getMaxActivationsPerTurn(Game game); ActivatedAbility setTiming(TimingRule timing); ActivatedAbility setCondition(Condition condition); }