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(); /** * controls if it will be checked, if the target can be targeted from source * * @param notTarget true = do not check for protection, false = check for * protection */ void setNotTarget(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 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(); 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); }