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.*; /** * @author BetaSteward_at_googlemail.com, Susucr */ public interface ActivatedAbility extends Ability { final class ActivationStatus { // Expected to not be modified after creation. private final Set approvingObjects; // If true, the Activation Status will not check if there is an approvingObject. private final boolean forcedCanActivate; public ActivationStatus(ApprovingObject approvingObject) { this.forcedCanActivate = false; this.approvingObjects = Collections.singleton(approvingObject); } public ActivationStatus(Set approvingObjects) { this(false, approvingObjects); } private ActivationStatus(boolean forcedCanActivate, Set approvingObjects) { this.forcedCanActivate = forcedCanActivate; this.approvingObjects = new HashSet<>(); this.approvingObjects.addAll(approvingObjects); } public boolean canActivate() { return forcedCanActivate || !approvingObjects.isEmpty(); } /** * @return the set of all approving objects for that ActivationStatus. * That Set is readonly in spirit, as there might be different parts * of the engine retrieving info from it. */ public Set getApprovingObjects() { return approvingObjects; } private static final ActivationStatus falseInstance = new ActivationStatus(Collections.emptySet()); public static ActivationStatus getFalse() { return falseInstance; } public static ActivationStatus withoutApprovingObject(boolean forcedCanActivate) { return new ActivationStatus(forcedCanActivate, Collections.emptySet()); } } /** * 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); }