package mage.abilities; import mage.MageIdentifier; import mage.MageObject; import mage.abilities.costs.Cost; import mage.abilities.costs.CostAdjuster; import mage.abilities.costs.Costs; import mage.abilities.costs.common.TapSourceCost; import mage.abilities.costs.mana.ManaCost; import mage.abilities.costs.mana.ManaCosts; import mage.abilities.effects.Effect; import mage.abilities.effects.Effects; import mage.abilities.hint.Hint; import mage.abilities.icon.CardIcon; import mage.cards.Card; import mage.constants.*; import mage.game.Controllable; import mage.game.Game; import mage.game.events.GameEvent; import mage.game.permanent.Permanent; import mage.players.Player; import mage.target.Target; import mage.target.Targets; import mage.target.targetadjustment.TargetAdjuster; import mage.watchers.Watcher; import java.io.Serializable; import java.util.*; /** * Practically everything in the game is started from an Ability. This interface * describes what an Ability is composed of at the highest level. */ public interface Ability extends Controllable, Serializable { /** * Assigns a new {@link java.util.UUID} */ void newId(); /** * Assigns a new {@link java.util.UUID} */ void newOriginalId(); // TODO: delete newOriginalId??? /** * Gets the {@link AbilityType} of this ability. * * @return The {@link AbilityType type} of this ability. */ AbilityType getAbilityType(); /** * If this ability is an activated one (mana included). */ boolean isActivatedAbility(); /** * If this ability is a triggered one (mana included). */ boolean isTriggeredAbility(); /** * If this ability is an activated one, excluding mana. */ boolean isNonManaActivatedAbility(); /** * If this ability is a mana activated one. */ boolean isManaActivatedAbility(); /** * If this ability is a mana ability, (both triggered and activated can be mana abilities). */ boolean isManaAbility(); /** * Sets the id of the controller of this ability. * * @param controllerId The {@link java.util.UUID} of the controller. */ void setControllerId(UUID controllerId); /** * Gets the id of the object which put this ability in motion. *

* WARNING, MageSingleton abilities contains dirty data here, so you can't use sourceId with it */ UUID getSourceId(); /** * Sets the id of the object which this ability orignates from. * * @param sourceID {@link java.util.UUID} the source id to set. */ void setSourceId(UUID sourceID); default void clearCosts() { getCosts().clear(); } default void clearManaCosts() { getManaCosts().clear(); } default void clearManaCostsToPay() { getManaCostsToPay().clear(); } /** * Gets all {@link Costs} associated with this ability. * * @return All {@link Costs} associated with this ability. */ Costs getCosts(); /** * Adds a {@link Cost} to this ability that must be paid before this ability * is activated. * * @param cost The {@link Cost} to add. */ void addCost(Cost cost); /** * Gets all {@link ManaCosts} associated with this ability. These returned * costs should never be modified as they represent the base costs before * any modifications. * * @return All {@link ManaCosts} that must be paid. */ ManaCosts getManaCosts(); default List getManaCostSymbols() { List symbols = new ArrayList<>(); for (ManaCost cost : getManaCosts()) { symbols.add(cost.getText()); } return symbols; } /** * Gets all the {@link ManaCosts} that must be paid before activating this * ability. These costs should be modified by any modification effects * currently present within the game state. * * @return All {@link ManaCosts} that must be paid. */ ManaCosts getManaCostsToPay(); void addManaCostsToPay(ManaCost manaCost); /** * Gets a map of the cost tags (set while casting/activating) of this ability, can be null if no tags have been set yet. * Does NOT return the source permanent's tags. * You should not be using this function in implementation of cards, * this is a backing data structure used for internal storage. * Use CardUtil {@link mage.util.CardUtil#getSourceCostsTag getSourceCostsTag} or {@link mage.util.CardUtil#checkSourceCostsTagExists checkSourceCostsTagExists} instead * * @return The map of tags and corresponding objects */ Map getCostsTagMap(); /** * Set tag for this ability to the value, initializes this ability's tags map if needed. * Should only be used from an {@link ActivatedAbility} (including {@link SpellAbility}) */ void setCostsTag(String tag, Object value); /** * Retrieves the effects that are put into the place by the resolution of * this ability. * * @return All {@link Effects} that will be put into place by the resolution * of this ability. */ Effects getEffects(); /** * Retrieves all effects of an ability. That means effects from all modes * event those modes that are not seleced (yet). * * @return All {@link Effects} of this ability. */ Effects getAllEffects(); /** * Retrieves the effects of the specified {@link EffectType type} that are * put into place by the resolution of this ability. * * @param effectType The {@link EffectType type} to search for. * @return All {@link Effects} of the given {@link EffectType}. */ Effects getEffects(Game game, EffectType effectType); /** * Adds an effect to this ability. * * @param effect The {@link Effect} to add. */ void addEffect(Effect effect); /** * Retrieves all targets that must be satisfied before this ability is put * onto the stack. Warning, return targets from first/current mode only. * * @return All {@link Targets} that must be satisfied before this ability is * put onto the stack. */ Targets getTargets(); /** * Retrieves all selected targets, read only. Multi-modes return different targets. * Works on stack only (after real cast/activate) */ Targets getAllSelectedTargets(); /** * Retrieves the {@link Target} located at the 0th index in the * {@link Targets}. A call to the method is equivalent to * {@link #getTargets()}.get(0).getFirstTarget(). *

* Warning, if you effect uses target pointers then it must search getTargetPointer too * * @return The {@link java.util.UUID} of the first target within the targets * list. * @see mage.target.Target */ UUID getFirstTarget(); /** * Adds a target to this ability that must be satisfied before this ability * is put onto the stack. * * @param target The {@link Target} to add. */ void addTarget(Target target); /** * Retrieves the {@link Zone} that this ability is active within. */ Zone getZone(); /** * Retrieves whether or not this abilities activation will use the stack. */ boolean isUsesStack(); /** * Retrieves a human readable string representing what the ability states it * accomplishes. This call is equivalent to * {@link #getRule(boolean) getRule(false)} * * @return A human readable string representing what the ability states it * accomplishes */ String getRule(); /** * Retrieves a human readable string including any costs associated with * this ability if the all parameter is true, and just the abilities rule * text if the all parameter is false. * * @param all True if costs are desired in the output, false otherwise. */ String getRule(boolean all); /** * Retrieves the rule associated with the given source. */ String getRule(String source); /** * Activates this ability prompting the controller to pay any mandatory * * @param game A reference the {@link Game} for which this ability should be * activated within. * @param allowedIdentifiers Restrict alternative/regular cost depending (if contain MageIdentifier.Default, there is no restriction) * @param noMana Whether or not {@link ManaCosts} have to be paid. * @return True if this ability was successfully activated. */ boolean activate(Game game, Set allowedIdentifiers, boolean noMana); default boolean activate(Game game, boolean noMana) { return activate(game, new HashSet<>(Arrays.asList(MageIdentifier.Default)), noMana); } boolean isActivated(); /** * Resolves this ability and puts any effects it produces into play. This * method should only be called if the * {@link #activate(mage.game.Game, boolean)} method returned true. * * @param game The {@link Game} for which this ability resolves within. * @return Whether or not this ability successfully resolved. */ boolean resolve(Game game); /** * Used to reset the state of this ability. */ void reset(Game game); /** * Overridden by triggered abilities with intervening if clauses - rule * 20110715 - 603.4 * * @return Whether or not the intervening if clause is satisfied */ boolean checkIfClause(Game game); /** * Creates a fresh copy of this ability. * * @return A new copy of this ability. */ Ability copy(); boolean isModal(); void addMode(Mode mode); Modes getModes(); boolean canChooseTarget(Game game, UUID playerId); /** * Gets the list of sub-abilities associated with this ability. * When copying, subabilities are copied separately and thus the list is desynced. * Do not interact with the subabilities list during a game! */ List getSubAbilities(); /** * Adds a sub-ability to this ability. * * @param ability The {@link Ability} to add. */ void addSubAbility(Ability ability); List getWatchers(); /** * Add watcher blueprint (real watcher will be created on card/ability init) */ void addWatcher(Watcher watcher); /** * Allow to control ability/trigger's lifecycle *

* How-to use: * - for normal abilities and triggers - keep default * - for leave battlefield triggers - keep default + set setLeavesTheBattlefieldTrigger(true) * - for dies triggers - override and use TriggeredAbilityImpl.isInUseableZoneDiesTrigger inside + set setLeavesTheBattlefieldTrigger(true) * * @param sourceObject can be null for static continues effects checking like rules modification (example: Yixlid Jailer) * @param event can be null for state base effects checking like "when you control seven or more" (example: Endrek Sahr, Master Breeder) */ boolean isInUseableZone(Game game, MageObject sourceObject, GameEvent event); /** * Returns true if the source object has currently the ability (e.g. The * object can have lost all or some abilities for some time (e.g. Turn to * Frog) */ boolean hasSourceObjectAbility(Game game, MageObject sourceObject, GameEvent event); /** * Returns true if the ability has a tap itself in their costs */ default boolean hasTapCost() { for (Cost cost : this.getCosts()) { if (cost instanceof TapSourceCost) { return true; } } return false; } /** * Returns true if this ability has to be shown as topmost of all the rules * of the object */ boolean getRuleAtTheTop(); /** * Sets the value for the ruleAtTheTop attribute *

* true = show the rule at the top position of the rules */ Ability setRuleAtTheTop(boolean ruleAtTheTop); /** * Returns true if this ability has to work also with face down object (set * to not visible normally). */ boolean getWorksFaceDown(); /** * Sets the value for the worksFaceDown flag *

* true = the ability works also if the object is face down */ void setWorksFaceDown(boolean worksFaceDown); /** * Returns true if this ability has to work also with phased out object. */ boolean getWorksPhasedOut(); /** * Sets the value for the worksPhasedOut flag *

* true = the ability works also if the object is phased out */ void setWorksPhasedOut(boolean worksPhasedOut); /** * Returns true if this ability's rule is visible on the card tooltip */ boolean getRuleVisible(); /** * Sets the value for the ruleVisible attribute *

* true = rule will be shown for the card / permanent false = rule won't be shown */ Ability setRuleVisible(boolean ruleVisible); /** * Returns true if the additional costs of the ability should be visible on * the tooltip text */ boolean getAdditionalCostsRuleVisible(); /** * Sets the value for the additional costs rule attribute *

* true = rule will be shown for the card / permanent false = rule won't be shown */ void setAdditionalCostsRuleVisible(boolean ruleAdditionalCostsVisible); /** * Get the originalId of the ability * * @return originalId */ UUID getOriginalId(); /** * Sets the ability word for the given ability. An ability word is a word * that, in essence, groups, and reminds players of, cards that have a * common functionality and does not imply any particular rules. *

* --- Not usable yet for rule text generation of triggered abilities --- */ Ability setAbilityWord(AbilityWord abilityWord); /** * Sets flavor word for whole ability */ Ability withFlavorWord(String flavorWord); /** * Sets flavor word for first mode */ Ability withFirstModeFlavorWord(String flavorWord); /** * Sets cost word for first mode */ Ability withFirstModeCost(Cost cost); /** * Creates the message about the ability casting/triggering/activating to * post in the game log before the ability resolves. */ String getGameLogMessage(Game game); boolean activateAlternateOrAdditionalCosts(MageObject sourceObject, Set allowedIdentifiers, boolean noMana, Player controller, Game game); /** * Finds the source object regardless of its zcc. Can be LKI from battlefield in some cases. * Warning, do not use with singleton abilities */ MageObject getSourceObject(Game game); void setSourceObjectZoneChangeCounter(int zoneChangeCounter); int getSourceObjectZoneChangeCounter(); /** * Finds the source object (Permanent, StackObject, Card, etc.) as long as its zcc has not changed, otherwise null * - for not activated ability - returns exists object * - for activated ability - returns exists object or LKI (if it triggers from non battlefield, e.g. sacrifice cost); */ MageObject getSourceObjectIfItStillExists(Game game); /** * Finds the source object as long as it is a Card (can also be Permanent, Spell, etc.) and its zcc has not changed */ Card getSourceCardIfItStillExists(Game game); /** * Finds the source object as long as it is a Permanent and its zcc has not changed */ Permanent getSourcePermanentIfItStillExists(Game game); /** * Returns source permanent info (actual if it exists, otherwise from LKI) */ Permanent getSourcePermanentOrLKI(Game game); void setSourcePermanentTransformCount(Game game); boolean checkTransformCount(Permanent permanent, Game game); String getTargetDescription(Targets targets, Game game); void setCanFizzle(boolean canFizzle); boolean canFizzle(); /** * Adds a target adjuster to this ability. * If using a generic adjuster, only use after adding the blueprint target! */ Ability setTargetAdjuster(TargetAdjuster targetAdjuster); TargetAdjuster getTargetAdjuster(); void adjustTargets(Game game); Ability setCostAdjuster(CostAdjuster costAdjuster); CostAdjuster getCostAdjuster(); void adjustCosts(Game game); List getHints(); Ability addHint(Hint hint); /** * Tag the current mode to be retrieved elsewhere thanks to the tag. */ void setModeTag(String tag); /** * For abilities with static icons */ List getIcons(); /** * For abilities with dynamic icons * * @param game can be null for static calls like copies */ List getIcons(Game game); Ability addIcon(CardIcon cardIcon); Ability addCustomOutcome(Outcome customOutcome); Outcome getCustomOutcome(); /** * For mtg's instances search, see rules example in 112.10b */ boolean isSameInstance(Ability ability); MageIdentifier getIdentifier(); AbilityImpl setIdentifier(MageIdentifier mageIdentifier); }