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
* 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
* 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