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.ArrayList; import java.util.List; import java.util.Map; import java.util.UUID; /** * 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
*
* @return The {@link java.util.UUID} of the object this ability is
* associated with.
*/
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 noMana Whether or not {@link ManaCosts} have to be paid.
* @return True if this ability was successfully activated.
*/
boolean activate(Game game, boolean 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
* 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, boolean noMana, Player controller, Game game);
/**
* Finds the source object regardless of its zcc. Can be LKI from battlefield in some cases.
*/
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