foul-magics/Mage/src/main/java/mage/game/GameImpl.java
Oleg Agafonov 0505f5159e Turn under control reworked:
- game: added support when a human is take control over a computer player (related to #12878);
 - game: fixed game freezes while controlling player leaves/disconnect on active priority/choose of another player;
2025-01-10 20:20:11 +04:00

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package mage.game;
import mage.MageException;
import mage.MageObject;
import mage.MageObjectReference;
import mage.abilities.*;
import mage.abilities.common.AttachableToRestrictedAbility;
import mage.abilities.common.CantHaveMoreThanAmountCountersSourceAbility;
import mage.abilities.common.SagaAbility;
import mage.abilities.common.SimpleStaticAbility;
import mage.abilities.common.delayed.ReflexiveTriggeredAbility;
import mage.abilities.effects.ContinuousEffect;
import mage.abilities.effects.ContinuousEffects;
import mage.abilities.effects.Effect;
import mage.abilities.effects.PreventionEffectData;
import mage.abilities.effects.common.CopyEffect;
import mage.abilities.effects.common.InfoEffect;
import mage.abilities.effects.common.continuous.BecomesFaceDownCreatureEffect;
import mage.abilities.effects.keyword.FinalityCounterEffect;
import mage.abilities.effects.keyword.ShieldCounterEffect;
import mage.abilities.effects.keyword.StunCounterEffect;
import mage.abilities.hint.common.DayNightHint;
import mage.abilities.keyword.*;
import mage.abilities.mana.DelayedTriggeredManaAbility;
import mage.abilities.mana.TriggeredManaAbility;
import mage.cards.*;
import mage.cards.decks.Deck;
import mage.cards.decks.DeckCardInfo;
import mage.choices.Choice;
import mage.constants.*;
import mage.counters.CounterType;
import mage.counters.Counters;
import mage.designations.Designation;
import mage.designations.Initiative;
import mage.designations.Monarch;
import mage.filter.Filter;
import mage.filter.FilterCard;
import mage.filter.FilterPermanent;
import mage.filter.StaticFilters;
import mage.filter.common.FilterCreaturePermanent;
import mage.filter.predicate.mageobject.NamePredicate;
import mage.filter.predicate.permanent.ControllerIdPredicate;
import mage.filter.predicate.permanent.LegendRuleAppliesPredicate;
import mage.game.combat.Combat;
import mage.game.combat.CombatGroup;
import mage.game.command.*;
import mage.game.command.dungeons.UndercityDungeon;
import mage.game.command.emblems.EmblemOfCard;
import mage.game.command.emblems.RadiationEmblem;
import mage.game.command.emblems.TheRingEmblem;
import mage.game.command.emblems.XmageHelperEmblem;
import mage.game.events.*;
import mage.game.events.TableEvent.EventType;
import mage.game.mulligan.Mulligan;
import mage.game.permanent.Battlefield;
import mage.game.permanent.Permanent;
import mage.game.permanent.PermanentCard;
import mage.game.stack.Spell;
import mage.game.stack.SpellStack;
import mage.game.stack.StackAbility;
import mage.game.stack.StackObject;
import mage.game.turn.Phase;
import mage.game.turn.Step;
import mage.game.turn.Turn;
import mage.game.turn.TurnMod;
import mage.players.Player;
import mage.players.PlayerList;
import mage.players.Players;
import mage.target.Target;
import mage.target.TargetCard;
import mage.target.TargetPermanent;
import mage.target.TargetPlayer;
import mage.util.*;
import mage.util.functions.CopyApplier;
import mage.watchers.Watcher;
import mage.watchers.common.*;
import org.apache.log4j.Logger;
import java.io.IOException;
import java.io.Serializable;
import java.util.*;
import java.util.Map.Entry;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.stream.Collectors;
/**
* Game object. It must contain static data (e.g. no changeable in the game like game settings)
* <p>
* "transient field" logic uses for serialization/replays (mark temporary fields as transient,
* also look for non restored fields in copy constructor for details)
* <p>
* WARNING, if you add new fields then don't forget to add it to copy constructor (deep copy, not ref).
* If it's a temporary/auto-generated data then mark that field as transient and comment in copy constructor.
*/
public abstract class GameImpl implements Game {
private static final int ROLLBACK_TURNS_MAX = 4;
private static final String UNIT_TESTS_ERROR_TEXT = "Error in unit tests";
private static final Logger logger = Logger.getLogger(GameImpl.class);
private transient Object customData; // temporary data, used in AI simulations
private transient Player losingPlayer; // temporary data, used in AI simulations
protected boolean simulation = false; // for inner simulations (game without user messages)
protected boolean aiGame = false; // for inner simulations (ai game, debug only)
protected boolean checkPlayableState = false; // for inner playable calculations (game without user dialogs)
protected AtomicInteger totalErrorsCount = new AtomicInteger(); // for debug only: error stats
protected final UUID id;
protected boolean ready;
protected transient TableEventSource tableEventSource = new TableEventSource();
protected transient PlayerQueryEventSource playerQueryEventSource = new PlayerQueryEventSource();
protected Map<UUID, Card> gameCards = new HashMap<>();
protected Map<UUID, MeldCard> meldCards = new HashMap<>(0);
protected Map<Zone, Map<UUID, MageObject>> lki = new EnumMap<>(Zone.class);
protected Map<Zone, Map<UUID, CardState>> lkiCardState = new EnumMap<>(Zone.class);
protected Map<UUID, Map<Integer, MageObject>> lkiExtended = new HashMap<>();
// Used to check if an object was moved by the current effect in resolution (so Wrath like effect can be handled correctly)
protected Map<Zone, Set<UUID>> lkiShortLiving = new EnumMap<>(Zone.class);
// Permanents entering the Battlefield while handling replacement effects before they are added to the battlefield
protected Map<UUID, Permanent> permanentsEntering = new HashMap<>();
// used to set the counters a permanent adds the battlefield (if no replacement effect is used e.g. Persist)
protected Map<UUID, Counters> enterWithCounters = new HashMap<>();
protected GameState state;
private transient Stack<Integer> savedStates = new Stack<>(); // bookmarks - 0-base refs to gameStates
protected transient GameStates gameStates = new GameStates();
// game states to allow player rollback
protected transient Map<Integer, GameState> gameStatesRollBack = new HashMap<>();
protected transient boolean executingRollback;
protected transient int turnToGoToForRollback;
protected Date startTime;
protected Date endTime;
protected UUID startingPlayerId;
protected UUID winnerId;
protected boolean gameStopped = false;
protected RangeOfInfluence range;
protected Mulligan mulligan;
protected MultiplayerAttackOption attackOption;
protected GameOptions gameOptions;
protected String startMessage;
private boolean scopeRelevant = false; // replacement effects: used to indicate that currently applied replacement effects have to check for scope relevance (614.12 13/01/18)
private boolean saveGame = false; // replay code, not done
private int priorityTime; // Match time limit (per player). Set at the start of the match and only goes down.
private int bufferTime; // Buffer time before priority time starts going down. Buffer time is refreshed every time the timer starts.
private final int startingLife;
private final int startingHandSize;
private final int minimumDeckSize;
protected transient PlayerList playerList; // auto-generated from state, don't copy
// infinite loop check (temporary data, do not copy)
private transient int infiniteLoopCounter; // used to check if the game is in an infinite loop
private transient int lastNumberOfAbilitiesOnTheStack; // used to check how long no new ability was put to stack
private transient List<Integer> lastPlayersLifes = null; // if life is going down, it's no infinite loop
private transient final LinkedList<UUID> stackObjectsCheck = new LinkedList<>(); // used to check if different sources used the stack
// temporary store for income concede commands, don't copy
private final LinkedList<UUID> concedingPlayers = new LinkedList<>();
public GameImpl(MultiplayerAttackOption attackOption, RangeOfInfluence range, Mulligan mulligan, int minimumDeckSize, int startingLife, int startingHandSize) {
this.id = UUID.randomUUID();
this.range = range;
this.mulligan = mulligan;
this.attackOption = attackOption;
this.state = new GameState();
this.startingLife = startingLife;
this.startingHandSize = startingHandSize;
this.executingRollback = false;
this.minimumDeckSize = minimumDeckSize;
initGameDefaultWatchers();
}
protected GameImpl(final GameImpl game) {
//this.customData = game.customData; // temporary data, no need on game copy
//this.losingPlayer = game.losingPlayer; // temporary data, no need on game copy
this.aiGame = game.aiGame;
this.simulation = game.simulation;
this.checkPlayableState = game.checkPlayableState;
this.id = game.id;
this.totalErrorsCount.set(game.totalErrorsCount.get());
this.ready = game.ready;
//this.tableEventSource = game.tableEventSource; // client-server part, not need on copy/simulations
//this.playerQueryEventSource = game.playerQueryEventSource; // client-server part, not need on copy/simulations
this.gameCards = CardUtil.deepCopyObject(game.gameCards);
this.meldCards = CardUtil.deepCopyObject(game.meldCards);
this.lki = CardUtil.deepCopyObject(game.lki);
this.lkiCardState = CardUtil.deepCopyObject(game.lkiCardState);
this.lkiExtended = CardUtil.deepCopyObject(game.lkiExtended);
this.lkiShortLiving = CardUtil.deepCopyObject(game.lkiShortLiving);
this.permanentsEntering = CardUtil.deepCopyObject(game.permanentsEntering);
this.enterWithCounters = CardUtil.deepCopyObject(game.enterWithCounters);
this.state = game.state.copy();
// client-server part, not need on copy/simulations:
/*
this.savedStates = game.savedStates;
this.gameStates = game.gameStates;
this.gameStatesRollBack = game.gameStatesRollBack;
this.executingRollback = game.executingRollback;
this.turnToGoToForRollback = game.turnToGoToForRollback;
*/
this.startTime = game.startTime;
this.endTime = game.endTime;
this.startingPlayerId = game.startingPlayerId;
this.winnerId = game.winnerId;
this.gameStopped = game.gameStopped;
this.range = game.range;
this.mulligan = game.mulligan.copy();
this.attackOption = game.attackOption;
this.gameOptions = game.gameOptions.copy();
this.startMessage = game.startMessage;
this.scopeRelevant = game.scopeRelevant;
this.saveGame = game.saveGame;
this.priorityTime = game.priorityTime;
this.bufferTime = game.bufferTime;
this.startingLife = game.startingLife;
this.startingHandSize = game.startingHandSize;
this.minimumDeckSize = game.minimumDeckSize;
//this.playerList = game.playerList; // auto-generated list, don't copy
// loop check code, no need to copy
/*
this.infiniteLoopCounter = game.infiniteLoopCounter;
this.lastNumberOfAbilitiesOnTheStack = game.lastNumberOfAbilitiesOnTheStack;
this.lastPlayersLifes = game.lastPlayersLifes;
this.stackObjectsCheck = game.stackObjectsCheck;
*/
}
@Override
public boolean isSimulation() {
return simulation;
}
@Override
public Game createSimulationForAI() {
Game res = this.copy();
((GameImpl) res).simulation = true;
((GameImpl) res).aiGame = true;
return res;
}
@Override
public Game createSimulationForPlayableCalc() {
Game res = this.copy();
((GameImpl) res).simulation = true;
((GameImpl) res).checkPlayableState = true;
return res;
}
@Override
public boolean inCheckPlayableState() {
return checkPlayableState;
}
@Override
public UUID getId() {
return id;
}
@Override
public Object getCustomData() {
return customData;
}
@Override
public void setCustomData(Object data) {
this.customData = data;
}
@Override
public GameOptions getOptions() {
if (gameOptions != null) {
return gameOptions;
}
return new GameOptions(); // happens during the first game updates
}
@Override
public void loadCards(Set<Card> cards, UUID ownerId) {
for (Card card : cards) {
if (card instanceof PermanentCard) {
// TODO: impossible use case, can be deleted?
// trying to put permanent card to battlefield
card = ((PermanentCard) card).getCard();
}
// usage hints:
// - each card and parts must be initialized here before usage
// - it add card/part to starting zone, assign abilities and init watchers
// - warning, if you add new type here then getInitAbilities must be
// implemented too (it allows to split abilities between card and parts)
// main card
card.setOwnerId(ownerId);
addCardToState(card);
// parts
if (card instanceof SplitCard) {
// left
Card leftCard = ((SplitCard) card).getLeftHalfCard();
leftCard.setOwnerId(ownerId);
addCardToState(leftCard);
// right
Card rightCard = ((SplitCard) card).getRightHalfCard();
rightCard.setOwnerId(ownerId);
addCardToState(rightCard);
} else if (card instanceof ModalDoubleFacedCard) {
// left
Card leftCard = ((ModalDoubleFacedCard) card).getLeftHalfCard();
leftCard.setOwnerId(ownerId);
addCardToState(leftCard);
// right
Card rightCard = ((ModalDoubleFacedCard) card).getRightHalfCard();
rightCard.setOwnerId(ownerId);
addCardToState(rightCard);
} else if (card instanceof AdventureCard) {
Card spellCard = ((AdventureCard) card).getSpellCard();
spellCard.setOwnerId(ownerId);
addCardToState(spellCard);
} else if (card.isTransformable() && card.getSecondCardFace() != null) {
Card nightCard = card.getSecondCardFace();
nightCard.setOwnerId(ownerId);
addCardToState(nightCard);
} else if (card.getMeldsToClazz() != null) {
// meld card will be added and init on meld effect resolve, so ignore it here
// TODO: rework meld logic cause card with watchers must be added on game init
// (possible bugs: miss watcher related data in meld cards/rules/hints)
}
}
}
private void addCardToState(Card card) {
gameCards.put(card.getId(), card);
state.addCard(card);
}
@Override
public Collection<Card> getCards() {
return gameCards.values();
}
@Override
public void addMeldCard(UUID meldId, MeldCard meldCard) {
meldCards.put(meldId, meldCard);
}
@Override
public MeldCard getMeldCard(UUID meldId) {
return meldCards.get(meldId);
}
@Override
public void addPlayer(Player player, Deck deck) {
player.useDeck(deck, this);
state.addPlayer(player);
initPlayerDefaultWatchers(player.getId());
}
@Override
public RangeOfInfluence getRangeOfInfluence() {
return range;
}
@Override
public MultiplayerAttackOption getAttackOption() {
return attackOption;
}
@Override
public Player getPlayer(UUID playerId) {
if (playerId == null) {
return null;
}
return state.getPlayer(playerId);
}
@Override
public Player getPlayerOrPlaneswalkerController(UUID playerId) {
Player player = getPlayer(playerId);
if (player != null) {
return player;
}
Permanent permanent = getPermanent(playerId);
if (permanent == null) {
return null;
}
player = getPlayer(permanent.getControllerId());
return player;
}
@Override
public MageObject getObject(UUID objectId) {
if (objectId == null) {
return null;
}
MageObject object;
if (state.getBattlefield().containsPermanent(objectId)) {
object = state.getBattlefield().getPermanent(objectId);
return object;
}
if (getPermanentsEntering().containsKey(objectId)) {
return getPermanentEntering(objectId);
}
for (StackObject item : state.getStack()) {
if (item.getId().equals(objectId)) {
return item;
}
if (item instanceof Spell && item.getSourceId().equals(objectId)) {
return item;
}
}
for (CommandObject commandObject : state.getCommand()) {
if (commandObject.getId().equals(objectId)) {
return commandObject;
}
}
object = getCard(objectId);
if (object == null) {
for (Designation designation : state.getDesignations()) {
if (designation.getId().equals(objectId)) {
return designation;
}
}
for (Emblem emblem : state.getHelperEmblems()) {
if (emblem.getId().equals(objectId)) {
return emblem;
}
}
// can be an ability of a sacrificed Token trying to get it's source object
object = getLastKnownInformation(objectId, Zone.BATTLEFIELD);
}
return object;
}
@Override
public MageObject getObject(Ability source) {
return source != null ? getObject(source.getSourceId()) : null;
}
/**
* Get permanent, card or command object (not spell or ability on the stack)
*
* @param objectId
* @return
*/
@Override
public MageObject getBaseObject(UUID objectId) {
if (objectId == null) {
return null;
}
MageObject object;
if (state.getBattlefield().containsPermanent(objectId)) {
object = state.getBattlefield().getPermanent(objectId);
return object;
}
// can be an ability of a sacrificed Token trying to get it's source object
object = getLastKnownInformation(objectId, Zone.BATTLEFIELD);
if (object != null) {
return object;
}
for (CommandObject commandObject : state.getCommand()) {
if (commandObject instanceof Commander && commandObject.getId().equals(objectId)) {
return commandObject;
}
}
object = getCard(objectId);
if (object == null) {
for (CommandObject commandObject : state.getCommand()) {
if (commandObject.getId().equals(objectId)) {
return commandObject;
}
}
}
return object;
}
@Override
public MageObject getEmblem(UUID objectId) {
if (objectId == null) {
return null;
}
for (CommandObject commandObject : state.getCommand()) {
if (commandObject.getId().equals(objectId)) {
return commandObject;
}
}
return null;
}
@Override
public Dungeon getDungeon(UUID objectId) {
return state
.getCommand()
.stream()
.filter(commandObject -> commandObject.getId().equals(objectId))
.filter(Dungeon.class::isInstance)
.map(Dungeon.class::cast)
.findFirst()
.orElse(null);
}
@Override
public Dungeon getPlayerDungeon(UUID playerId) {
return state
.getCommand()
.stream()
.filter(commandObject -> commandObject.isControlledBy(playerId))
.filter(Dungeon.class::isInstance)
.map(Dungeon.class::cast)
.findFirst()
.orElse(null);
}
private void removeDungeon(Dungeon dungeon) {
if (dungeon == null) {
return;
}
Player player = getPlayer(dungeon.getControllerId());
if (player != null) {
informPlayers(player.getLogName() + " has completed " + dungeon.getLogName());
}
state.getCommand().remove(dungeon);
fireEvent(GameEvent.getEvent(
GameEvent.EventType.DUNGEON_COMPLETED, dungeon.getId(), null,
dungeon.getControllerId(), dungeon.getName(), 0
));
}
private Dungeon getOrCreateDungeon(UUID playerId, boolean undercity) {
Dungeon dungeon = this.getPlayerDungeon(playerId);
if (dungeon != null && dungeon.hasNextRoom()) {
return dungeon;
}
removeDungeon(dungeon);
return this.addDungeon(undercity ? new UndercityDungeon() : Dungeon.selectDungeon(playerId, this), playerId);
}
@Override
public void ventureIntoDungeon(UUID playerId, boolean isEnterToUndercity) {
if (playerId == null) {
return;
}
if (replaceEvent(GameEvent.getEvent(GameEvent.EventType.VENTURE, playerId, null, playerId))) {
return;
}
this.getOrCreateDungeon(playerId, isEnterToUndercity).moveToNextRoom(playerId, this);
fireEvent(GameEvent.getEvent(GameEvent.EventType.VENTURED, playerId, null, playerId));
}
private TheRingEmblem getOrCreateTheRing(UUID playerId) {
TheRingEmblem emblem = state
.getCommand()
.stream()
.filter(TheRingEmblem.class::isInstance)
.map(TheRingEmblem.class::cast)
.filter(commandObject -> commandObject.isControlledBy(playerId))
.findFirst()
.orElse(null);
if (emblem != null) {
return emblem;
}
TheRingEmblem newEmblem = new TheRingEmblem(playerId);
state.addCommandObject(newEmblem);
return newEmblem;
}
@Override
public void temptWithTheRing(UUID playerId) {
Player player = getPlayer(playerId);
if (player == null) {
return;
}
player.chooseRingBearer(this);
getOrCreateTheRing(playerId).addNextAbility(this);
Permanent ringbearer = player.getRingBearer(this);
UUID ringbearerId = ringbearer == null ? null : ringbearer.getId();
fireEvent(GameEvent.getEvent(GameEvent.EventType.TEMPTED_BY_RING, ringbearerId, null, playerId));
}
@Override
public boolean hasDayNight() {
return state.isHasDayNight();
}
@Override
public void setDaytime(boolean daytime) {
if (!state.isHasDayNight()) {
informPlayers("It has become " + (daytime ? "day" : "night"));
}
if (!state.setDaytime(daytime)) {
return;
}
// TODO: add day/night sound effect
informPlayers("It has become " + (daytime ? "day" : "night"));
fireEvent(GameEvent.getEvent(GameEvent.EventType.BECOMES_DAY_NIGHT, null, null, null));
for (Permanent permanent : state.getBattlefield().getAllPermanents()) {
if ((daytime && permanent.getAbilities(this).containsClass(NightboundAbility.class))
|| (!daytime && permanent.getAbilities(this).containsClass(DayboundAbility.class))) {
permanent.transform(null, this, true);
}
}
}
@Override
public boolean checkDayNight(boolean daytime) {
return state.isHasDayNight() && state.isDaytime() == daytime;
}
@Override
public UUID getOwnerId(UUID objectId) {
return getOwnerId(getObject(objectId));
}
@Override
public UUID getOwnerId(MageObject object) {
if (object instanceof Spell) {
return ((Spell) object).getOwnerId();
}
if (object instanceof StackObject) {
// maybe this is not correct in all cases?
return ((StackObject) object).getControllerId();
}
if (object instanceof CommandObject) {
return ((CommandObject) object).getControllerId();
}
if (object instanceof Card) {
return ((Card) object).getOwnerId();
}
return null;
}
@Override
public UUID getControllerId(UUID objectId) {
if (objectId == null) {
return null;
}
MageObject object = getObject(objectId);
if (object != null) {
if (object instanceof StackObject) {
return ((StackObject) object).getControllerId();
} else if (object instanceof Permanent) {
return ((Permanent) object).getControllerId();
} else if (object instanceof CommandObject) {
return ((CommandObject) object).getControllerId();
}
UUID controllerId = getContinuousEffects().getControllerOfSourceId(objectId);
if (controllerId != null) {
return controllerId;
}
// TODO: When is a player the damage source itself? If not possible remove this
Player player = getPlayer(objectId);
if (player != null) {
return player.getId();
}
// No object with controller found so return owner if possible
if (object instanceof Card) {
return ((Card) object).getOwnerId();
}
}
return null;
}
@Override
public Spell getSpell(UUID spellId) {
return state.getStack().getSpell(spellId);
}
/**
* Given the UUID of a spell, this method returns the spell object. If the current game
* state does not contain a spell with the given UUID, this method checks the last known
* information on the stack to look for the spell.
*
* @param spellId - The UUID of a spell to retrieve from the current game state
* @return - The spell object with the given UUID, or null if no spell with the given UUID
* is found
*/
@Override
public Spell getSpellOrLKIStack(UUID spellId) {
Spell spell = state.getStack().getSpell(spellId);
if (spell == null) {
MageObject obj = this.getLastKnownInformation(spellId, Zone.STACK);
// Copied activated abilities may also be retrieved from the stack here.
// This check that obj is instanceof Spell is necessary to avoid throwing
// a ClassCastException, as a StackAbility cannot be cast to Spell. See
// SyrCarahTheBoldTest.java for an example of when this check is relevant.
if (obj instanceof Spell) {
spell = (Spell) obj;
}
}
return spell;
}
@Override
public Permanent getPermanent(UUID permanentId) {
return state.getPermanent(permanentId);
}
@Override
public Permanent getPermanentOrLKIBattlefield(UUID permanentId) {
Permanent permanent = state.getPermanent(permanentId);
if (permanent == null) {
permanent = (Permanent) this.getLastKnownInformation(permanentId, Zone.BATTLEFIELD);
}
return permanent;
}
@Override
public Permanent getPermanentOrLKIBattlefield(MageObjectReference permanentRef) {
UUID id = permanentRef.getSourceId();
Permanent permanent = state.getPermanent(id);
if (permanent == null || state.getZoneChangeCounter(id) != permanentRef.getZoneChangeCounter()) {
permanent = (Permanent) this.getLastKnownInformation(id, Zone.BATTLEFIELD, permanentRef.getZoneChangeCounter());
}
return permanent;
}
@Override
public Permanent getPermanentEntering(UUID permanentId) {
return permanentsEntering.get(permanentId);
}
@Override
public Map<UUID, Permanent> getPermanentsEntering() {
return permanentsEntering;
}
@Override
public Card getCard(UUID cardId) {
if (cardId == null) {
return null;
}
Card card = gameCards.get(cardId);
if (card == null) {
card = state.getCopiedCard(cardId);
}
if (card == null) {
card = this.getMeldCard(cardId);
}
// copied cards removes, but delayed triggered possible from it, see https://github.com/magefree/mage/issues/5437
// TODO: remove that workround after LKI rework, see GameState.copyCard
if (card == null) {
card = (Card) state.getValue(GameState.COPIED_CARD_KEY + cardId);
}
return card;
}
@Override
public Optional<Ability> getAbility(UUID abilityId, UUID sourceId) {
MageObject object = getObject(sourceId);
if (object != null) {
return object.getAbilities().get(abilityId);
}
return Optional.empty();
}
@Override
public void setZone(UUID objectId, Zone zone) {
state.setZone(objectId, zone);
}
@Override
public GameStates getGameStates() {
return gameStates;
}
@Override
public void loadGameStates(GameStates states) {
this.gameStates = states;
}
@Override
public void saveState(boolean bookmark) {
if (!simulation && gameStates != null) {
if (bookmark || saveGame) {
gameStates.save(state);
}
}
}
@Override
public void setConcedingPlayer(UUID playerId) {
// request to concede a player (can be called for any player at any moment by concede button, connection fail, etc)
// warning, it's important to process real concede in game thread only (on priority)
// concede queue (who requested concede)
if (!concedingPlayers.contains(playerId)) {
concedingPlayers.add(playerId);
}
Player currentPriorityPlayer = null;
if (state.getPriorityPlayerId() != null) {
currentPriorityPlayer = getPlayer(state.getPriorityPlayerId()); // started game
} else if (state.getChoosingPlayerId() != null) {
currentPriorityPlayer = getPlayer(state.getChoosingPlayerId()); // not started game
}
// if something wrong with a game - it's not started, freeze, etc
if (currentPriorityPlayer == null) {
// try to stop
logger.warn("Game don't have priority player - checking game end: " + this);
if (!ThreadUtils.isRunGameThread()) {
// TODO: if server has that logs then it must be researched and fixed
logger.error("Non-game thread can't concede or end games - someone called it from freeze game?");
}
checkConcede(false);
checkIfGameIsOver();
return;
}
// if someone requested concede
if (currentPriorityPlayer.getId().equals(playerId)) {
// concede for itself
// stop current player dialog and execute concede
currentPriorityPlayer.signalPlayerConcede(true);
} else if (currentPriorityPlayer.getTurnControlledBy().equals(playerId)) {
// concede for itself while controlling another player
// stop current player dialog and execute concede
currentPriorityPlayer.signalPlayerConcede(true);
} else {
// concede for another player
// allow current player to continue and check concede on any next priority
currentPriorityPlayer.signalPlayerConcede(false);
}
// game thread can call concede directly
if (ThreadUtils.isRunGameThread()) {
// example: forced lost due state base actions check
checkConcede();
}
}
public void checkConcede() {
checkConcede(true);
}
public void checkConcede(boolean mustRunInGameThread) {
// must run in game thread all the time
if (mustRunInGameThread) {
ThreadUtils.ensureRunInGameThread();
}
UUID playerId = concedingPlayers.poll();
while (playerId != null) {
leave(playerId);
playerId = concedingPlayers.poll();
}
}
@Override
public boolean checkIfGameIsOver() {
if (state.isGameOver()) {
return true;
}
int remainingPlayers = 0;
int numLosers = 0;
for (Player player : state.getPlayers().values()) {
if (!player.hasLeft()) {
remainingPlayers++;
}
if (player.hasLost()) {
numLosers++;
}
}
if (remainingPlayers <= 1 || numLosers >= state.getPlayers().size() - 1) {
end();
if (remainingPlayers == 0 && logger.isDebugEnabled()) {
logger.debug("DRAW for gameId: " + getId());
for (Player player : state.getPlayers().values()) {
logger.debug("-- " + player.getName() + " left: " + (player.hasLeft() ? "Y" : "N") + " lost: " + (player.hasLost() ? "Y" : "N"));
}
}
for (Player player : state.getPlayers().values()) {
if (!player.hasLeft() && !player.hasLost()) {
logger.debug("Player " + player.getName() + " has won gameId: " + this.getId());
player.won(this);
}
}
return true;
}
return false;
}
@Override
public boolean hasEnded() {
return endTime != null;
}
@Override
public boolean isADraw() {
return hasEnded() && winnerId == null;
}
@Override
public String getWinner() {
if (winnerId == null) {
return "Game is a draw";
}
return "Player " + state.getPlayer(winnerId).getName() + " is the winner";
}
@Override
public GameState getState() {
return state;
}
@Override
public int bookmarkState() {
if (!simulation) {
saveState(true);
if (logger.isTraceEnabled()) {
logger.trace("Bookmarking state: " + gameStates.getSize());
}
savedStates.push(gameStates.getSize() - 1);
return savedStates.size();
}
return savedStates.size();
}
/**
* Warning, for inner usage only, use player.restoreState as much as possible instead
*
* @param bookmark
* @param context additional information for error message
* @return current restored state (if all fine)
*/
@Override
public GameState restoreState(int bookmark, String context) {
if (!simulation && !this.hasEnded()) { // if player left or game is over no undo is possible - this could lead to wrong winner
if (bookmark != 0) {
if (!savedStates.contains(bookmark - 1)) {
if (!savedStates.isEmpty()) { // empty if rollback to a turn was requested before, otherwise unclear why
logger.error("It was not possible to do the requested undo operation (bookmark " + (bookmark - 1) + " does not exist) context: " + context);
logger.info("Saved states: " + savedStates.toString());
}
} else {
int stateNum = savedStates.get(bookmark - 1);
removeBookmark(bookmark);
GameState restore = gameStates.rollback(stateNum);
if (restore != null) {
state.restore(restore);
playerList.setCurrent(state.getPlayerByOrderId());
return state;
}
}
}
}
return null;
}
@Override
public void removeBookmark(int bookmark) {
if (!simulation) {
if (bookmark != 0) {
while (savedStates.size() > bookmark) {
savedStates.pop();
}
gameStates.remove(bookmark);
}
}
}
@Override
public void removeBookmark_v2(int bookmark) {
if (!simulation) {
if (bookmark != 0) {
while (savedStates.size() >= bookmark) {
int outdatedIndex = savedStates.pop();
while (gameStates.getSize() - 1 >= outdatedIndex) {
gameStates.remove(gameStates.getSize() - 1);
}
}
}
}
}
private void clearAllBookmarks() {
if (!simulation) {
while (!savedStates.isEmpty()) {
savedStates.pop();
}
gameStates.remove(0);
for (Player player : getPlayers().values()) {
player.setStoredBookmark(-1);
}
}
}
@Override
public int getSavedStateSize() {
if (!simulation) {
return savedStates.size();
}
return 0;
}
@Override
public void cleanUp() {
gameCards.clear();
meldCards.clear();
}
@Override
public void start(UUID choosingPlayerId) {
startTime = new Date();
if (state.getPlayers().values().iterator().hasNext()) {
init(choosingPlayerId);
play(startingPlayerId);
}
}
protected void play(UUID nextPlayerId) {
boolean forcedToFinished = false;
if (!isPaused() && !checkIfGameIsOver()) {
playerList = state.getPlayerList(nextPlayerId);
Player playerByOrder = getPlayer(playerList.get());
state.setPlayerByOrderId(playerByOrder == null ? null : playerByOrder.getId());
// PLAY game
while (!isPaused() && !checkIfGameIsOver()) {
if (!playExtraTurns()) {
break;
}
if (playerByOrder == null) {
logger.error("Can't find next player by order, but game stil run. Finish it.");
forcedToFinished = true;
break;
}
GameEvent event = new GameEvent(GameEvent.EventType.PLAY_TURN, null, null, playerByOrder.getId());
if (!replaceEvent(event)) {
if (!playTurn(playerByOrder)) {
break;
}
}
if (!playExtraTurns()) {
break;
}
playerByOrder = playerList.getNext(this, true);
if (playerByOrder != null) {
state.setPlayerByOrderId(playerByOrder.getId());
}
}
}
// END game
if (checkIfGameIsOver() && !isSimulation() || forcedToFinished) {
winnerId = findWinnersAndLosers();
StringBuilder sb = new StringBuilder("GAME END gameId: ").append(this.getId()).append(' ');
int count = 0;
for (Player player : this.getState().getPlayers().values()) {
if (count > 0) {
sb.append(" - ");
}
sb.append('[').append(player.getName()).append(" => ");
sb.append(player.hasWon() ? "W" : "");
sb.append(player.hasLost() ? "L" : "");
sb.append(player.hasQuit() ? "Q" : "");
sb.append(player.hasIdleTimeout() ? "I" : "");
sb.append(player.hasTimerTimeout() ? "T" : "");
sb.append(']');
count++;
}
logger.debug(sb.toString());
}
}
private boolean playExtraTurns() {
//20091005 - 500.7
TurnMod extraTurn = useNextExtraTurn();
try {
while (extraTurn != null) {
GameEvent event = new GameEvent(GameEvent.EventType.PLAY_TURN, null, null, extraTurn.getPlayerId());
if (!replaceEvent(event)) {
Player extraPlayer = this.getPlayer(extraTurn.getPlayerId());
if (extraPlayer != null && extraPlayer.canRespond()) {
state.setExtraTurnId(extraTurn.getId());
informPlayers(String.format("%s takes an extra turn%s",
extraPlayer.getLogName(),
extraTurn.getInfo()
));
if (!playTurn(extraPlayer)) {
return false;
}
}
}
extraTurn = useNextExtraTurn();
}
} finally {
state.setExtraTurnId(null);
}
return true;
}
private TurnMod useNextExtraTurn() {
boolean checkForExtraTurn = true;
while (checkForExtraTurn) {
// user's logs generated in parent method
TurnMod extraTurn = getState().getTurnMods().useNextExtraTurn();
if (extraTurn != null) {
GameEvent event = new GameEvent(GameEvent.EventType.EXTRA_TURN, extraTurn.getId(), null, extraTurn.getPlayerId());
if (!replaceEvent(event)) {
return extraTurn;
}
} else {
checkForExtraTurn = false;
}
}
return null;
}
private boolean playTurn(Player player) {
boolean skipTurn = false;
do {
if (executingRollback) {
rollbackTurnsExecution(turnToGoToForRollback);
player = getPlayer(state.getActivePlayerId());
} else {
state.setActivePlayerId(player.getId());
saveRollBackGameState();
}
if (checkStopOnTurnOption()) {
return false;
}
skipTurn = state.getTurn().play(this, player);
} while (executingRollback);
if (isPaused() || checkIfGameIsOver()) {
return false;
}
if (!skipTurn) {
endOfTurn();
state.setTurnNum(state.getTurnNum() + 1);
}
return true;
}
@Override
public void resume() {
playerList = state.getPlayerList(state.getActivePlayerId());
Player player = getPlayer(playerList.get());
boolean wasPaused = state.isPaused();
state.resume();
if (!checkIfGameIsOver()) {
fireInformEvent("Turn " + state.getTurnNum());
if (checkStopOnTurnOption()) {
return;
}
state.getTurn().resumePlay(this, wasPaused);
if (!isPaused() && !checkIfGameIsOver()) {
endOfTurn();
Player nextPlayer = playerList.getNext(this, true);
if (nextPlayer != null) {
player = nextPlayer;
}
state.setTurnNum(state.getTurnNum() + 1);
}
}
play(player.getId());
}
private boolean checkStopOnTurnOption() {
if (gameOptions.stopOnTurn != null && gameOptions.stopAtStep == PhaseStep.UNTAP) {
if (gameOptions.stopOnTurn.equals(state.getTurnNum())) {
winnerId = null; //DRAW
saveState(false);
return true;
}
}
return false;
}
protected void init(UUID choosingPlayerId) {
for (Player player : state.getPlayers().values()) {
player.beginTurn(this);
// init only if match is with timer (>0) and time left was not set yet (== MAX_VALUE).
// otherwise the priorityTimeLeft is set in {@link MatchImpl.initGame)
if (priorityTime > 0 && player.getPriorityTimeLeft() == Integer.MAX_VALUE) {
initTimer(player.getId());
}
}
if (startMessage == null || startMessage.isEmpty()) {
startMessage = "Game has started";
}
fireStatusEvent(startMessage, false, false);
saveState(false);
if (checkIfGameIsOver()) {
return;
}
// Apply shield counter mechanic from SNC
state.addAbility(new SimpleStaticAbility(Zone.ALL, new ShieldCounterEffect()), null);
// Apply stun counter mechanic
state.addAbility(new SimpleStaticAbility(Zone.ALL, new StunCounterEffect()), null);
// Apply finality counter mechanic
state.addAbility(new SimpleStaticAbility(Zone.ALL, new FinalityCounterEffect()), null);
// Handle companions
Map<Player, Card> playerCompanionMap = new HashMap<>();
for (Player player : state.getPlayers().values()) {
// Make a list of legal companions present in the sideboard
Set<Card> cards = new HashSet<>(player.getLibrary().getCards(this));
Set<Card> potentialCompanions = new HashSet<>();
for (Card card : player.getSideboard().getUniqueCards(this)) {
for (Ability ability : card.getAbilities(this)) {
if (ability instanceof CompanionAbility) {
CompanionAbility companionAbility = (CompanionAbility) ability;
if (companionAbility.isLegal(cards, minimumDeckSize)) {
potentialCompanions.add(card);
break;
}
}
}
}
// Choose a companion from the list of legal companions
for (Card card : potentialCompanions) {
if (player.chooseUse(Outcome.Benefit, "Use " + card.getLogName() + " as your companion?", null, this)) {
playerCompanionMap.put(player, card);
break;
}
}
}
// Announce companions and set the companion effect
playerCompanionMap.forEach((player, companion) -> {
if (companion != null) {
this.informPlayers(player.getLogName() + " has chosen " + companion.getLogName() + " as their companion.");
this.getState().getCompanion().update(player.getName() + "'s companion", new CardsImpl(companion));
}
});
//20091005 - 103.1
if (!gameOptions.skipInitShuffling) { //don't shuffle in test mode for card injection on top of player's libraries
for (Player player : state.getPlayers().values()) {
player.shuffleLibrary(null, this);
}
}
//20091005 - 103.2
Player choosingPlayer = null;
if (startingPlayerId == null) {
TargetPlayer targetPlayer = new TargetPlayer();
targetPlayer.withTargetName("starting player");
if (choosingPlayerId != null) {
choosingPlayer = this.getPlayer(choosingPlayerId);
if (choosingPlayer != null && !choosingPlayer.canRespond()) {
choosingPlayer = null;
}
}
if (choosingPlayer == null) {
choosingPlayerId = pickChoosingPlayer();
if (choosingPlayerId == null) {
return;
}
choosingPlayer = getPlayer(choosingPlayerId);
}
if (choosingPlayer == null) {
return;
}
getState().setChoosingPlayerId(choosingPlayerId); // needed to start/stop the timer if active
if (choosingPlayer.choose(Outcome.Benefit, targetPlayer, null, this)) {
startingPlayerId = targetPlayer.getTargets().get(0);
} else if (getState().getPlayers().size() < 3) {
// not possible to choose starting player, choosing player has probably conceded, so stop here
return;
}
}
if (startingPlayerId == null) {
// choose any available player as starting player
for (Player player : state.getPlayers().values()) {
if (player.canRespond()) {
startingPlayerId = player.getId();
break;
}
}
if (startingPlayerId == null) {
return;
}
}
Player startingPlayer = state.getPlayer(startingPlayerId);
if (startingPlayer == null) {
logger.debug("Starting player not found. playerId:" + startingPlayerId);
return;
}
sendStartMessage(choosingPlayer, startingPlayer);
//20091005 - 103.3
for (UUID playerId : state.getPlayerList(startingPlayerId)) {
Player player = getPlayer(playerId);
if (!gameOptions.testMode || player.getLife() == 0) {
player.initLife(this.getStartingLife());
}
if (!gameOptions.testMode) {
mulligan.drawHand(startingHandSize, player, this);
}
}
//20091005 - 103.4
mulligan.executeMulliganPhase(this, startingHandSize);
getState().setChoosingPlayerId(null);
state.resetWatchers(); // watcher objects from cards are reused during match so reset all card watchers already added
//20100716 - 103.5
for (UUID playerId : state.getPlayerList(startingPlayerId)) {
Player player = getPlayer(playerId);
Cards cardsWithOpeningAction = new CardsImpl();
for (Card card : player.getHand().getCards(this)) {
for (Ability ability : card.getAbilities(this)) {
if (ability instanceof OpeningHandAction) {
OpeningHandAction action = (OpeningHandAction) ability;
if (action.isOpeningHandActionAllowed(card, player, this)) {
cardsWithOpeningAction.add(card);
}
}
}
}
while (!cardsWithOpeningAction.isEmpty() && player.canRespond()) {
Card card;
if (cardsWithOpeningAction.size() > 1) {
TargetCard targetCard = new TargetCard(1, Zone.HAND, new FilterCard("card for opening hand action"));
player.chooseTarget(Outcome.Benefit, cardsWithOpeningAction, targetCard, null, this);
card = getCard(targetCard.getFirstTarget());
} else {
card = cardsWithOpeningAction.getRandom(this);
}
if (card != null) {
for (Ability ability : card.getAbilities(this)) {
if (ability instanceof OpeningHandAction) {
OpeningHandAction action = (OpeningHandAction) ability;
if (action.askUseOpeningHandAction(card, player, this)) {
action.doOpeningHandAction(card, player, this);
}
}
}
}
cardsWithOpeningAction.remove(card);
}
}
// 20180408 - 901.5
if (gameOptions.planeChase) {
Plane plane = Plane.createRandomPlane();
plane.setControllerId(startingPlayerId);
addPlane(plane, startingPlayerId);
state.setPlaneChase(this, gameOptions.planeChase);
}
if (!gameOptions.perPlayerEmblemCards.isEmpty()) {
for (UUID playerId : state.getPlayerList(startingPlayerId)) {
for (DeckCardInfo info : gameOptions.perPlayerEmblemCards) {
Card card = EmblemOfCard.cardFromDeckInfo(info);
Emblem emblem = new EmblemOfCard(card);
addEmblem(emblem, card, playerId);
for (Ability ability : emblem.getAbilities()) {
state.addAbility(ability, null, emblem);
}
}
}
}
if (!gameOptions.globalEmblemCards.isEmpty()) {
for (DeckCardInfo info : gameOptions.globalEmblemCards) {
Card card = EmblemOfCard.cardFromDeckInfo(info);
Emblem emblem = new EmblemOfCard(card);
addEmblem(emblem, card, startingPlayerId);
for (Ability ability : emblem.getAbilities()) {
state.addAbility(ability, null, emblem);
}
}
}
initGameDefaultHelperEmblems();
}
public void initGameDefaultWatchers() {
List<Watcher> newWatchers = new ArrayList<>();
newWatchers.add(new CastSpellLastTurnWatcher());
newWatchers.add(new PlayerLostLifeWatcher());
newWatchers.add(new FirstStrikeWatcher()); // required for combat code
newWatchers.add(new BlockedAttackerWatcher());
newWatchers.add(new PlanarRollWatcher()); // needed for RollDiceTest (planechase code needs improves)
newWatchers.add(new AttackedThisTurnWatcher());
newWatchers.add(new CardsDrawnThisTurnWatcher());
newWatchers.add(new ManaSpentToCastWatcher());
newWatchers.add(new ManaPaidSourceWatcher());
newWatchers.add(new BlockingOrBlockedWatcher());
newWatchers.add(new EndStepCountWatcher());
newWatchers.add(new CommanderPlaysCountWatcher()); // commander plays count uses in non commander games by some cards
newWatchers.add(new CreaturesDiedWatcher());
newWatchers.add(new TemptedByTheRingWatcher());
newWatchers.add(new SpellsCastWatcher());
newWatchers.add(new AttackedOrBlockedThisCombatWatcher()); // required for tests
// runtime check - allows only GAME scope (one watcher per game)
newWatchers.forEach(watcher -> {
if (!watcher.getScope().equals(WatcherScope.GAME)) {
throw new IllegalStateException("Game default watchers must have GAME scope: " + watcher.getClass().getCanonicalName());
}
});
newWatchers.forEach(getState()::addWatcher);
}
public void initPlayerDefaultWatchers(UUID playerId) {
PlayerDamagedBySourceWatcher playerDamagedBySourceWatcher = new PlayerDamagedBySourceWatcher();
playerDamagedBySourceWatcher.setControllerId(playerId);
getState().addWatcher(playerDamagedBySourceWatcher);
BloodthirstWatcher bloodthirstWatcher = new BloodthirstWatcher();
bloodthirstWatcher.setControllerId(playerId);
getState().addWatcher(bloodthirstWatcher);
}
/**
* Add source of some global effects (as hidden emblems), so users will see good image in stack and logs
*/
public void initGameDefaultHelperEmblems() {
// Rad Counter's trigger source
for (UUID playerId : state.getPlayerList(startingPlayerId)) {
// This is not a real emblem. Just a fake source for the
// inherent trigger ability related to Rad counters
// Faking a source just to display something on the stack ability.
state.addHelperEmblem(new RadiationEmblem(), playerId);
}
// global card hints for better UX
for (UUID playerId : state.getPlayerList(startingPlayerId)) {
state.addHelperEmblem(new XmageHelperEmblem().withCardHint("storm counter", StormAbility.getHint()), playerId);
state.addHelperEmblem(new XmageHelperEmblem().withCardHint("day or night", DayNightHint.instance), playerId);
}
}
protected void sendStartMessage(Player choosingPlayer, Player startingPlayer) {
StringBuilder message = new StringBuilder();
if (choosingPlayer != null) {
message.append(choosingPlayer.getLogName()).append(" chooses that ");
}
if (choosingPlayer != null && choosingPlayer.getId().equals(startingPlayer.getId())) {
message.append("they");
} else {
message.append(startingPlayer.getLogName());
}
message.append(" take the first turn");
this.informPlayers(message.toString());
}
protected UUID findWinnersAndLosers() {
UUID winnerIdFound = null;
for (Player player : state.getPlayers().values()) {
if (player.hasWon()) {
logger.debug(player.getName() + " has won gameId: " + getId());
winnerIdFound = player.getId();
break;
}
if (!player.hasLost() && !player.hasLeft()) {
logger.debug(player.getName() + " has not lost so they won gameId: " + this.getId());
player.won(this);
winnerIdFound = player.getId();
break;
}
}
for (Player player : state.getPlayers().values()) {
if (winnerIdFound != null && !player.getId().equals(winnerIdFound) && !player.hasLost()) {
player.lost(this);
}
}
return winnerIdFound;
}
protected void endOfTurn() {
for (Player player : getPlayers().values()) {
player.endOfTurn(this);
}
state.resetWatchers();
// Could be done any time as long as the stack is empty
// Tags are stored in the game state as a spell resolves into a permanent
// and must be kept while any abilities with that permanent as a source could resolve
state.cleanupPermanentCostsTags(this);
}
protected UUID pickChoosingPlayer() {
UUID[] players = getPlayers().keySet().toArray(new UUID[0]);
UUID playerId;
while (!hasEnded()) {
playerId = players[RandomUtil.nextInt(players.length)];
Player player = getPlayer(playerId);
if (player != null && player.canRespond()) {
fireInformEvent(state.getPlayer(playerId).getLogName() + " won the toss");
return player.getId();
}
}
logger.debug("Game was not possible to pick a choosing player. GameId:" + getId());
return null;
}
@Override
public void pause() {
state.pause();
}
@Override
public boolean isPaused() {
return state.isPaused();
}
@Override
public void end() {
if (!state.isGameOver()) {
logger.debug("END of gameId: " + this.getId());
endTime = new Date();
state.endGame();
// inform players about face down cards
state.getBattlefield().getAllPermanents()
.stream()
.filter(permanent -> permanent.isFaceDown(this))
.map(permanent -> {
Player player = this.getPlayer(permanent.getControllerId());
Card card = permanent.getMainCard();
if (card != null) {
return String.format("Face down card reveal: %s had %s",
(player == null ? "Unknown" : player.getLogName()),
card.getLogName());
} else {
return null;
}
})
.filter(Objects::nonNull)
.sorted()
.forEach(this::informPlayers);
// cancel all player dialogs/feedbacks
for (Player player : state.getPlayers().values()) {
player.abort();
}
}
}
@Override
public void addTableEventListener(Listener<TableEvent> listener) {
tableEventSource.addListener(listener);
}
@Override
public int mulliganDownTo(UUID playerId) {
return mulligan.mulliganDownTo(this, playerId);
}
@Override
public void endMulligan(UUID playerId) {
mulligan.endMulligan(this, playerId);
}
@Override
public void mulligan(UUID playerId) {
mulligan.mulligan(this, playerId);
}
@Override
public synchronized void timerTimeout(UUID playerId) {
Player player = state.getPlayer(playerId);
if (player != null) {
player.timerTimeout(this);
} else {
logger.error(new StringBuilder("timerTimeout - player not found - playerId: ").append(playerId));
}
}
@Override
public synchronized void idleTimeout(UUID playerId) {
Player player = state.getPlayer(playerId);
if (player != null) {
player.idleTimeout(this);
} else {
logger.error(new StringBuilder("idleTimeout - player not found - playerId: ").append(playerId));
}
}
@Override
public synchronized void concede(UUID playerId) {
Player player = state.getPlayer(playerId);
if (player != null && !player.hasLost()) {
logger.debug("Player " + player.getName() + " concedes game " + this.getId());
fireInformEvent(player.getLogName() + " has conceded.");
player.concede(this);
}
}
@Override
public synchronized void undo(UUID playerId) {
Player player = state.getPlayer(playerId);
if (player != null) {
int bookmark = player.getStoredBookmark();
if (bookmark != -1) {
player.restoreState(bookmark, "undo", this);
player.setStoredBookmark(-1);
fireUpdatePlayersEvent();
}
}
}
@Override
public void sendPlayerAction(PlayerAction playerAction, UUID playerId, Object data) {
Player player = state.getPlayer(playerId);
if (player != null) {
player.sendPlayerAction(playerAction, this, data);
}
}
@Override
public synchronized void setManaPaymentMode(UUID playerId, boolean autoPayment) {
Player player = state.getPlayer(playerId);
if (player != null) {
player.getUserData().setManaPoolAutomatic(autoPayment);
player.getManaPool().setAutoPayment(autoPayment);
}
}
@Override
public synchronized void setManaPaymentModeRestricted(UUID playerId, boolean autoPaymentRestricted) {
Player player = state.getPlayer(playerId);
if (player != null) {
player.getUserData().setManaPoolAutomaticRestricted(autoPaymentRestricted);
player.getManaPool().setAutoPaymentRestricted(autoPaymentRestricted);
}
}
@Override
public synchronized void setUseFirstManaAbility(UUID playerId, boolean useFirstManaAbility) {
Player player = state.getPlayer(playerId);
if (player != null) {
player.getUserData().setUseFirstManaAbility(useFirstManaAbility);
}
}
@Override
public void playPriority(UUID activePlayerId, boolean resuming) {
if (!this.isSimulation() && this.inCheckPlayableState()) {
throw new IllegalStateException("Wrong code usage. Only simulation games can be in CheckPlayableState");
}
int priorityErrorsCount = 0;
infiniteLoopCounter = 0;
int rollbackBookmarkOnPriorityStart = 0;
clearAllBookmarks();
try {
applyEffects();
while (!isPaused() && !checkIfGameIsOver() && !this.getTurn().isEndTurnRequested()) {
if (!resuming) {
state.getPlayers().resetPassed();
state.getPlayerList().setCurrent(activePlayerId);
} else {
state.getPlayerList().setCurrent(this.getPriorityPlayerId());
}
fireUpdatePlayersEvent();
Player player;
while (!isPaused() && !checkIfGameIsOver()) {
try {
if (rollbackBookmarkOnPriorityStart == 0) {
rollbackBookmarkOnPriorityStart = bookmarkState();
}
player = getPlayer(state.getPlayerList().get());
state.setPriorityPlayerId(player.getId());
while (!player.isPassed() && player.canRespond() && !isPaused() && !checkIfGameIsOver()) {
if (!resuming) {
// 603.3. Once an ability has triggered, its controller puts it on the stack as an object that's not a card the next time a player would receive priority
checkStateAndTriggered();
applyEffects();
if (state.getStack().isEmpty()) {
resetLKI();
}
saveState(false);
if (isPaused() || checkIfGameIsOver()) {
return;
}
// resetPassed should be called if player performs any action
if (player.priority(this)) {
if (executingRollback()) {
return;
}
getState().handleSimultaneousEvent(this); // needed here to handle triggers e.g. from paying costs like sacrificing a creatures before LKIShort is cleared
applyEffects();
}
if (isPaused()) {
return;
}
}
resuming = false;
}
resetShortLivingLKI();
resuming = false;
if (isPaused() || checkIfGameIsOver()) {
return;
}
if (allPassed()) {
if (!state.getStack().isEmpty()) {
//20091005 - 115.4
resolve();
checkConcede();
applyEffects();
state.getPlayers().resetPassed();
fireUpdatePlayersEvent();
resetShortLivingLKI();
break;
} else {
resetLKI();
return;
}
}
} catch (Exception e) {
// INNER error - can continue to execute
this.totalErrorsCount.incrementAndGet();
logger.fatal("Game error: " + getId() + " - " + this, e);
this.fireErrorEvent("Game error occurred: ", e);
// additional info
logger.info("---");
logger.info("Game state on error: " + this);
String info = this.getStack()
.stream()
.map(o -> "* " + o.toString())
.collect(Collectors.joining("\n"));
logger.info(String.format("Stack on error %d: \n%s\n", this.getStack().size(), info));
logger.info("---");
// too many errors - end game
if (priorityErrorsCount > 15) {
throw new MageException("Too many errors, game will be end. Last error: " + e);
}
// rollback to prev state
GameState restoredState = restoreState(rollbackBookmarkOnPriorityStart, "Game error: " + e);
rollbackBookmarkOnPriorityStart = 0;
if (restoredState != null) {
this.informPlayers(String.format("Auto-restored to %s due game error: %s", restoredState, e));
} else {
logger.error("Can't auto-restore to prev state");
}
// count total errors
Player activePlayer = this.getPlayer(getActivePlayerId());
if (activePlayer != null && !activePlayer.isTestsMode()) {
// real game - try to continue
priorityErrorsCount++;
continue;
} else {
// tests - try to fail fast
throw new MageException(UNIT_TESTS_ERROR_TEXT);
}
}
state.getPlayerList().getNext();
}
}
} catch (Exception e) {
// OUTER error - game must end (too many errors also come here)
this.totalErrorsCount.incrementAndGet();
logger.fatal("Game end on critical error: " + e, e);
this.fireErrorEvent("Game end on critical error: " + e, e);
this.end();
// re-raise error in unit tests, so framework can catch it (example: errors in AI simulations)
if (UNIT_TESTS_ERROR_TEXT.equals(e.getMessage())) {
throw new IllegalStateException(UNIT_TESTS_ERROR_TEXT);
}
} finally {
resetLKI();
clearAllBookmarks();
}
}
protected void resolve() {
StackObject top = null;
try {
top = state.getStack().peek();
top.resolve(this);
resetControlAfterSpellResolve(top.getId());
} finally {
if (top != null) {
state.getStack().remove(top, this); // seems partly redundant because move card from stack to grave is already done and the stack removed
checkInfiniteLoop(top.getSourceId());
if (!getTurn().isEndTurnRequested()) {
while (state.hasSimultaneousEvents()) {
state.handleSimultaneousEvent(this);
}
}
}
}
}
@Override
public void resetControlAfterSpellResolve(UUID topId) {
// for Word of Command
Spell spell = getSpellOrLKIStack(topId);
if (spell != null) {
if (spell.getCommandedByPlayerId() != null) {
UUID commandedBy = spell.getCommandedByPlayerId();
UUID spellControllerId;
if (commandedBy.equals(spell.getControllerId())) {
spellControllerId = spell.getSpellAbility().getFirstTarget(); // i.e. resolved spell is Word of Command
} else {
spellControllerId = spell.getControllerId(); // i.e. resolved spell is the target opponent's spell
}
if (spellControllerId != null) {
Player turnController = getPlayer(commandedBy);
if (turnController != null) {
Player targetPlayer = getPlayer(spellControllerId);
if (targetPlayer != null) {
targetPlayer.setGameUnderYourControl(true, false);
informPlayers(turnController.getLogName() + " lost control over " + targetPlayer.getLogName());
if (targetPlayer.getTurnControlledBy().equals(turnController.getId())) {
turnController.getPlayersUnderYourControl().remove(targetPlayer.getId());
}
}
}
}
spell.setCommandedBy(null, null);
}
}
}
/**
* This checks if the stack gets filled iterated, without ever getting empty
* If the defined number of iterations with not more than 4 different
* sourceIds for the removed stack Objects is reached, the players in range
* of the stackObject get asked to confirm a draw. If they do, all
* confirming players get set to a draw.
*
* @param removedStackObjectSourceId
*/
protected void checkInfiniteLoop(UUID removedStackObjectSourceId) {
if (stackObjectsCheck.contains(removedStackObjectSourceId)
&& getStack().size() >= lastNumberOfAbilitiesOnTheStack) {
// Create a list of players life
List<Integer> newLastPlayersLifes = new ArrayList<>();
for (Player player : this.getPlayers().values()) {
newLastPlayersLifes.add(player.getLife());
}
// Check if a player is loosing life
if (lastPlayersLifes != null && lastPlayersLifes.size() == newLastPlayersLifes.size()) {
for (int i = 0; i < newLastPlayersLifes.size(); i++) {
if (newLastPlayersLifes.get(i) < lastPlayersLifes.get(i)) {
// player is loosing life
lastPlayersLifes = null;
infiniteLoopCounter = 0; // reset the infinite counter
break;
}
}
} else {
lastPlayersLifes = newLastPlayersLifes;
}
infiniteLoopCounter++;
if (infiniteLoopCounter > 15) {
Player controller = getPlayer(getControllerId(removedStackObjectSourceId));
if (controller != null) {
for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
Player player = getPlayer(playerId);
if (!player.chooseUse(Outcome.Detriment, "Draw game because of infinite looping?", null, this)) {
informPlayers(controller.getLogName() + " has NOT confirmed that the game is a draw because of infinite looping.");
infiniteLoopCounter = 0;
return;
}
informPlayers(controller.getLogName() + " has confirmed that the game is a draw because of infinite looping.");
}
for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
Player player = getPlayer(playerId);
if (player != null) {
player.drew(this);
}
}
}
}
} else {
stackObjectsCheck.add(removedStackObjectSourceId);
if (stackObjectsCheck.size() > 4) {
stackObjectsCheck.removeFirst();
}
}
lastNumberOfAbilitiesOnTheStack = getStack().size();
}
protected boolean allPassed() {
for (Player player : state.getPlayers().values()) {
if (!player.isPassed() && player.canRespond()) {
return false;
}
}
return true;
}
@Override
public void emptyManaPools(Ability source) {
for (Player player : getPlayers().values()) {
int amount = player.getManaPool().emptyPool(this);
if (state.isManaBurn() && amount > 0) {
player.loseLife(amount, this, source, false);
}
}
}
@Override
public synchronized void applyEffects() {
state.applyEffects(this);
}
@Override
public void processAction() {
state.handleSimultaneousEvent(this);
resetShortLivingLKI();
applyEffects();
state.getTriggers().checkStateTriggers(this);
}
@Override
public void addEffect(ContinuousEffect continuousEffect, Ability source) {
Ability newAbility = source.copy();
newAbility.setSourceObjectZoneChangeCounter(getState().getZoneChangeCounter(source.getSourceId()));
ContinuousEffect newEffect = continuousEffect.copy();
newEffect.newId();
newEffect.init(newAbility, this);
state.addEffect(newEffect, newAbility);
}
@Override
public void addEmblem(Emblem emblem, MageObject sourceObject, Ability source) {
addEmblem(emblem, sourceObject, source.getControllerId());
}
/**
* @param emblem
* @param sourceObject can be null
* @param toPlayerId controller and owner of the emblem
*/
@Override
public void addEmblem(Emblem emblem, MageObject sourceObject, UUID toPlayerId) {
Emblem newEmblem = emblem.copy();
newEmblem.setSourceObjectAndInitImage(sourceObject);
newEmblem.setControllerId(toPlayerId);
newEmblem.assignNewId();
newEmblem.getAbilities().newId();
for (Ability ability : newEmblem.getAbilities()) {
ability.setSourceId(newEmblem.getId());
}
state.addCommandObject(newEmblem);
}
/**
* @param plane
* @param toPlayerId controller and owner of the plane (may only be one
* per game..)
* @return boolean - whether the plane was added successfully or not
*/
@Override
public boolean addPlane(Plane plane, UUID toPlayerId) {
// Implementing planechase as if it were 901.15. Single Planar Deck Option
// Here, can enforce the world plane restriction (the Grand Melee format may have some impact on this implementation)
// Enforce 'world' rule for planes
for (CommandObject cobject : state.getCommand()) {
if (cobject instanceof Plane) {
return false;
}
}
Plane newPlane = plane.copy();
newPlane.setSourceObjectAndInitImage();
newPlane.setControllerId(toPlayerId);
newPlane.assignNewId();
newPlane.getAbilities().newId();
for (Ability ability : newPlane.getAbilities()) {
ability.setSourceId(newPlane.getId());
}
state.addCommandObject(newPlane);
informPlayers("You have planeswalked to " + newPlane.getLogName());
// Fire off the planeswalked event
GameEvent event = new GameEvent(GameEvent.EventType.PLANESWALK, newPlane.getId(), (Ability) null, newPlane.getId(), 0, true);
if (!replaceEvent(event)) {
GameEvent ge = new GameEvent(GameEvent.EventType.PLANESWALKED, newPlane.getId(), (Ability) null, newPlane.getId(), 0, true);
fireEvent(ge);
}
return true;
}
@Override
public void addCommander(Commander commander) {
state.addCommandObject(commander);
}
@Override
public Dungeon addDungeon(Dungeon dungeon, UUID playerId) {
dungeon.setControllerId(playerId);
state.addCommandObject(dungeon);
return dungeon;
}
@Override
public void addPermanent(Permanent permanent, int createOrder) {
if (createOrder == 0) {
createOrder = getState().getNextPermanentOrderNumber();
}
permanent.setCreateOrder(createOrder);
getBattlefield().addPermanent(permanent);
}
@Override
public Permanent copyPermanent(Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier) {
return copyPermanent(Duration.Custom, copyFromPermanent, copyToPermanentId, source, applier);
}
@Override
public Permanent copyPermanent(Duration duration, Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier) {
Permanent newBluePrint = null;
// handle copies of copies
for (Effect effect : getState().getContinuousEffects().getLayeredEffects(this)) {
if (effect instanceof CopyEffect) {
CopyEffect copyEffect = (CopyEffect) effect;
// there is another copy effect that our targetPermanent copies stats from
if (copyEffect.getSourceId().equals(copyFromPermanent.getId())) {
MageObject oldBluePrint = ((CopyEffect) effect).getTarget();
if (oldBluePrint instanceof Permanent) {
// copy it and apply the applier if any
newBluePrint = ((Permanent) oldBluePrint).copy();
}
}
}
}
// if it was no copy of copy take the target itself
if (newBluePrint == null) {
newBluePrint = copyFromPermanent.copy();
// reset to original characteristics
newBluePrint.reset(this);
// workaround to find real copyable characteristics of transformed/facedown/etc permanents
BecomesFaceDownCreatureEffect.FaceDownType faceDownType = BecomesFaceDownCreatureEffect.findFaceDownType(this, copyFromPermanent);
if (faceDownType != null) {
BecomesFaceDownCreatureEffect.makeFaceDownObject(this, null, newBluePrint, faceDownType, null);
}
newBluePrint.assignNewId();
if (copyFromPermanent.isTransformed()) {
TransformAbility.transformPermanent(newBluePrint, this, source);
}
if (copyFromPermanent.isPrototyped()) {
Abilities<Ability> abilities = copyFromPermanent.getAbilities();
for (Ability ability : abilities) {
if (ability instanceof PrototypeAbility) {
((PrototypeAbility) ability).prototypePermanent(newBluePrint, this);
}
}
}
}
if (applier != null) {
applier.apply(this, newBluePrint, source, copyToPermanentId);
}
// save original copy link (handle copy of copies too)
newBluePrint.setCopy(true, (copyFromPermanent.getCopyFrom() != null ? copyFromPermanent.getCopyFrom() : copyFromPermanent));
CopyEffect newCopyEffect = new CopyEffect(duration, newBluePrint, copyToPermanentId);
newCopyEffect.setApplier(applier);
Ability newAbility = source.copy();
newCopyEffect.init(newAbility, this);
// If there are already copy effects with duration = Custom to the same object, remove the existing effects because they no longer have any effect
if (duration == Duration.Custom) {
for (Effect effect : getState().getContinuousEffects().getLayeredEffects(this)) {
if (effect instanceof CopyEffect) {
CopyEffect copyEffect = (CopyEffect) effect;
// there is another copy effect that copies to the same permanent
if (copyEffect.getSourceId().equals(copyToPermanentId) && copyEffect.getDuration() == Duration.Custom) {
copyEffect.discard();
}
}
}
}
state.addEffect(newCopyEffect, newAbility);
return newBluePrint;
}
@Override
public Card copyCard(Card cardToCopy, Ability source, UUID newController) {
return state.copyCard(cardToCopy, newController, this);
}
/**
* For internal use only
*
* @param ability
* @param triggeringEvent
*/
@Override
public void addTriggeredAbility(TriggeredAbility ability, GameEvent triggeringEvent) {
if (ability.getControllerId() == null) {
String sourceName = "no sourceId";
if (ability.getSourceId() != null) {
MageObject mageObject = getObject(ability.getSourceId());
if (mageObject != null) {
sourceName = mageObject.getName();
}
}
logger.fatal("Added triggered ability without controller: " + sourceName + " rule: " + ability.getRule());
return;
}
if (ability instanceof TriggeredManaAbility || ability instanceof DelayedTriggeredManaAbility) {
// 20110715 - 605.4
// 605.4a A triggered mana ability doesnt go on the stack, so it cant be targeted,
// countered, or otherwise responded to. Rather, it resolves immediately after the mana
// ability that triggered it, without waiting for priority.
Ability manaAbility = ability.copy();
if (manaAbility.getSourceObjectZoneChangeCounter() == 0) {
manaAbility.setSourceObjectZoneChangeCounter(getState().getZoneChangeCounter(ability.getSourceId()));
}
if (manaAbility.activate(this, false)) {
manaAbility.resolve(this);
}
} else {
TriggeredAbility newAbility = ability.copy();
newAbility.newId();
if (newAbility.getSourceObjectZoneChangeCounter() == 0) {
newAbility.setSourceObjectZoneChangeCounter(getState().getZoneChangeCounter(ability.getSourceId()));
}
if (!(newAbility instanceof DelayedTriggeredAbility)) {
newAbility.setSourcePermanentTransformCount(this);
}
newAbility.setTriggerEvent(triggeringEvent);
// TODO: non-stack delayed triggers are xmage's workaround to support specific cards
// instead replacement effects usage. That triggers must be executed immediately like mana abilities
// or be reworked, cause current code do not support rule "nothing happens between the two events,
// including state-based actions"
//
// Search related cards by "usesStack = false".
// See conflicting tests in StateBaseTriggeredAbilityTest and BanisherPriestTest
//
// example 1:
// Grasp of Fate: exile ... until Grasp of Fate leaves the battlefield
// The exiled cards return to the battlefield immediately after Grasp of Fate leaves the battlefield. Nothing
// happens between the two events, including state-based actions.
// (2015-11-04)
//
// example 2:
// Banisher Priest: exile ... until Banisher Priest leaves the battlefield
// Banisher Priest's ability causes a zone change with a duration, a new style of ability that's
// somewhat reminiscent of older cards like Oblivion Ring. However, unlike Oblivion Ring, cards
// like Banisher Priest have a single ability that creates two one-shot effects: one that exiles
// the creature when the ability resolves, and another that returns the exiled card to the battlefield
// immediately after Banisher Priest leaves the battlefield.
// (2013-07-01)
// The exiled card returns to the battlefield immediately after Banisher Priest leaves the battlefield.
// Nothing happens between the two events, including state-based actions. The two creatures aren't on
// the battlefield at the same time. For example, if the returning creature is a Clone, it can't enter
// the battlefield as a copy of Banisher Priest.
// (2013-07-01)
//
//
/* possible code:
if (newAbility.isUsesStack()) {
state.addTriggeredAbility(newAbility);
} else {
if (newAbility.activate(this, false)) {
newAbility.resolve(this);
}
}//*/
// original code
state.addTriggeredAbility(newAbility);
}
}
@Override
public UUID addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility, Ability source) {
if (source != null) {
delayedAbility.setSourceId(source.getSourceId());
delayedAbility.setControllerId(source.getControllerId());
}
DelayedTriggeredAbility newAbility = delayedAbility.copy();
newAbility.newId();
if (source != null) {
// Relevant ruling:
// 603.7e If an activated or triggered ability creates a delayed triggered ability,
// the source of that delayed triggered ability is the same as the source of that other ability.
// The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.
// 603.7f If a static ability generates a replacement effect which causes a delayed triggered ability to be created,
// the source of that delayed triggered ability is the object with that static ability.
// The controller of that delayed triggered ability is the same as the controller of that object at the time
// the replacement effect was applied.
//
// There are two possibility for the zcc:
// 1/ the source is an Ability with a valid (not 0) zcc, and we must use the same.
int zcc = source.getSourceObjectZoneChangeCounter();
if (zcc == 0) {
// 2/ the source has not a valid zcc (it is most likely a StaticAbility instantiated at beginning of game)
// we use the source objects's zcc
zcc = getState().getZoneChangeCounter(source.getSourceId());
}
newAbility.setSourceObjectZoneChangeCounter(zcc);
newAbility.setSourcePermanentTransformCount(this);
}
newAbility.init(this);
getState().addDelayedTriggeredAbility(newAbility);
return newAbility.getId();
}
@Override
public UUID fireReflexiveTriggeredAbility(ReflexiveTriggeredAbility reflexiveAbility, Ability source) {
return fireReflexiveTriggeredAbility(reflexiveAbility, source, false);
}
@Override
public UUID fireReflexiveTriggeredAbility(ReflexiveTriggeredAbility reflexiveAbility, Ability source, boolean fireAsSimultaneousEvent) {
UUID uuid = this.addDelayedTriggeredAbility(reflexiveAbility, source);
GameEvent event = GameEvent.getEvent(GameEvent.EventType.OPTION_USED, source.getOriginalId(), source, source.getControllerId());
if (fireAsSimultaneousEvent) {
this.getState().addSimultaneousEvent(event, this);
} else {
this.fireEvent(event);
}
return uuid;
}
/**
* 117.5. Each time a player would get priority, the game first performs all
* applicable state-based actions as a single event (see rule 704,
* “State-Based Actions”), then repeats this process until no state-based
* actions are performed. Then triggered abilities are put on the stack (see
* rule 603, “Handling Triggered Abilities”). These steps repeat in order
* until no further state-based actions are performed and no abilities
* trigger. Then the player who would have received priority does so.
*/
@Override
public boolean checkStateAndTriggered() {
boolean somethingHappened = false;
while (!isPaused() && !checkIfGameIsOver()) {
if (!checkStateBasedActions()) {
// nothing happened so check triggers
state.handleSimultaneousEvent(this);
if (isPaused() || checkIfGameIsOver() || getTurn().isEndTurnRequested() || !checkTriggered()) {
break;
}
}
processAction(); // needed e.g if boost effects end and cause creatures to die
somethingHappened = true;
}
checkConcede();
return somethingHappened;
}
/**
* Sets the waiting triggered abilities (if there are any) to the stack in
* the chosen order by player
*/
boolean checkTriggered() {
boolean played = false;
state.getTriggers().checkStateTriggers(this);
for (UUID playerId : state.getPlayerList(state.getActivePlayerId())) {
Player player = getPlayer(playerId);
while (player.canRespond()) { // player can die or win caused by triggered abilities or leave the game
List<TriggeredAbility> abilities = state.getTriggered(player.getId());
if (abilities.isEmpty()) {
break;
}
// triggered abilities that don't use the stack have to be executed first (e.g. Banisher Priest Return exiled creature
for (Iterator<TriggeredAbility> it = abilities.iterator(); it.hasNext(); ) {
TriggeredAbility triggeredAbility = it.next();
if (!triggeredAbility.isUsesStack()) {
state.removeTriggeredAbility(triggeredAbility);
played |= player.triggerAbility(triggeredAbility, this);
it.remove();
}
}
if (abilities.isEmpty()) {
break;
}
if (abilities.size() == 1) {
state.removeTriggeredAbility(abilities.get(0));
played |= player.triggerAbility(abilities.get(0), this);
} else {
TriggeredAbility ability = player.chooseTriggeredAbility(abilities, this);
if (ability != null) {
state.removeTriggeredAbility(ability);
played |= player.triggerAbility(ability, this);
}
}
}
}
return played;
}
/**
* 117.5. Each time a player would get priority, the game first performs all
* applicable state-based actions as a single event (see rule 704,
* “State-Based Actions”), then repeats this process until no state-based
* actions are performed. Then triggered abilities are put on the stack (see
* rule 603, “Handling Triggered Abilities”). These steps repeat in order
* until no further state-based actions are performed and no abilities
* trigger. Then the player who would have received priority does so.
*/
protected boolean checkStateBasedActions() {
boolean somethingHappened = false;
//20091005 - 704.5a/704.5b/704.5c
for (Player player : state.getPlayers().values()) {
if (!player.hasLost()
&& ((player.getLife() <= 0 && player.canLoseByZeroOrLessLife())
|| player.getLibrary().isEmptyDraw()
|| player.getCountersCount(CounterType.POISON) >= 10)) {
player.lost(this);
}
}
// If a Dungeon is on its last room and is not the source of any triggered abilities, it is removed
Set<Dungeon> dungeonsToRemove = new HashSet<>();
for (CommandObject commandObject : state.getCommand()) {
if (!(commandObject instanceof Dungeon)) {
continue;
}
Dungeon dungeon = (Dungeon) commandObject;
boolean removeDungeon = !dungeon.hasNextRoom()
&& this.getStack()
.stream()
.filter(DungeonRoom::isRoomTrigger)
.map(StackObject::getSourceId)
.noneMatch(dungeon.getId()::equals)
&& this.state
.getTriggered(dungeon.getControllerId())
.stream()
.filter(DungeonRoom::isRoomTrigger)
.map(Ability::getSourceId)
.noneMatch(dungeon.getId()::equals);
if (removeDungeon) {
dungeonsToRemove.add(dungeon);
}
}
for (Dungeon dungeon : dungeonsToRemove) {
this.removeDungeon(dungeon);
somethingHappened = true;
}
// If a commander is in a graveyard or in exile and that card was put into that zone
// since the last time state-based actions were checked, its owner may put it into the command zone.
// signature spells goes to command zone all the time
for (Player player : state.getPlayers().values()) {
Set<UUID> commanderIds = getCommandersIds(player, CommanderCardType.COMMANDER_OR_OATHBREAKER, false);
if (commanderIds.isEmpty()) {
continue;
}
Set<Card> commanders = new HashSet<>();
Cards toMove = new CardsImpl();
player.getGraveyard()
.stream()
.filter(commanderIds::contains)
.map(this::getCard)
.filter(Objects::nonNull)
.forEach(commanders::add);
commanderIds
.stream()
.map(uuid -> getExile().getCard(uuid, this))
.filter(Objects::nonNull)
.forEach(commanders::add);
commanders.removeIf(card -> state.checkCommanderShouldStay(card, this));
for (Card card : commanders) {
Zone currentZone = this.getState().getZone(card.getId());
String currentZoneInfo = (currentZone == null ? "(error)" : "(" + currentZone.name() + ")");
if (player.chooseUse(Outcome.Benefit, "Move " + card.getLogName()
+ " to the command zone or leave it in current zone " + currentZoneInfo + "?", "You can only make this choice once per object",
"Move to command", "Leave in current zone " + currentZoneInfo, null, this)) {
toMove.add(card);
} else {
state.setCommanderShouldStay(card, this);
}
}
if (toMove.isEmpty()) {
continue;
}
player.moveCards(toMove, Zone.COMMAND, null, this);
somethingHappened = true;
}
// 704.5e
// If a copy of a spell is in a zone other than the stack, it ceases to exist.
// If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.
// (Isochron Scepter) 12/1/2004: If you don't want to cast the copy, you can choose not to; the copy ceases
// to exist the next time state-based actions are checked.
//
// Copied cards can be stored in GameState.copiedCards or in game state value (until LKI rework)
// Copied cards list contains all parts of split/adventure/mdfc
Set<Card> allCopiedCards = new HashSet<>();
allCopiedCards.addAll(this.getState().getCopiedCards());
Map<String, Object> stateSavedCopiedCards = this.getState().getValues(GameState.COPIED_CARD_KEY);
allCopiedCards.addAll(stateSavedCopiedCards.values()
.stream()
.map(object -> (Card) object)
.filter(Objects::nonNull)
.collect(Collectors.toList())
);
Set<Card> copiedCardsToRemove = new HashSet<>();
for (Card copiedCard : allCopiedCards) {
// 1. Zone must be checked from main card only cause mdf parts can have different zones
// (one side on battlefield, another side on outside)
// 2. Copied card creates in OUTSIDE zone and put to stack manually in the same code,
// so no SBA calls before real zone change (you will see here only unused cards like Isochron Scepter)
// (Isochron Scepter) 12/1/2004: If you don't want to cast the copy, you can choose not to; the copy ceases
// to exist the next time state-based actions are checked.
Zone zone = state.getZone(copiedCard.getMainCard().getId());
// TODO: remember LKI of copied cards here after LKI rework
switch (zone) {
case OUTSIDE:
case BATTLEFIELD: {
// keep in battlefield
// keep in outside (it's a final zone for all copied cards)
continue;
}
case STACK: {
// copied cards aren't moves and keeps in Stack zone after resolve,
// so it must be moved manually as SBA (see Outside zone change at the end)
MageObject object = getStack().getStackObject(copiedCard.getId());
if (object != null) {
// keep in stack until resolve
continue;
}
break;
}
case GRAVEYARD: {
for (Player player : getPlayers().values()) {
if (player.getGraveyard().contains(copiedCard.getId())) {
player.getGraveyard().remove(copiedCard);
break;
}
}
break;
}
case HAND: {
for (Player player : getPlayers().values()) {
if (player.getHand().contains(copiedCard.getId())) {
player.getHand().remove(copiedCard);
break;
}
}
break;
}
case LIBRARY: {
for (Player player : getPlayers().values()) {
if (player.getLibrary().getCard(copiedCard.getId(), this) != null) {
player.getLibrary().remove(copiedCard.getId(), this);
break;
}
}
break;
}
case EXILED: {
getExile().removeCard(copiedCard);
break;
}
case COMMAND:
default: {
break;
}
}
// copied card can be removed to Outside
copiedCardsToRemove.add(copiedCard);
}
// real remove
copiedCardsToRemove.forEach(card -> {
card.setZone(Zone.OUTSIDE, this);
this.getState().getCopiedCards().remove(card);
// must keep card in game state as LKI alternative until LKI rework, so don't remove from it
// TODO: change after LKI rework
//this.getState().removeValue(GameState.COPIED_CARD_KEY + copiedCard.getId().toString());
});
List<Permanent> legendary = new ArrayList<>();
List<Permanent> worldEnchantment = new ArrayList<>();
Map<UUID, Map<UUID, Set<Permanent>>> roleMap = new HashMap<>();
List<FilterCreaturePermanent> usePowerInsteadOfToughnessForDamageLethalityFilters = getState().getActivePowerInsteadOfToughnessForDamageLethalityFilters();
for (Permanent perm : getBattlefield().getAllActivePermanents()) {
if (perm.isCreature(this)) {
//20091005 - 704.5f
if (perm.getToughness().getValue() <= 0) {
if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
continue;
}
} //20091005 - 704.5g/704.5h
else {
/*
* for handling Zilortha, Strength Incarnate:
* 2020-04-17: Any time the game is checking whether damage is lethal or if a creature should be destroyed for having lethal damage marked on it, use the power of your creatures rather than their toughness to check the damage against. This includes being assigned trample damage, damage from Flame Spill, and so on.
*/
boolean usePowerInsteadOfToughnessForDamageLethality = usePowerInsteadOfToughnessForDamageLethalityFilters.stream()
.anyMatch(filter -> filter.match(perm, this));
int lethalDamageThreshold = usePowerInsteadOfToughnessForDamageLethality
? // Zilortha, Strength Incarnate, 2020-04-17: A creature with 0 power isnt destroyed unless it has at least 1 damage marked on it.
Math.max(perm.getPower().getValue(), 1) : perm.getToughness().getValue();
if (lethalDamageThreshold <= perm.getDamage() || perm.isDeathtouched()) {
if (perm.destroy(null, this, false)) {
somethingHappened = true;
continue;
}
}
}
if (perm.getPairedCard() != null) {
//702.93e.: ...another player gains control
// ...or the creature it's paired with leaves the battlefield.
Permanent paired = perm.getPairedCard().getPermanent(this);
if (paired == null || !perm.isControlledBy(paired.getControllerId()) || paired.getPairedCard() == null) {
perm.setPairedCard(null);
if (paired != null && paired.getPairedCard() != null) {
paired.setPairedCard(null);
}
somethingHappened = true;
}
}
if (perm.getBandedCards() != null && !perm.getBandedCards().isEmpty()) {
for (UUID bandedId : new ArrayList<>(perm.getBandedCards())) {
Permanent banded = getPermanent(bandedId);
if (banded == null || !perm.isControlledBy(banded.getControllerId()) || !banded.getBandedCards().contains(perm.getId())) {
perm.removeBandedCard(bandedId);
if (banded != null && banded.getBandedCards().contains(perm.getId())) {
banded.removeBandedCard(perm.getId());
}
somethingHappened = true;
}
}
}
} else if (perm.getPairedCard() != null) {
//702.93e.: ...stops being a creature
Permanent paired = perm.getPairedCard().getPermanent(this);
perm.setPairedCard(null);
if (paired != null) {
paired.setPairedCard(null);
}
somethingHappened = true;
} else if (perm.getBandedCards() != null && !perm.getBandedCards().isEmpty()) {
perm.clearBandedCards();
for (UUID bandedId : perm.getBandedCards()) {
Permanent banded = getPermanent(bandedId);
if (banded != null) {
banded.removeBandedCard(perm.getId());
}
somethingHappened = true;
}
}
if (perm.isPlaneswalker(this)) {
//20091005 - 704.5i
if (perm.getCounters(this).getCount(CounterType.LOYALTY) == 0) {
if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
continue;
}
}
}
if (perm.isWorld(this)) {
worldEnchantment.add(perm);
}
if (perm.hasSubtype(SubType.AURA, this)) {
//20091005 - 704.5n, 702.14c
if (perm.getAttachedTo() == null) {
if (!perm.isCreature(this) && !perm.getAbilities(this).containsClass(BestowAbility.class)) {
if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
}
}
} else {
Ability spellAbility = perm.getSpellAbility();
if (spellAbility == null) {
if (!perm.getAbilities().isEmpty()) {
spellAbility = perm.getAbilities().get(0); // Can happen for created tokens (e.g. Estrid, the Masked)
}
}
if (spellAbility.getTargets().isEmpty()) {
for (Ability ability : perm.getAbilities(this)) {
if ((ability instanceof SpellAbility)
&& SpellAbilityType.BASE_ALTERNATE == ((SpellAbility) ability).getSpellAbilityType()
&& !ability.getTargets().isEmpty()) {
spellAbility = ability;
break;
}
}
}
if (spellAbility.getTargets().isEmpty()) {
Permanent enchanted = this.getPermanent(perm.getAttachedTo());
logger.error("Aura without target: " + perm.getName() + " attached to " + (enchanted == null ? " null" : enchanted.getName()));
} else {
Target target = spellAbility.getTargets().get(0);
if (target instanceof TargetPermanent) {
Permanent attachedTo = getPermanent(perm.getAttachedTo());
if (attachedTo == null || !attachedTo.getAttachments().contains(perm.getId())) {
// handle bestow unattachment
Card card = this.getCard(perm.getId());
if (card != null && card.isCreature(this)) {
UUID wasAttachedTo = perm.getAttachedTo();
perm.attachTo(null, null, this);
fireEvent(new UnattachedEvent(wasAttachedTo, perm.getId(), perm, null));
} else if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
}
} else {
Filter auraFilter = spellAbility.getTargets().get(0).getFilter();
if (auraFilter instanceof FilterPermanent) {
if (!((FilterPermanent) auraFilter).match(attachedTo, perm.getControllerId(), perm.getSpellAbility(), this)
|| attachedTo.cantBeAttachedBy(perm, null, this, true)) {
Card card = this.getCard(perm.getId());
if (card != null && card.isCreature(this)) {
UUID wasAttachedTo = perm.getAttachedTo();
perm.attachTo(null, null, this);
BestowAbility.becomeCreature(perm, this);
fireEvent(new UnattachedEvent(wasAttachedTo, perm.getId(), perm, null));
} else if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
}
}
} else if (!auraFilter.match(attachedTo, this) || attachedTo.cantBeAttachedBy(perm, null, this, true)) {
// handle bestow unattachment
Card card = this.getCard(perm.getId());
if (card != null && card.isCreature(this)) {
UUID wasAttachedTo = perm.getAttachedTo();
perm.attachTo(null, null, this);
BestowAbility.becomeCreature(perm, this);
fireEvent(new UnattachedEvent(wasAttachedTo, perm.getId(), perm, null));
} else if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
}
}
}
} else if (target instanceof TargetPlayer) {
Player attachedToPlayer = getPlayer(perm.getAttachedTo());
if (attachedToPlayer == null || attachedToPlayer.hasLost()) {
if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
}
} else {
Filter auraFilter = spellAbility.getTargets().get(0).getFilter();
if (!auraFilter.match(attachedToPlayer, this) || attachedToPlayer.hasProtectionFrom(perm, this)) {
if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
}
}
}
} else if (target instanceof TargetCard) {
Card attachedTo = getCard(perm.getAttachedTo());
if (attachedTo == null
|| !(spellAbility.getTargets().get(0)).canTarget(perm.getControllerId(), perm.getAttachedTo(), spellAbility, this)) {
if (movePermanentToGraveyardWithInfo(perm)) {
if (attachedTo != null) {
attachedTo.removeAttachment(perm.getId(), null, this);
}
somethingHappened = true;
}
}
}
}
}
if (perm.hasSubtype(SubType.ROLE, this) && state.getZone(perm.getId()) == Zone.BATTLEFIELD) {
roleMap.computeIfAbsent(perm.getControllerId(), x -> new HashMap<>())
.computeIfAbsent(perm.getAttachedTo(), x -> new HashSet<>())
.add(perm);
}
}
// 704.5s If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number
// and it isn't the source of a chapter ability that has triggered but not yet left the stack, that Saga's controller sacrifices it.
if (perm.hasSubtype(SubType.SAGA, this)) {
int maxChapter = perm
.getAbilities(this)
.stream()
.filter(SagaAbility.class::isInstance)
.map(SagaAbility.class::cast)
.map(SagaAbility::getMaxChapter)
.mapToInt(SagaChapter::getNumber)
.max()
.orElse(0);
boolean sacSaga = maxChapter <= perm
.getCounters(this)
.getCount(CounterType.LORE)
&& this.getStack()
.stream()
.filter(SagaAbility::isChapterAbility)
.map(StackObject::getSourceId)
.noneMatch(perm.getId()::equals)
&& this.state
.getTriggered(perm.getControllerId())
.stream()
.filter(SagaAbility::isChapterAbility)
.map(Ability::getSourceId)
.noneMatch(perm.getId()::equals);
if (sacSaga) {
// After the last chapter ability has left the stack, you'll sacrifice the Saga
perm.sacrifice(null, this);
somethingHappened = true;
}
}
if (perm.isBattle(this)) {
if (perm
.getCounters(this)
.getCount(CounterType.DEFENSE) == 0
&& this.getStack()
.stream()
.filter(StackAbility.class::isInstance)
.filter(stackObject -> stackObject.getStackAbility() instanceof TriggeredAbilityImpl)
.map(StackObject::getSourceId)
.noneMatch(perm.getId()::equals)
&& this.state
.getTriggered(perm.getControllerId())
.stream()
.filter(TriggeredAbility.class::isInstance)
.map(Ability::getSourceId)
.noneMatch(perm.getId()::equals)) {
if (movePermanentToGraveyardWithInfo(perm)) {
somethingHappened = true;
}
} else if (this
.getCombat()
.getGroups()
.stream()
.map(CombatGroup::getDefenderId)
.filter(Objects::nonNull)
.noneMatch(perm.getId()::equals)
&& this.getPlayer(perm.getProtectorId()) == null
|| perm.isControlledBy(perm.getProtectorId())) {
perm.chooseProtector(this, null);
if (this.getPlayer(perm.getProtectorId()) == null) {
movePermanentToGraveyardWithInfo(perm);
}
somethingHappened = true;
}
}
if (perm.isLegendary(this) && perm.legendRuleApplies()) {
legendary.add(perm);
}
if (StaticFilters.FILTER_PERMANENT_EQUIPMENT.match(perm, this)) {
//20091005 - 704.5p, 702.14d
if (perm.getAttachedTo() != null) {
Permanent attachedTo = getPermanent(perm.getAttachedTo());
if (attachedTo != null) {
for (Ability ability : perm.getAbilities(this)) {
if (ability instanceof AttachableToRestrictedAbility) {
if (!((AttachableToRestrictedAbility) ability).canEquip(attachedTo, null, this)) {
attachedTo = null;
break;
}
}
}
}
if (attachedTo == null || !attachedTo.getAttachments().contains(perm.getId())) {
UUID wasAttachedTo = perm.getAttachedTo();
perm.attachTo(null, null, this);
fireEvent(new UnattachedEvent(wasAttachedTo, perm.getId(), perm, null));
} else if (!attachedTo.isCreature(this) || attachedTo.hasProtectionFrom(perm, this)) {
if (attachedTo.removeAttachment(perm.getId(), null, this)) {
somethingHappened = true;
}
}
}
}
if (StaticFilters.FILTER_PERMANENT_FORTIFICATION.match(perm, this)) {
if (perm.getAttachedTo() != null) {
Permanent land = getPermanent(perm.getAttachedTo());
if (land == null || !land.getAttachments().contains(perm.getId())) {
perm.attachTo(null, null, this);
} else if (!land.isLand(this) || land.hasProtectionFrom(perm, this)) {
if (land.removeAttachment(perm.getId(), null, this)) {
somethingHappened = true;
}
}
}
}
//20091005 - 704.5q If a creature or battle is attached to an object or player, it becomes unattached and remains on the battlefield.
// Similarly, if a permanent that's neither an Aura, an Equipment, nor a Fortification is attached to an object or player,
// it becomes unattached and remains on the battlefield.
if (!perm.getAttachments().isEmpty()) {
for (UUID attachmentId : perm.getAttachments()) {
Permanent attachment = getPermanent(attachmentId);
if (attachment == null) {
continue;
}
if ((!attachment.isCreature(this) && !attachment.isBattle(this))
&& (attachment.hasSubtype(SubType.AURA, this)
|| attachment.hasSubtype(SubType.EQUIPMENT, this)
|| attachment.hasSubtype(SubType.FORTIFICATION, this))) {
continue;
}
if (perm.removeAttachment(attachment.getId(), null, this)) {
somethingHappened = true;
break;
}
}
}
//20110501 - 704.5r
if (perm.getCounters(this).containsKey(CounterType.P1P1) && perm.getCounters(this).containsKey(CounterType.M1M1)) {
int p1p1 = perm.getCounters(this).getCount(CounterType.P1P1);
int m1m1 = perm.getCounters(this).getCount(CounterType.M1M1);
int min = Math.min(p1p1, m1m1);
perm.getCounters(this).removeCounter(CounterType.P1P1, min);
perm.getCounters(this).removeCounter(CounterType.M1M1, min);
}
// 20170120 - 704.5s
// If a permanent with an ability that says it can't have more than N counters of a certain kind on it
// has more than N counters of that kind on it, all but N of those counters are removed from it.
for (Ability ability : perm.getAbilities(this)) {
if (ability instanceof CantHaveMoreThanAmountCountersSourceAbility) {
CantHaveMoreThanAmountCountersSourceAbility counterAbility = (CantHaveMoreThanAmountCountersSourceAbility) ability;
int count = perm.getCounters(this).getCount(counterAbility.getCounterType());
if (count > counterAbility.getAmount()) {
perm.removeCounters(counterAbility.getCounterType().getName(), count - counterAbility.getAmount(), counterAbility, this);
somethingHappened = true;
}
}
}
}
//201300713 - 704.5k
// If a player controls two or more legendary permanents with the same name, that player
// chooses one of them, and the rest are put into their owners' graveyards.
// This is called the "legend rule."
if (legendary.size() > 1) { //don't bother checking if less than 2 legends in play
for (Permanent legend : legendary) {
FilterPermanent filterLegendName = new FilterPermanent();
filterLegendName.add(SuperType.LEGENDARY.getPredicate());
filterLegendName.add(new NamePredicate(legend.getName()));
filterLegendName.add(new ControllerIdPredicate(legend.getControllerId()));
filterLegendName.add(LegendRuleAppliesPredicate.instance);
if (!getBattlefield().contains(filterLegendName, legend.getControllerId(), null, this, 2)) {
continue;
}
Player controller = this.getPlayer(legend.getControllerId());
if (controller == null) {
continue;
}
Target targetLegendaryToKeep = new TargetPermanent(filterLegendName);
targetLegendaryToKeep.withNotTarget(true);
targetLegendaryToKeep.withTargetName(legend.getName() + " to keep (Legendary Rule)?");
controller.choose(Outcome.Benefit, targetLegendaryToKeep, null, this);
for (Permanent dupLegend : getBattlefield().getActivePermanents(filterLegendName, legend.getControllerId(), this)) {
if (!targetLegendaryToKeep.getTargets().contains(dupLegend.getId())) {
movePermanentToGraveyardWithInfo(dupLegend);
}
}
return true;
}
}
//704.5k - World Enchantments
if (worldEnchantment.size() > 1) {
int newestCard = -1;
Set<UUID> controllerIdOfNewest = new HashSet<>();
Permanent newestPermanent = null;
for (Permanent permanent : worldEnchantment) {
if (newestCard == -1) {
newestCard = permanent.getCreateOrder();
newestPermanent = permanent;
controllerIdOfNewest.clear();
controllerIdOfNewest.add(permanent.getControllerId());
} else if (newestCard < permanent.getCreateOrder()) {
newestCard = permanent.getCreateOrder();
newestPermanent = permanent;
controllerIdOfNewest.clear();
controllerIdOfNewest.add(permanent.getControllerId());
} else if (newestCard == permanent.getCreateOrder()) {
// In the event of a tie for the shortest amount of time, all are put into their owners graveyards. This is called the “world rule.”
newestPermanent = null;
controllerIdOfNewest.add(permanent.getControllerId());
}
}
for (UUID controllerId : controllerIdOfNewest) {
PlayerList newestPermanentControllerRange = state.getPlayersInRange(controllerId, this);
// 801.12 The "world rule" applies to a permanent only if other world permanents are within its controller's range of influence.
for (Permanent permanent : worldEnchantment) {
if (newestPermanentControllerRange.contains(permanent.getControllerId())
&& !Objects.equals(newestPermanent, permanent)) {
movePermanentToGraveyardWithInfo(permanent);
somethingHappened = true;
}
}
}
}
if (!roleMap.isEmpty()) {
List<Set<Permanent>> rolesToHandle = roleMap.values()
.stream()
.map(Map::values)
.flatMap(Collection::stream)
.filter(s -> s.size() > 1)
.collect(Collectors.toList());
if (!rolesToHandle.isEmpty()) {
for (Set<Permanent> roleSet : rolesToHandle) {
int newest = roleSet
.stream()
.mapToInt(Permanent::getCreateOrder)
.max()
.orElse(-1);
roleSet.removeIf(permanent -> permanent.getCreateOrder() == newest);
for (Permanent permanent : roleSet) {
movePermanentToGraveyardWithInfo(permanent);
somethingHappened = true;
}
}
}
}
// Daybound/Nightbound permanents should be transformed according to day/night
// This is not a state-based action but it's unclear where else to put it
if (hasDayNight()) {
for (Permanent permanent : getBattlefield().getAllActivePermanents()) {
if ((permanent.getAbilities(this).containsClass(DayboundAbility.class) && !state.isDaytime())
|| (permanent.getAbilities(this).containsClass(NightboundAbility.class) && state.isDaytime())) {
somethingHappened = permanent.transform(null, this, true) || somethingHappened;
}
}
}
//TODO: implement the rest
return somethingHappened;
}
private boolean movePermanentToGraveyardWithInfo(Permanent permanent) {
boolean result = false;
if (permanent.moveToZone(Zone.GRAVEYARD, null, this, false)) {
if (!this.isSimulation()) {
this.informPlayers(permanent.getLogName() + " is put into graveyard from battlefield");
}
result = true;
}
return result;
}
@Override
public void addPlayerQueryEventListener(Listener<PlayerQueryEvent> listener) {
playerQueryEventSource.addListener(listener);
}
@Override
public synchronized void firePriorityEvent(UUID playerId) {
if (simulation) {
return;
}
String message;
if (this.canPlaySorcery(playerId)) {
message = "Play spells and abilities";
} else {
message = "Play instants and activated abilities";
}
message += getControllingPlayerHint(playerId);
Player player = this.getPlayer(playerId);
playerQueryEventSource.select(player.getTurnControlledBy(), message);
getState().clearLookedAt();
getState().clearRevealed();
}
private String getControllingPlayerHint(UUID playerId) {
Player player = this.getPlayer(playerId);
Player controllingPlayer = this.getPlayer(player.getTurnControlledBy());
if (player != controllingPlayer) {
return " (as " + player.getLogName() + ")";
} else {
return "";
}
}
@Override
public synchronized void fireSelectEvent(UUID playerId, String message) {
if (simulation) {
return;
}
playerQueryEventSource.select(playerId, message + getControllingPlayerHint(playerId));
}
@Override
public synchronized void fireSelectEvent(UUID playerId, String message, Map<String, Serializable> options) {
if (simulation) {
return;
}
playerQueryEventSource.select(playerId, message + getControllingPlayerHint(playerId), options);
}
@Override
public void firePlayManaEvent(UUID playerId, String message, Map<String, Serializable> options) {
if (simulation) {
return;
}
playerQueryEventSource.playMana(playerId, message + getControllingPlayerHint(playerId), options);
}
@Override
public void firePlayXManaEvent(UUID playerId, String message) {
if (simulation) {
return;
}
playerQueryEventSource.playXMana(playerId, message + getControllingPlayerHint(playerId));
}
@Override
public void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source) {
fireAskPlayerEvent(playerId, message, source, null);
}
@Override
public void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source, Map<String, Serializable> options) {
if (simulation) {
return;
}
playerQueryEventSource.ask(playerId, message.getMessage() + getControllingPlayerHint(playerId), source, addMessageToOptions(message, options));
}
@Override
public void fireGetChoiceEvent(UUID playerId, String message, MageObject object, List<? extends ActivatedAbility> choices) {
if (simulation) {
return;
}
String objectName = null;
if (object != null) {
objectName = object.getName();
}
playerQueryEventSource.chooseAbility(playerId, message + getControllingPlayerHint(playerId), objectName, choices);
}
@Override
public void fireGetModeEvent(UUID playerId, String message, Map<UUID, String> modes) {
if (simulation) {
return;
}
playerQueryEventSource.chooseMode(playerId, message + getControllingPlayerHint(playerId), modes);
}
@Override
public void fireSelectTargetEvent(UUID playerId, MessageToClient message, Set<UUID> targets, boolean required, Map<String, Serializable> options) {
if (simulation) {
return;
}
playerQueryEventSource.target(playerId, message.getMessage() + getControllingPlayerHint(playerId), targets, required, addMessageToOptions(message, options));
}
@Override
public void fireSelectTargetEvent(UUID playerId, MessageToClient message, Cards cards, boolean required, Map<String, Serializable> options) {
if (simulation) {
return;
}
playerQueryEventSource.target(playerId, message.getMessage() + getControllingPlayerHint(playerId), cards, required, addMessageToOptions(message, options));
}
/**
* Only used from human players to select order triggered abilities go to
* the stack.
*
* @param playerId
* @param message
* @param abilities
*/
@Override
public void fireSelectTargetTriggeredAbilityEvent(UUID playerId, String message, List<TriggeredAbility> abilities) {
playerQueryEventSource.target(playerId, message + getControllingPlayerHint(playerId), abilities);
}
@Override
public void fireSelectTargetEvent(UUID playerId, String message, List<Permanent> perms, boolean required) {
if (simulation) {
return;
}
playerQueryEventSource.target(playerId, message + getControllingPlayerHint(playerId), perms, required);
}
@Override
public void fireGetAmountEvent(UUID playerId, String message, int min, int max) {
if (simulation) {
return;
}
playerQueryEventSource.amount(playerId, message + getControllingPlayerHint(playerId), min, max);
}
@Override
public void fireGetMultiAmountEvent(UUID playerId, List<MultiAmountMessage> messages, int min, int max,
Map<String, Serializable> options) {
if (simulation) {
return;
}
playerQueryEventSource.multiAmount(playerId, messages, min, max, options);
}
@Override
public void fireChooseChoiceEvent(UUID playerId, Choice choice) {
if (simulation) {
return;
}
playerQueryEventSource.chooseChoice(playerId, choice);
}
@Override
public void fireChoosePileEvent(UUID playerId, String message, List<? extends Card> pile1, List<? extends Card> pile2) {
if (simulation) {
return;
}
playerQueryEventSource.choosePile(playerId, message + getControllingPlayerHint(playerId), pile1, pile2);
}
@Override
public void informPlayers(String message) {
// Uncomment to print game messages
// System.out.println(message.replaceAll("\\<.*?\\>", ""));
if (simulation) {
return;
}
fireInformEvent(message);
}
@Override
public void debugMessage(String message) {
logger.warn(message);
}
@Override
public void fireInformEvent(String message) {
if (simulation) {
return;
}
tableEventSource.fireTableEvent(EventType.INFO, message, this);
}
@Override
public void fireStatusEvent(String message, boolean withTime, boolean withTurnInfo) {
if (simulation) {
return;
}
tableEventSource.fireTableEvent(EventType.STATUS, message, withTime, withTurnInfo, this);
}
@Override
public void fireUpdatePlayersEvent() {
if (simulation) {
return;
}
logger.trace("fireUpdatePlayersEvent");
tableEventSource.fireTableEvent(EventType.UPDATE, null, this);
getState().clearLookedAt();
getState().clearRevealed();
}
@Override
public void fireGameEndInfo() {
if (simulation) {
return;
}
logger.trace("fireGameEndIfo");
tableEventSource.fireTableEvent(EventType.END_GAME_INFO, null, this);
}
@Override
public void fireErrorEvent(String message, Exception ex) {
tableEventSource.fireTableEvent(EventType.ERROR, message, ex, this);
}
@Override
public Players getPlayers() {
return state.getPlayers();
}
/**
* Return a list of all players ignoring the range of visible players
*/
@Override
public PlayerList getPlayerList() {
return state.getPlayerList();
}
@Override
public Turn getTurn() {
return state.getTurn();
}
@Override
public PhaseStep getTurnStepType() {
return state.getTurnStepType();
}
@Override
public TurnPhase getTurnPhaseType() {
return state.getTurnPhaseType();
}
@Override
public Phase getPhase() {
return state.getTurn().getPhase();
}
@Override
public Step getStep() {
return state.getTurn().getStep();
}
@Override
public Battlefield getBattlefield() {
return state.getBattlefield();
}
@Override
public SpellStack getStack() {
return state.getStack();
}
@Override
public Exile getExile() {
return state.getExile();
}
@Override
public Combat getCombat() {
return state.getCombat();
}
@Override
public int getTurnNum() {
return state.getTurnNum();
}
@Override
public boolean isMainPhase() {
return state.getTurnStepType() == PhaseStep.PRECOMBAT_MAIN || state.getTurnStepType() == PhaseStep.POSTCOMBAT_MAIN;
}
@Override
public boolean canPlaySorcery(UUID playerId) {
return isMainPhase() && isActivePlayer(playerId) && getStack().isEmpty();
}
/**
* 800.4a When a player leaves the game, all objects (see rule 109) owned by
* that player leave the game and any effects which give that player control
* of any objects or players end. Then, if that player controlled any
* objects on the stack not represented by cards, those objects cease to
* exist. Then, if there are any objects still controlled by that player,
* those objects are exiled. This is not a state-based action. It happens as
* soon as the player leaves the game. If the player who left the game had
* priority at the time they left, priority passes to the next player in
* turn order who's still in the game. #
*
* @param playerId
*/
protected void leave(UUID playerId) { // needs to be executed from the game thread, not from the concede thread of conceding player!
Player player = getPlayer(playerId);
if (player == null || player.hasLeft()) {
logger.debug("Player already left " + (player != null ? player.getName() : playerId));
return;
}
logger.debug("Start leave game: " + player.getName());
player.leave();
if (checkIfGameIsOver()) {
// no need to remove objects if only one player is left so the game is over
return;
}
//20100423 - 800.4a
Set<Card> toOutside = new HashSet<>();
for (Iterator<Permanent> it = getBattlefield().getAllPermanents().iterator(); it.hasNext(); ) {
Permanent perm = it.next();
if (perm.isOwnedBy(playerId)) {
if (perm.getAttachedTo() != null) {
Permanent attachedTo = getPermanent(perm.getAttachedTo());
if (attachedTo != null) {
attachedTo.removeAttachment(perm.getId(), null, this);
} else {
Player attachedToPlayer = getPlayer(perm.getAttachedTo());
if (attachedToPlayer != null) {
attachedToPlayer.removeAttachment(perm, null, this);
}
}
}
// check if it's a creature and must be removed from combat
if (perm.isCreature(this) && this.getCombat() != null) {
perm.removeFromCombat(this, true);
}
toOutside.add(perm);
} else if (perm.isControlledBy(player.getId())) {
// and any effects which give that player control of any objects or players end
Effects:
for (ContinuousEffect effect : getContinuousEffects().getLayeredEffects(this)) {
if (effect.hasLayer(Layer.ControlChangingEffects_2)) {
for (Ability ability : getContinuousEffects().getLayeredEffectAbilities(effect)) {
if (effect.getTargetPointer().getTargets(this, ability).contains(perm.getId())) {
effect.discard();
continue Effects;
}
for (Target target : ability.getTargets()) {
for (UUID targetId : target.getTargets()) {
if (targetId.equals(perm.getId())) {
effect.discard();
continue Effects;
}
}
}
}
}
}
}
}
for (Card card : toOutside) {
rememberLKI(Zone.BATTLEFIELD, card);
}
// needed to send event that permanent leaves the battlefield to allow non stack effects to execute
player.moveCards(toOutside, Zone.OUTSIDE, null, this);
// triggered abilities that don't use the stack have to be executed
List<TriggeredAbility> abilities = state.getTriggered(player.getId());
for (Iterator<TriggeredAbility> it = abilities.iterator(); it.hasNext(); ) {
TriggeredAbility triggeredAbility = it.next();
if (!triggeredAbility.isUsesStack()) {
state.removeTriggeredAbility(triggeredAbility);
player.triggerAbility(triggeredAbility, this);
it.remove();
}
}
// Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist.
this.getState().getContinuousEffects().removeInactiveEffects(this);
getStack().removeIf(object -> object.isControlledBy(playerId));
// Then, if there are any objects still controlled by that player, those objects are exiled.
applyEffects(); // to remove control from effects removed meanwhile
List<Permanent> permanents = this.getBattlefield().getAllActivePermanents(playerId);
for (Permanent permanent : permanents) {
permanent.moveToExile(null, "", null, this);
}
// Remove cards from the player in all exile zones
for (ExileZone exile : this.getExile().getExileZones()) {
for (Iterator<UUID> it = exile.iterator(); it.hasNext(); ) {
Card card = this.getCard(it.next());
if (card != null && card.isOwnedBy(playerId)) {
it.remove();
}
}
}
//Remove all commander/emblems/plane the player controls
boolean addPlaneAgain = false;
for (Iterator<CommandObject> it = this.getState().getCommand().iterator(); it.hasNext(); ) {
CommandObject obj = it.next();
if (obj.isControlledBy(playerId)) {
if (obj instanceof Emblem) {
((Emblem) obj).discardEffects();// This may not be the best fix but it works
}
if (obj instanceof Plane) {
((Plane) obj).discardEffects();
// Readd a new one
addPlaneAgain = true;
}
it.remove();
}
}
if (addPlaneAgain) {
boolean addedAgain = false;
for (Player aplayer : state.getPlayers().values()) {
if (!aplayer.hasLeft() && !addedAgain) {
addedAgain = true;
Plane plane = Plane.createRandomPlane();
plane.setControllerId(aplayer.getId());
addPlane(plane, aplayer.getId());
}
}
}
Iterator<Entry<UUID, Card>> it = gameCards.entrySet().iterator();
while (it.hasNext()) {
Entry<UUID, Card> entry = it.next();
Card card = entry.getValue();
if (card.isOwnedBy(playerId)) {
it.remove();
}
}
// Make sure effects of no longer existing objects are removed
getContinuousEffects().removeInactiveEffects(this);
// If the current monarch leaves the game. When that happens, the player whose turn it is becomes the monarch.
// If the monarch leaves the game on their turn, the next player in turn order becomes the monarch.
if (playerId.equals(getMonarchId())) {
if (!isActivePlayer(playerId) && getActivePlayerId() != null) {
setMonarchId(null, getActivePlayerId());
} else {
Player nextPlayer = getPlayerList().getNext(this, true);
if (nextPlayer != null) {
setMonarchId(null, nextPlayer.getId());
}
}
}
// 801.2c The particular players within each players range of influence are determined as each turn begins.
// So no update of range if influence yet
}
@Override
public UUID getActivePlayerId() {
return state.getActivePlayerId();
}
@Override
public UUID getPriorityPlayerId() {
if (state.getPriorityPlayerId() == null) {
return state.getActivePlayerId();
}
return state.getPriorityPlayerId();
}
@Override
public void addSimultaneousEvent(GameEvent event) {
state.addSimultaneousEvent(event, this);
}
@Override
public void fireEvent(GameEvent event) {
state.handleEvent(event, this);
}
@Override
public boolean replaceEvent(GameEvent event) {
return state.replaceEvent(event, this);
}
@Override
public boolean replaceEvent(GameEvent event, Ability targetAbility) {
return state.replaceEvent(event, targetAbility, this);
}
@Override
public PreventionEffectData preventDamage(GameEvent event, Ability source, Game game, int amountToPrevent) {
PreventionEffectData result = new PreventionEffectData(amountToPrevent);
if (!event.getFlag()) { // damage is not preventable
return result;
}
if (!(event instanceof DamageEvent)) {
result.setError(true);
return result;
}
DamageEvent damageEvent = (DamageEvent) event;
GameEvent preventEvent = new PreventDamageEvent(damageEvent.getTargetId(), damageEvent.getSourceId(), source, source.getControllerId(), damageEvent.getAmount(), damageEvent.isCombatDamage());
if (game.replaceEvent(preventEvent)) {
result.setReplaced(true);
return result;
}
if (event.getAmount() > amountToPrevent) {
result.setPreventedDamage(amountToPrevent);
damageEvent.setAmount(event.getAmount() - amountToPrevent);
} else {
result.setPreventedDamage(event.getAmount());
damageEvent.setAmount(0);
}
if (amountToPrevent != Integer.MAX_VALUE) {
// set remaining amount
result.setRemainingAmount(amountToPrevent - result.getPreventedDamage());
}
MageObject damageSource = game.getObject(damageEvent.getSourceId());
MageObject preventionSource = game.getObject(source);
if (damageSource != null && preventionSource != null) {
MageObject targetObject = game.getObject(event.getTargetId());
String targetName = "";
if (targetObject == null) {
Player targetPlayer = game.getPlayer(event.getTargetId());
if (targetPlayer != null) {
targetName = targetPlayer.getLogName();
}
} else {
targetName = targetObject.getLogName();
}
if (!game.isSimulation()) {
StringBuilder message = new StringBuilder(preventionSource.getLogName()).append(": Prevented ");
message.append(result.getPreventedDamage()).append(" damage from ").append(damageSource.getLogName());
if (!targetName.isEmpty()) {
message.append(" to ").append(targetName);
}
game.informPlayers(message.toString());
}
}
game.fireEvent(new PreventedDamageEvent(damageEvent.getTargetId(), source.getSourceId(), source, source.getControllerId(), result.getPreventedDamage()));
return result;
}
protected void removeCreaturesFromCombat() {
//20091005 - 511.3
getCombat().endCombat(this);
}
@Override
public ContinuousEffects getContinuousEffects() {
return state.getContinuousEffects();
}
private void readObject(java.io.ObjectInputStream in) throws IOException, ClassNotFoundException {
//initialize transient objects during deserialization
in.defaultReadObject();
savedStates = new Stack<>();
tableEventSource = new TableEventSource();
playerQueryEventSource = new PlayerQueryEventSource();
gameStates = new GameStates();
}
/**
* Gets last known information about object in the zone. At the moment
* doesn't take into account zone (it is expected that it doesn't really
* matter, if not, then Map<UUID, Map<Zone, Card>> should be used instead).
* <p>
* Can return null.
*
* @param objectId
* @param zone
* @return
*/
@Override
public MageObject getLastKnownInformation(UUID objectId, Zone zone) {
/*if (!lki.containsKey(objectId)) {
return getCard(objectId);
}*/
Map<UUID, MageObject> lkiMap = lki.get(zone);
if (lkiMap != null) {
MageObject object = lkiMap.get(objectId);
if (object != null) {
return object.copy();
}
for (MageObject mageObject : lkiMap.values()) {
if (mageObject instanceof Spell) {
if (((Spell) mageObject).getCard().getId().equals(objectId)) {
return mageObject;
}
}
}
}
return null;
}
@Override
public MageObject getLastKnownInformation(UUID objectId, Zone zone, int zoneChangeCounter) {
if (zone == Zone.BATTLEFIELD) {
Map<Integer, MageObject> lkiMapExtended = lkiExtended.get(objectId);
if (lkiMapExtended != null) {
MageObject object = lkiMapExtended.get(zoneChangeCounter);
if (object != null) {
return object.copy();
}
}
}
return getLastKnownInformation(objectId, zone);
}
@Override
public CardState getLastKnownInformationCard(UUID objectId, Zone zone) {
if (zone.isPublicZone()) {
Map<UUID, CardState> lkiCardStateMap = lkiCardState.get(zone);
if (lkiCardStateMap != null) {
CardState cardState = lkiCardStateMap.get(objectId);
return cardState;
}
}
return null;
}
@Override
public boolean checkShortLivingLKI(UUID objectId, Zone zone) {
Set<UUID> idSet = lkiShortLiving.get(zone);
if (idSet != null) {
return idSet.contains(objectId);
}
return false;
}
/**
* Remembers object state to be used as Last Known Information.
*
* @param zone
* @param object
*/
@Override
public void rememberLKI(Zone zone, MageObject object) {
UUID objectId = object.getId();
if (object instanceof Permanent || object instanceof StackObject) {
MageObject copy = object.copy();
Map<UUID, MageObject> lkiMap = lki.computeIfAbsent(zone, k -> new HashMap<>());
lkiMap.put(objectId, copy);
// remembers if a object was in a zone during the resolution of an effect
// e.g. Wrath destroys all and you the question is is the replacement effect to apply because the source was also moved by the same effect
// because it happens all at the same time the replacement effect has still to be applied
Set<UUID> idSet = lkiShortLiving.computeIfAbsent(zone, k -> new HashSet<>());
idSet.add(objectId);
if (object instanceof Permanent) {
Map<Integer, MageObject> lkiExtendedMap = lkiExtended.computeIfAbsent(objectId, k -> new HashMap<>());
lkiExtendedMap.put(object.getZoneChangeCounter(this), copy);
}
} else if (zone.isPublicZone()) {
// Remember card state in this public zone (mainly removed/gained abilities)
// Must save all card parts (mdf, split)
CardUtil.getObjectParts(object).forEach(partId -> {
Map<UUID, CardState> lkiMap = lkiCardState.computeIfAbsent(zone, k -> new HashMap<>());
lkiMap.put(partId, getState().getCardState(partId).copy());
});
}
}
/**
* Reset objects stored for Last Known Information. (Happens if all effects
* are applied and stack is empty)
*/
@Override
public void resetLKI() {
lki.clear();
lkiExtended.clear();
lkiCardState.clear();
infiniteLoopCounter = 0;
stackObjectsCheck.clear();
}
@Override
public void resetShortLivingLKI() {
lkiShortLiving.clear();
}
@Override
public int getTotalErrorsCount() {
return this.totalErrorsCount.get();
}
@Override
public void cheat(UUID ownerId, Map<Zone, String> commands) {
if (commands != null) {
Player player = getPlayer(ownerId);
if (player != null) {
for (Map.Entry<Zone, String> command : commands.entrySet()) {
switch (command.getKey()) {
case HAND:
if (command.getValue().equals("clear")) {
player.getHand().clear();
}
break;
case LIBRARY:
if (command.getValue().equals("clear")) {
player.getLibrary().clear();
}
break;
case OUTSIDE:
if (command.getValue().contains("life:")) {
String[] s = command.getValue().split(":");
if (s.length == 2) {
int amount = Integer.parseInt(s[1]);
player.setLife(amount, this, null);
}
}
break;
}
}
}
}
}
@Override
public Map<Zone, Map<UUID, MageObject>> getLKI() {
return lki;
}
@Override
public Map<MageObjectReference, Map<String, Object>> getPermanentCostsTags() {
return state.getPermanentCostsTags();
}
@Override
public void storePermanentCostsTags(MageObjectReference permanentMOR, Ability source) {
state.storePermanentCostsTags(permanentMOR, source);
}
@Override
public void cheat(UUID ownerId, List<Card> library, List<Card> hand, List<PutToBattlefieldInfo> battlefield, List<Card> graveyard, List<Card> command, List<Card> exiled) {
// fake test ability for triggers and events
Ability fakeSourceAbilityTemplate = new SimpleStaticAbility(Zone.OUTSIDE, new InfoEffect("adding testing cards"));
fakeSourceAbilityTemplate.setControllerId(ownerId);
Player player = getPlayer(ownerId);
if (player != null) {
// init cards
loadCards(ownerId, library);
loadCards(ownerId, hand);
loadCards(ownerId, battlefield
.stream()
.map(PutToBattlefieldInfo::getCard)
.collect(Collectors.toList())
);
loadCards(ownerId, graveyard);
loadCards(ownerId, command);
loadCards(ownerId, exiled);
// move cards to zones
for (Card card : library) {
player.getLibrary().putOnTop(card, this);
}
for (Card card : hand) {
card.setZone(Zone.HAND, this);
player.getHand().add(card);
}
for (Card card : graveyard) {
card.setZone(Zone.GRAVEYARD, this);
player.getGraveyard().add(card);
}
// as commander (only commander games, look at init code in GameCommanderImpl)
if (this instanceof GameCommanderImpl) {
for (Card card : command) {
((GameCommanderImpl) this).addCommander(card, player);
// no needs in initCommander call -- it's uses on game startup (init)
}
} else if (!command.isEmpty()) {
throw new IllegalArgumentException("Command zone supports in commander test games");
}
for (Card card : exiled) {
card.setZone(Zone.EXILED, this);
getExile().add(card);
}
for (PutToBattlefieldInfo info : battlefield) {
Ability fakeSourceAbility = fakeSourceAbilityTemplate.copy();
fakeSourceAbility.setSourceId(info.getCard().getId());
CardUtil.putCardOntoBattlefieldWithEffects(fakeSourceAbility, this, info.getCard(), player, info.isTapped());
}
applyEffects();
}
}
private void loadCards(UUID ownerId, List<? extends Card> cards) {
if (cards == null) {
return;
}
Set<Card> set = new HashSet<>(cards);
loadCards(set, ownerId);
}
@Override
public boolean endTurn(Ability source) {
getTurn().endTurn(this, getActivePlayerId(), source);
return true;
}
@Override
public Date getStartTime() {
if (startTime == null) {
return null;
}
return new Date(startTime.getTime());
}
@Override
public Date getEndTime() {
if (endTime == null) {
return null;
}
return new Date(endTime.getTime());
}
@Override
public void setGameOptions(GameOptions options) {
this.gameOptions = options;
}
@Override
public void setLosingPlayer(Player player) {
this.losingPlayer = player;
}
@Override
public Player getLosingPlayer() {
return this.losingPlayer;
}
@Override
public void informPlayer(Player player, String message) {
if (simulation) {
return;
}
playerQueryEventSource.informPlayer(player.getId(), message);
}
/**
* If true, only self scope replacement effects are applied
*
* @param scopeRelevant
*/
@Override
public void setScopeRelevant(boolean scopeRelevant) {
this.scopeRelevant = scopeRelevant;
}
/**
* @return - true if only self scope replacement effects have to be applied
*/
@Override
public boolean getScopeRelevant() {
return this.scopeRelevant;
}
@Override
public boolean isSaveGame() {
return saveGame;
}
@Override
public void setSaveGame(boolean saveGame) {
this.saveGame = saveGame;
}
public void setStartMessage(String startMessage) {
this.startMessage = startMessage;
}
@Override
public void initTimer(UUID playerId) {
if (priorityTime > 0) {
tableEventSource.fireTableEvent(EventType.INIT_TIMER, playerId, null, this);
}
}
@Override
public void resumeTimer(UUID playerId) {
if (priorityTime > 0) {
tableEventSource.fireTableEvent(EventType.RESUME_TIMER, playerId, null, this);
}
}
@Override
public void pauseTimer(UUID playerId) {
if (priorityTime > 0) {
tableEventSource.fireTableEvent(EventType.PAUSE_TIMER, playerId, null, this);
}
}
@Override
public int getPriorityTime() {
return priorityTime;
}
@Override
public void setPriorityTime(int priorityTime) {
this.priorityTime = priorityTime;
}
@Override
public int getBufferTime() {
return bufferTime;
}
@Override
public void setBufferTime(int bufferTime) {
this.bufferTime = bufferTime;
}
@Override
public UUID getStartingPlayerId() {
return startingPlayerId;
}
@Override
public void setStartingPlayerId(UUID startingPlayerId) {
this.startingPlayerId = startingPlayerId;
}
@Override
public int getStartingLife() {
return startingLife;
}
@Override
public void setDraw(UUID playerId) {
Player player = getPlayer(playerId);
if (player != null) {
for (UUID playerToSetId : getState().getPlayersInRange(playerId, this)) {
Player playerToDraw = getPlayer(playerToSetId);
if (playerToDraw != null) {
playerToDraw.drew(this);
}
}
}
}
@Override
public void saveRollBackGameState() {
if (gameOptions.rollbackTurnsAllowed) {
int toDelete = getTurnNum() - ROLLBACK_TURNS_MAX;
if (toDelete > 0) {
gameStatesRollBack.remove(toDelete);
}
gameStatesRollBack.put(getTurnNum(), state.copy());
}
}
@Override
public boolean canRollbackTurns(int turnsToRollback) {
int turnToGoTo = getTurnNum() - turnsToRollback;
return turnToGoTo > 0 && gameStatesRollBack.containsKey(turnToGoTo);
}
private void rollbackTurnsExecution(int turnToGoToForRollback) {
GameState restore = gameStatesRollBack.get(turnToGoToForRollback);
if (restore != null) {
informPlayers(GameLog.getPlayerRequestColoredText("Player request: Rolling back to start of turn " + restore.getTurnNum()));
state.restoreForRollBack(restore);
playerList.setCurrent(state.getPlayerByOrderId());
// Reset temporary created bookmarks because no longer valid after rollback
savedStates.clear();
gameStates.clear();
// because restore uses the objects without copy each copy the state again
gameStatesRollBack.put(getTurnNum(), state.copy());
for (Player playerObject : getPlayers().values()) {
if (playerObject.isInGame()) {
playerObject.abortReset();
}
}
}
executingRollback = false;
}
@Override
public synchronized void rollbackTurns(int turnsToRollback) {
// TODO: need async command
if (gameOptions.rollbackTurnsAllowed && !executingRollback) {
int turnToGoTo = getTurnNum() - turnsToRollback;
if (turnToGoTo < 1 || !gameStatesRollBack.containsKey(turnToGoTo)) {
informPlayers(GameLog.getPlayerRequestColoredText("Player request: It's not possible to rollback " + turnsToRollback + " turn(s)"));
} else {
executingRollback = true;
turnToGoToForRollback = turnToGoTo;
for (Player playerObject : getPlayers().values()) {
if (playerObject.isHuman() && playerObject.canRespond()) {
playerObject.resetStoredBookmark(this);
playerObject.resetPlayerPassedActions();
playerObject.abort();
}
}
fireUpdatePlayersEvent();
if (gameOptions.testMode && gameStopped) { // in test mode execute rollback directly
rollbackTurnsExecution(turnToGoToForRollback);
}
}
}
}
@Override
public boolean executingRollback() {
return executingRollback;
}
@Override
public void setEnterWithCounters(UUID sourceId, Counters counters) {
if (counters == null) {
enterWithCounters.remove(sourceId);
return;
}
enterWithCounters.put(sourceId, counters);
}
@Override
public Counters getEnterWithCounters(UUID sourceId) {
return enterWithCounters.get(sourceId);
}
private Map<String, Serializable> addMessageToOptions(MessageToClient message, Map<String, Serializable> options) {
if (message.getSecondMessage() != null) {
if (options == null) {
options = new HashMap<>();
}
options.put("secondMessage", message.getSecondMessage());
}
if (message.getHintText() != null) {
if (options == null) {
options = new HashMap<>();
}
options.put("hintText", message.getHintText());
}
return options;
}
@Override
public UUID getMonarchId() {
return getState().getMonarchId();
}
@Override
public void setMonarchId(Ability source, UUID monarchId) {
if (monarchId.equals(getMonarchId())) {
// Nothing happens if you're already the monarch
return;
}
if (replaceEvent(GameEvent.getEvent(GameEvent.EventType.BECOME_MONARCH, monarchId, source, monarchId))) {
return;
}
if (getMonarchId() == null) {
getState().addDesignation(new Monarch(), this, monarchId);
}
Player newMonarch = getPlayer(monarchId);
if (newMonarch != null) {
getState().setMonarchId(monarchId);
informPlayers(newMonarch.getLogName() + " is the monarch");
fireEvent(new GameEvent(GameEvent.EventType.BECOMES_MONARCH, monarchId, source, monarchId));
}
}
@Override
public UUID getInitiativeId() {
return getState().getInitiativeId();
}
@Override
public void takeInitiative(Ability source, UUID initiativeId) {
// First time someone takes the initiative
if (getInitiativeId() == null) { // 1. Nobody has initiative
getState().addDesignation(new Initiative(), this, initiativeId);
}
// Update it every time, even if it doesn't have to change to make the code simpler.
// It only really has to change under 2 circumstances:
// 1. First time someone takes the initiative
// 2. A player taking the initiative when another player currently has it.
getState().setInitiativeId(initiativeId);
informPlayers(getPlayer(initiativeId).getLogName() + " takes the initiative");
fireEvent(new GameEvent(GameEvent.EventType.TOOK_INITIATIVE, initiativeId, source, initiativeId));
}
@Override
public int damagePlayerOrPermanent(UUID playerOrPermanent, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable) {
return damagePlayerOrPermanent(playerOrPermanent, damage, attackerId, source, game, combatDamage, preventable, null);
}
@Override
public int damagePlayerOrPermanent(UUID playerOrPermanent, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable, List<UUID> appliedEffects) {
Player player = getPlayer(playerOrPermanent);
if (player != null) {
return player.damage(damage, attackerId, source, game, combatDamage, preventable, appliedEffects);
}
Permanent permanent = getPermanent(playerOrPermanent);
if (permanent != null) {
return permanent.damage(damage, attackerId, source, game, combatDamage, preventable, appliedEffects);
}
return 0;
}
@Override
public Mulligan getMulligan() {
return mulligan;
}
@Override
public Set<UUID> getCommandersIds(Player player, CommanderCardType commanderCardType, boolean returnAllCardParts) {
//noinspection deprecation - it's ok to use it in inner method
Set<UUID> mainCards = player.getCommandersIds();
return filterCommandersBySearchZone(mainCards, returnAllCardParts);
}
protected final Set<UUID> filterCommandersBySearchZone(Set<UUID> commanderMainCards, boolean returnAllCardParts) {
// filter by zone search (example: if you search commanders on battlefield then must see all sides of mdf cards)
Set<UUID> filteredCards = new HashSet<>();
if (returnAllCardParts) {
// need all card parts
commanderMainCards.stream()
.map(this::getCard)
.filter(Objects::nonNull)
.forEach(card -> {
filteredCards.addAll(CardUtil.getObjectParts(card));
});
} else {
filteredCards.addAll(commanderMainCards);
}
return filteredCards;
}
@Override
public void setGameStopped(boolean gameStopped) {
this.gameStopped = gameStopped;
}
@Override
public boolean isGameStopped() {
return gameStopped;
}
@Override
public boolean isTurnOrderReversed() {
return state.getReverseTurnOrder();
}
@Override
public String toString() {
Player activePayer = this.getPlayer(this.getActivePlayerId());
// show non-standard game state (not part of the real game, e.g. AI or mana calculation)
List<String> simInfo = new ArrayList<>();
if (this.simulation) {
simInfo.add("SIMULATION");
}
if (this.aiGame) {
simInfo.add("AI");
}
if (this.checkPlayableState) {
simInfo.add("PLAYABLE CALC");
}
if (!ThreadUtils.isRunGameThread()) {
simInfo.add("NOT GAME THREAD");
}
StringBuilder sb = new StringBuilder()
.append(!simInfo.isEmpty() ? "!!!" + String.join(", ", simInfo) + "!!! " : "")
.append(this.getGameType().toString())
.append("; ").append(CardUtil.getTurnInfo(this))
.append("; active: ").append((activePayer == null ? "none" : activePayer.getName()))
.append("; stack: ").append(this.getStack().toString())
.append(this.getState().isGameOver() ? "; FINISHED: " + this.getWinner() : "");
return sb.toString();
}
}