forked from External/mage
- WIP: AI and multi targets, human and X=0 use cases, human and impossible targets use cases;
- improved stability and shared logic (related to #13606, #11134, #11666, continue from a53eb66b58, close #13617, close #13613);
- improved test logs and debug info to show more target info on errors;
- improved test framework to support multiple addTarget calls;
- improved test framework to find bad commands order for targets (related to #11666);
- fixed game freezes on auto-choice usages with disconnected or under control players (related to #11285);
- gui, game: fixed that player doesn't mark avatar as selected/green in "up to" targeting;
- gui, game: fixed small font in some popup messages on big screens (related to #969);
- gui, game: added min targets info for target selection dialog;
- for devs: added new cheat option to call and test any game dialog (define own dialogs, targets, etc in HumanDialogsTester);
- for devs: now tests require complete an any or up to target selection by addTarget + TestPlayer.TARGET_SKIP or setChoice + TestPlayer.CHOICE_SKIP (if not all max/possible targets used);
- for devs: added detail targets info for activate/trigger/cast, can be useful to debug unit tests, auto-choose or AI (see DebugUtil.GAME_SHOW_CHOOSE_TARGET_LOGS)
253 lines
7.6 KiB
Java
253 lines
7.6 KiB
Java
package mage.target;
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import mage.abilities.Ability;
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import mage.cards.Cards;
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import mage.constants.Outcome;
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import mage.constants.Zone;
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import mage.filter.Filter;
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import mage.game.Game;
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import mage.players.Player;
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import mage.util.Copyable;
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import java.io.Serializable;
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import java.util.Collection;
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import java.util.List;
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import java.util.Set;
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import java.util.UUID;
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/**
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* @author BetaSteward_at_googlemail.com
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*/
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public interface Target extends Copyable<Target>, Serializable {
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/**
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* All targets selected by a player
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* <p>
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* Warning, for "up to" targets it will return true all the time, so make sure your dialog
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* use do-while logic and call "choose" one time min or use isChoiceCompleted
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*/
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boolean isChosen(Game game);
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boolean isChoiceCompleted(Game game);
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boolean isChoiceCompleted(UUID abilityControllerId, Ability source, Game game);
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void clearChosen();
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boolean isChoiceSelected();
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boolean isNotTarget();
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/**
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* Mark it as non target (e.g. card's rules do not contain a "target" word)
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* <p>
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* Non targeted abilities are unaffected by protection/hexproof and other target related effects
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* Non targeted spells can't be fizzled on resolve with invalid targets
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* Non targeted spells chooses targets on resolve, targeted spells chooses targets on activate
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* All costs must be non targeted
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*
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* @param notTarget
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* @return
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*/
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Target withNotTarget(boolean notTarget);
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// methods for targets
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boolean canChoose(UUID sourceControllerId, Ability source, Game game);
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/**
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* Returns a set of all possible targets that match the criteria of the implemented Target class.
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*
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* @param sourceControllerId UUID of the ability's controller
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* @param source Ability which requires the targets
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* @param game Current game
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* @return Set of the UUIDs of possible targets
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*/
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Set<UUID> possibleTargets(UUID sourceControllerId, Ability source, Game game);
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/**
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* Priority method to make a choice from cards and other places, not a player.chooseXXX
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*/
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boolean chooseTarget(Outcome outcome, UUID playerId, Ability source, Game game);
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/**
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* Add target from targeting methods like chooseTarget (will check and generate target events and effects)
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*/
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void addTarget(UUID id, Ability source, Game game);
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void addTarget(UUID id, int amount, Ability source, Game game);
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void addTarget(UUID id, Ability source, Game game, boolean skipEvent);
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void addTarget(UUID id, int amount, Ability source, Game game, boolean skipEvent);
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boolean canTarget(UUID id, Game game);
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/**
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* @param id
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* @param source WARNING, it can be null for AI or other calls from events (TODO: introduce normal source in AI ComputerPlayer)
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* @param game
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* @return
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*/
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boolean canTarget(UUID id, Ability source, Game game);
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boolean stillLegalTarget(UUID playerId, UUID id, Ability source, Game game);
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boolean canTarget(UUID playerId, UUID id, Ability source, Game game);
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boolean isLegal(Ability source, Game game);
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/**
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* AI related code. Returns all possible different target combinations
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*/
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List<? extends Target> getTargetOptions(Ability source, Game game);
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boolean canChoose(UUID sourceControllerId, Game game);
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Set<UUID> possibleTargets(UUID sourceControllerId, Game game);
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@Deprecated // TODO: need replace to source only version?
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boolean choose(Outcome outcome, UUID playerId, UUID sourceId, Ability source, Game game);
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/**
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* Priority method to make a choice from cards and other places, not a player.chooseXXX
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*/
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default boolean choose(Outcome outcome, UUID playerId, Ability source, Game game) {
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return choose(outcome, playerId, source == null ? null : source.getSourceId(), source, game);
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}
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/**
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* Add target from non targeting methods like choose
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* TODO: need usage research, looks like there are wrong usage of addTarget, e.g. in choose method (must be add)
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*/
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void add(UUID id, Game game);
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void remove(UUID targetId);
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void updateTarget(UUID targetId, Game game);
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/**
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* @return full description with target name, amount, etc (uses in abilities/rules/cost)
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*/
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String getDescription();
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/**
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* @return message displayed on choosing targets (can be dynamically changed on more target selected)
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*/
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String getMessage(Game game);
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/**
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* @return single target name
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*/
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String getTargetName();
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/**
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* Overwrites the name automatically generated from the filter text.
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* If you want to add additional info for usability, use `withChooseHint` instead.
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*/
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Target withTargetName(String name);
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String getTargetedName(Game game);
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Zone getZone();
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int getTargetAmount(UUID targetId);
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int getMinNumberOfTargets();
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int getMaxNumberOfTargets();
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void setMinNumberOfTargets(int minNumberofTargets);
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void setMaxNumberOfTargets(int maxNumberofTargets);
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List<UUID> getTargets();
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Filter getFilter();
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boolean isRequired();
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boolean isRequired(UUID sourceId, Game game);
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boolean isRequired(Ability ability);
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void setRequired(boolean required);
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boolean isRequiredExplicitlySet();
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boolean isRandom();
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/**
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* WARNING, if you need random choice then call it by target's choose method, not player's choose
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* see https://github.com/magefree/mage/issues/11933
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*/
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void setRandom(boolean atRandom);
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UUID getFirstTarget();
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@Override
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Target copy();
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// some targets are chosen from players that are not the controller of the ability (e.g. Pandemonium)
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void setTargetController(UUID playerId);
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UUID getTargetController();
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void setAbilityController(UUID playerId);
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UUID getAbilityController();
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Player getTargetController(Game game, UUID playerId);
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int getTargetTag();
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Target setTargetTag(int tag);
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Target getOriginalTarget();
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// used for cards like Spellskite
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void setTargetAmount(UUID targetId, int amount, Game game);
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/**
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* Adds a clarification during target selection (in parentheses).
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* Useful for abilities that have multiple targets and different effects.
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*/
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Target withChooseHint(String chooseHint);
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String getChooseHint();
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void setEventReporting(boolean shouldReport);
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int getSize();
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boolean contains(UUID targetId);
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/**
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* This function tries to auto-choose the next target.
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* <p>
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* It will NOT add it to the list of targets, it will ony choose the next target
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* <p>
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* Use this version when the targets is selected from targets.getTargets.
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* <p>
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* It will auto-choosen if all of the following criteria are met:
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* - The minimum and maximum number of targets is the same (i.e. effect does not have "up to" in its name)
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* - The number of valid targets is equal to the number of targets still left to be specified
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*
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* @param abilityControllerId
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* @param source
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* @param game
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* @return The UUID of the chosen option, or null if one could not be chosen
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*/
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UUID tryToAutoChoose(UUID abilityControllerId, Ability source, Game game);
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/**
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* Use this version when the target is chosen from a specified collection.
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* E.g. {@link Player#chooseTarget(Outcome outcome, Cards cards, TargetCard target, Ability source, Game game)}
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*
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* @param abilityControllerId
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* @param source
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* @param game
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* @param possibleTargets
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* @return
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*/
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UUID tryToAutoChoose(UUID abilityControllerId, Ability source, Game game, Collection<UUID> possibleTargets);
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}
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