foul-magics/Mage/src/main/java/mage/target/TargetImpl.java
Oleg Agafonov 133e4fe425
other: reworked target selection: (#13638)
- 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)
2025-05-16 13:55:54 +04:00

901 lines
31 KiB
Java

package mage.target;
import mage.MageObject;
import mage.abilities.Ability;
import mage.cards.Card;
import mage.constants.AbilityType;
import mage.constants.Outcome;
import mage.constants.Zone;
import mage.game.Game;
import mage.game.events.GameEvent;
import mage.game.events.TargetEvent;
import mage.game.permanent.Permanent;
import mage.game.stack.Spell;
import mage.players.Player;
import mage.util.CardUtil;
import mage.util.RandomUtil;
import java.util.*;
/**
* @author BetaSteward_at_googlemail.com
*/
public abstract class TargetImpl implements Target {
protected final Map<UUID, Integer> targets = new LinkedHashMap<>();
protected final Map<UUID, Integer> zoneChangeCounters = new HashMap<>();
protected String targetName;
protected Zone zone; // all targets will be filtered by that zone, don't use "multi-zone" filter
protected int maxNumberOfTargets;
protected int minNumberOfTargets;
protected boolean required = true;
protected boolean requiredExplicitlySet = false;
/**
* Simple chosen state due selected and require targets count
* Complex targets must override isChosen method or set chosen value manually
* For "up to" targets it will be false before first choose dialog:
* - chosen = false - player do not make a choice yet
* - chosen = true, targets.size = 0 - player choose 0 targets in "up to" and it's valid
* - chosen = true, targets.size >= 1 - player choose some targets and it's valid
*/
protected boolean chosen = false;
// is the target handled as targeted spell/ability (notTarget = true is used for not targeted effects like e.g. sacrifice)
protected boolean notTarget = false;
protected boolean atRandom = false; // for inner choose logic
protected UUID targetController = null; // if null the ability controller is the targetController
protected UUID abilityController = null; // only used if target controller != ability controller
protected int targetTag; // can be set if other target check is needed (AnotherTargetPredicate)
protected String chooseHint = null; // UI choose hints after target name
protected boolean shouldReportEvents = true; // generates TARGET and TARGETED events (can be disabled in non targeting mode, e.g. on target change)
@Override
public abstract TargetImpl copy();
protected TargetImpl() {
this(false);
}
protected TargetImpl(boolean notTarget) {
this.notTarget = notTarget;
}
protected TargetImpl(final TargetImpl target) {
this.targetName = target.targetName;
this.zone = target.zone;
this.maxNumberOfTargets = target.maxNumberOfTargets;
this.minNumberOfTargets = target.minNumberOfTargets;
this.required = target.required;
this.requiredExplicitlySet = target.requiredExplicitlySet;
this.chosen = target.chosen;
this.targets.putAll(target.targets);
this.zoneChangeCounters.putAll(target.zoneChangeCounters);
this.atRandom = target.atRandom;
this.notTarget = target.notTarget;
this.targetController = target.targetController;
this.abilityController = target.abilityController;
this.targetTag = target.targetTag;
this.chooseHint = target.chooseHint;
this.shouldReportEvents = target.shouldReportEvents;
}
@Override
public int getMinNumberOfTargets() {
return this.minNumberOfTargets;
}
@Override
public int getMaxNumberOfTargets() {
return this.maxNumberOfTargets;
}
@Override
public void setMinNumberOfTargets(int minNumberOftargets) {
this.minNumberOfTargets = minNumberOftargets;
}
@Override
public void setMaxNumberOfTargets(int maxNumberOftargets) {
this.maxNumberOfTargets = maxNumberOftargets;
}
@Override
public String getDescription() {
// target description for ability text
StringBuilder sb = new StringBuilder();
int min = getMinNumberOfTargets();
int max = getMaxNumberOfTargets();
String targetName = getTargetName();
if (min > 0 && max == Integer.MAX_VALUE) {
sb.append(CardUtil.numberToText(min));
sb.append(" or more ");
} else if (!targetName.startsWith("X ") && (min != 1 || max != 1)) {
targetName = targetName.replace("another", "other"); //If non-singular, use "other" instead of "another"
if (getUseAnyNumber()) {
sb.append(("any number of "));
} else {
if (min < max && max != Integer.MAX_VALUE) {
if (min == 1 && max == 2) {
sb.append("one or ");
} else if (min == 1 && max == 3) {
sb.append("one, two, or ");
} else {
sb.append("up to ");
}
}
sb.append(CardUtil.numberToText(max));
sb.append(' ');
}
}
boolean addTargetWord = false;
if (!isNotTarget()) {
addTargetWord = true;
if (targetName.contains("target ")) {
addTargetWord = false;
} else if (targetName.endsWith("any target")
|| targetName.endsWith("any other target")
|| targetName.endsWith("targets")) {
addTargetWord = false;
}
// endsWith needs to be specific.
// e.g. "spell with a single target" => need to prefix with "target ".
}
if (addTargetWord) {
sb.append("target ");
}
if (isNotTarget() && min == 1 && max == 1) {
sb.append(CardUtil.addArticle(targetName));
} else {
sb.append(targetName);
}
return sb.toString();
}
/**
* Used for generating text description. Needed so that subclasses may override.
*/
protected boolean getUseAnyNumber() {
int min = getMinNumberOfTargets();
int max = getMaxNumberOfTargets();
return min == 0 && max == Integer.MAX_VALUE;
}
@Override
public String getMessage(Game game) {
// UI choose message
String suffix = "";
if (this.chooseHint != null) {
suffix = " (" + this.chooseHint + ")";
}
if (getMaxNumberOfTargets() != 1) {
StringBuilder sb = new StringBuilder();
sb.append("Select ").append(targetName);
sb.append(" (selected ").append(targets.size());
if (getMaxNumberOfTargets() > 0 && getMaxNumberOfTargets() != Integer.MAX_VALUE) {
sb.append(" of ").append(getMaxNumberOfTargets());
}
if (getMinNumberOfTargets() > 0) {
sb.append(", min ").append(getMinNumberOfTargets());
}
sb.append(')');
sb.append(suffix);
return sb.toString();
}
if (getMinNumberOfTargets() == 0 && getMaxNumberOfTargets() == 1) {
return "Select up to one " + targetName + suffix;
}
return "Select " + CardUtil.addArticle(targetName) + suffix;
}
@Override
public boolean isNotTarget() {
return notTarget;
}
@Override
public String getTargetName() {
return targetName + (isRandom() ? " chosen at random" : "");
}
@Override
public TargetImpl withTargetName(String name) {
this.targetName = name;
return this;
}
@Override
public Zone getZone() {
return zone;
}
@Override
public boolean isRequired(UUID sourceId, Game game) {
MageObject object = game.getObject(sourceId);
if (!requiredExplicitlySet && object instanceof Ability) {
return isRequired((Ability) object);
} else {
return isRequired();
}
}
@Override
public boolean isRequired() {
return required;
}
@Override
public boolean isRequired(Ability ability) {
return ability == null
|| ability.isActivated()
|| !(ability.getAbilityType() == AbilityType.SPELL || ability.getAbilityType().isActivatedAbility());
}
@Override
public void setRequired(boolean required) {
this.required = required;
this.requiredExplicitlySet = true;
}
@Override
public boolean isChosen(Game game) {
// min = max = 0 - for abilities with X=0, e.g. nothing to choose
if (getMaxNumberOfTargets() == 0 && getMinNumberOfTargets() == 0) {
return true;
}
// limit by max amount
if (getMaxNumberOfTargets() > 0 && targets.size() > getMaxNumberOfTargets()) {
return false;
}
// limit by min amount
if (getMinNumberOfTargets() > 0 && targets.size() < getMinNumberOfTargets()) {
return false;
}
// all fine
return chosen || (targets.size() >= getMinNumberOfTargets() && targets.size() <= getMaxNumberOfTargets());
}
@Override
@Deprecated // TODO: replace usage in cards by full version from choose methods
public boolean isChoiceCompleted(Game game) {
return isChoiceCompleted(null, null, game);
}
@Override
public boolean isChoiceCompleted(UUID abilityControllerId, Ability source, Game game) {
// make sure target request called one time minimum (for "up to" targets)
// choice is selected after any addTarget call (by test, AI or human players)
if (!isChoiceSelected()) {
return false;
}
// make sure selected targets are valid
if (!isChosen(game)) {
return false;
}
// make sure to auto-finish on all targets selection
// - human player can select and deselect targets until fill all targets amount or press done button
// - AI player can select all new targets as much as possible
if (getMaxNumberOfTargets() > 0) {
if (getMaxNumberOfTargets() == Integer.MAX_VALUE) {
if (abilityControllerId != null && source != null) {
// any amount - nothing to choose
return this.getSize() >= this.possibleTargets(abilityControllerId, source, game).size();
} else {
// any amount - any selected
return this.getSize() > 0;
}
} else {
// check selected limit
return this.getSize() >= getMaxNumberOfTargets();
}
}
// all other use cases are fine
return true;
}
@Override
public void clearChosen() {
targets.clear();
zoneChangeCounters.clear();
chosen = false;
}
@Override
public boolean isChoiceSelected() {
// min = max = 0 - for abilities with X=0, e.g. nothing to choose
return chosen || getMaxNumberOfTargets() == 0 && getMinNumberOfTargets() == 0;
}
@Override
public void add(UUID id, Game game) {
if (getMaxNumberOfTargets() == 0 || targets.size() < getMaxNumberOfTargets()) {
if (!targets.containsKey(id)) {
targets.put(id, 0);
rememberZoneChangeCounter(id, game);
chosen = isChosen(game);
}
}
}
@Override
public void remove(UUID id) {
if (targets.containsKey(id)) {
targets.remove(id); // TODO: miss chosen update here?
zoneChangeCounters.remove(id);
}
}
@Override
public void addTarget(UUID id, Ability source, Game game) {
addTarget(id, source, game, notTarget);
}
@Override
public void addTarget(UUID id, Ability source, Game game, boolean skipEvent) {
//20100423 - 113.3
if (getMaxNumberOfTargets() == 0 || targets.size() < getMaxNumberOfTargets()) {
if (!targets.containsKey(id)) {
if (source != null && !skipEvent && shouldReportEvents) {
if (!game.replaceEvent(new TargetEvent(id, source))) {
targets.put(id, 0);
rememberZoneChangeCounter(id, game);
chosen = isChosen(game);
if (!skipEvent && shouldReportEvents) {
game.addSimultaneousEvent(GameEvent.getEvent(GameEvent.EventType.TARGETED, id, source, source.getControllerId()));
}
}
} else {
targets.put(id, 0);
rememberZoneChangeCounter(id, game);
chosen = isChosen(game);
}
}
}
}
@Override
public void updateTarget(UUID id, Game game) {
rememberZoneChangeCounter(id, game);
}
private void rememberZoneChangeCounter(UUID id, Game game) {
Card card = game.getCard(id);
if (card != null) {
zoneChangeCounters.put(id, card.getZoneChangeCounter(game));
}
}
@Override
public void addTarget(UUID id, int amount, Ability source, Game game) {
addTarget(id, amount, source, game, false);
}
@Override
public void addTarget(UUID id, int amount, Ability source, Game game, boolean skipEvent) {
if (targets.containsKey(id)) {
amount += targets.get(id);
}
if (source != null && !skipEvent && shouldReportEvents) {
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.TARGET, id, source, source.getControllerId()))) {
targets.put(id, amount);
rememberZoneChangeCounter(id, game);
chosen = isChosen(game);
if (!skipEvent && shouldReportEvents) {
game.fireEvent(GameEvent.getEvent(GameEvent.EventType.TARGETED, id, source, source.getControllerId()));
}
}
} else {
// AI targets simulation
targets.put(id, amount);
rememberZoneChangeCounter(id, game);
chosen = isChosen(game);
}
}
@Override
public boolean choose(Outcome outcome, UUID playerId, UUID sourceId, Ability source, Game game) {
Player targetController = getTargetController(game, playerId);
if (targetController == null) {
return false;
}
UUID abilityControllerId = playerId;
if (this.getTargetController() != null && this.getAbilityController() != null) {
abilityControllerId = this.getAbilityController();
}
chosen = false;
do {
int prevTargetsCount = this.getTargets().size();
// stop by disconnect
if (!targetController.canRespond()) {
break;
}
// stop by cancel/done
if (!targetController.choose(outcome, this, source, game)) {
break;
}
// TODO: miss auto-choose code? see chooseTarget below
// TODO: miss random code? see chooseTarget below
chosen = isChosen(game);
// stop by full complete
if (isChoiceCompleted(abilityControllerId, source, game)) {
break;
}
// stop by nothing to use (actual for human and done button)
if (prevTargetsCount == this.getTargets().size()) {
break;
}
// can select next target
} while (true);
chosen = isChosen(game);
return this.getTargets().size() > 0;
}
@Override
public boolean chooseTarget(Outcome outcome, UUID playerId, Ability source, Game game) {
Player targetController = getTargetController(game, playerId);
if (targetController == null) {
return false;
}
UUID abilityControllerId = playerId;
if (this.getTargetController() != null && this.getAbilityController() != null) {
abilityControllerId = this.getAbilityController();
}
List<UUID> randomPossibleTargets = new ArrayList<>(possibleTargets(playerId, source, game));
chosen = false;
do {
int prevTargetsCount = this.getTargets().size();
// stop by disconnect
if (!targetController.canRespond()) {
break;
}
// MAKE A CHOICE
if (isRandom()) {
// random choice
// stop on nothing to choose
if (randomPossibleTargets.isEmpty()) {
break;
}
// add valid random target one by one
while (!randomPossibleTargets.isEmpty()) {
UUID possibleTarget = RandomUtil.randomFromCollection(randomPossibleTargets);
if (this.canTarget(playerId, possibleTarget, source, game) && !this.contains(possibleTarget)) {
this.addTarget(possibleTarget, source, game);
randomPossibleTargets.remove(possibleTarget);
break;
} else {
randomPossibleTargets.remove(possibleTarget);
}
}
// continue to next target
} else {
// player's choice
UUID autoChosenId = tryToAutoChoose(playerId, source, game);
if (autoChosenId != null && !this.contains(autoChosenId)) {
// auto-choose
addTarget(autoChosenId, source, game);
// continue to next target (example: auto-choose must fill min/max = 2 from 2 possible cards)
} else {
// manual
// stop by cancel/done
if (!targetController.chooseTarget(outcome, this, source, game)) {
break;
}
// continue to next target
}
}
chosen = isChosen(game);
// stop by full complete
if (isChoiceCompleted(abilityControllerId, source, game)) {
break;
}
// stop by nothing to choose (actual for human and done button?)
if (prevTargetsCount == this.getTargets().size()) {
break;
}
// can select next target
} while (true);
chosen = isChosen(game);
return this.getTargets().size() > 0;
}
@Override
public boolean isLegal(Ability source, Game game) {
//20101001 - 608.2b
Set<UUID> illegalTargets = new HashSet<>();
for (UUID targetId : targets.keySet()) {
Card card = game.getCard(targetId);
if (card != null) {
// if a permanent, verify it is phased in, otherwise it is illegal
Permanent p = game.getPermanent(targetId);
if (p != null
&& !p.isPhasedIn()) {
illegalTargets.add(targetId);
continue; // it's not legal so continue to have a look at other targeted objects
}
// check if the card moved to another zone
if (zoneChangeCounters.containsKey(targetId)
&& zoneChangeCounters.get(targetId) != card.getZoneChangeCounter(game)) {
illegalTargets.add(targetId);
continue; // it's not legal so continue to have a look at other targeted objects
}
}
if (!notTarget && game.replaceEvent(new TargetEvent(targetId, source))) {
// replacedTargets++;
illegalTargets.add(targetId);
continue;
}
if (!stillLegalTarget(source.getControllerId(), targetId, source, game)) {
illegalTargets.add(targetId);
}
}
// remove illegal targets, needed to handle if only a subset of targets was illegal
for (UUID targetId : illegalTargets) {
targets.remove(targetId);
}
if (targets.isEmpty()) {
// If all targets that were set before are illegal now, the target is no longer legal
if (!illegalTargets.isEmpty()) {
return false;
}
// if no targets have to be set and no targets are set, that's legal
if (getMinNumberOfTargets() == 0) {
return true;
}
}
return !targets.isEmpty();
}
@Override
public List<? extends TargetImpl> getTargetOptions(Ability source, Game game) {
List<TargetImpl> options = new ArrayList<>();
List<UUID> possibleTargets = new ArrayList<>();
possibleTargets.addAll(possibleTargets(source.getControllerId(), source, game));
possibleTargets.removeAll(getTargets());
// get the length of the array
// e.g. for {'A','B','C','D'} => N = 4
int N = possibleTargets.size();
// not enough targets, return no option
if (N < getMinNumberOfTargets()) {
return options;
}
// not target but that's allowed, return one empty option
if (N == 0) {
TargetImpl target = this.copy();
options.add(target);
return options;
}
int maxK = getMaxNumberOfTargets() - getTargets().size();
if (maxK > 5) { // Prevent endless iteration with targets set to INTEGER.maxvalue
maxK = 5;
if (N > 10) { // not more than 252 combinations
maxK = 4;
}
if (N > 20) { // not more than 4845 combinations
maxK = 3;
}
}
if (N < maxK) { // less possible targets than the maximum allowed so reduce the max
maxK = N;
}
int minK = getMinNumberOfTargets();
if (getMinNumberOfTargets() == 0) { // add option without targets if possible
TargetImpl target = this.copy();
options.add(target);
minK = 1;
}
for (int K = minK; K <= maxK; K++) {
// get the combination by index
// e.g. 01 --> AB , 23 --> CD
int[] combination = new int[K];
// position of current index
// if (r = 1) r*
// index ==> 0 | 1 | 2
// element ==> A | B | C
int r = 0;
int index = 0;
while (r >= 0) {
// possible indexes for 1st position "r=0" are "0,1,2" --> "A,B,C"
// possible indexes for 2nd position "r=1" are "1,2,3" --> "B,C,D"
// for r = 0 ==> index < (4+ (0 - 2)) = 2
if (index <= (N + (r - K))) {
combination[r] = index;
// if we are at the last position print and increase the index
if (r == K - 1) {
//add the new target option
TargetImpl target = this.copy();
for (int i = 0; i < combination.length; i++) {
target.addTarget(possibleTargets.get(combination[i]), source, game, true);
}
options.add(target);
index++;
} else {
// select index for next position
index = combination[r] + 1;
r++;
}
} else {
r--;
if (r > 0) {
index = combination[r] + 1;
} else {
index = combination[0] + 1;
}
}
}
}
return options;
}
@Override
public List<UUID> getTargets() {
return new ArrayList<>(targets.keySet());
}
@Override
public int getTargetAmount(UUID targetId) {
if (targets.containsKey(targetId)) {
return targets.get(targetId);
}
return 0;
}
@Override
public UUID getFirstTarget() {
if (!targets.isEmpty()) {
return targets.keySet().iterator().next();
}
return null;
}
@Override
public boolean stillLegalTarget(UUID controllerId, UUID id, Ability source, Game game) {
return canTarget(controllerId, id, source, game);
}
@Override
public TargetImpl withNotTarget(boolean notTarget) {
this.notTarget = notTarget;
return this;
}
@Override
public boolean isRandom() {
return this.atRandom;
}
@Override
public void setRandom(boolean atRandom) {
this.atRandom = atRandom;
}
@Override
public void setTargetController(UUID playerId) {
this.targetController = playerId;
}
@Override
public UUID getTargetController() {
return targetController;
}
@Override
public void setAbilityController(UUID playerId) {
this.abilityController = playerId;
}
@Override
public UUID getAbilityController() {
return abilityController;
}
@Override
public Player getTargetController(Game game, UUID playerId) {
if (getTargetController() != null) {
return game.getPlayer(getTargetController());
} else {
return game.getPlayer(playerId);
}
}
@Override
public boolean isRequiredExplicitlySet() {
return requiredExplicitlySet;
}
@Override
public int getTargetTag() {
return targetTag;
}
/**
* Is used to be able to check, that another target is selected within the
* group of targets of the ability with a target tag > 0.
*
* @param targetTag
*/
@Override
public TargetImpl setTargetTag(int targetTag) {
this.targetTag = targetTag;
return this;
}
@Override
public Target getOriginalTarget() {
return this;
}
@Override
public void setTargetAmount(UUID targetId, int amount, Game game) {
targets.put(targetId, amount);
rememberZoneChangeCounter(targetId, game);
chosen = isChosen(game);
}
@Override
public Target withChooseHint(String chooseHint) {
this.chooseHint = chooseHint;
return this;
}
@Override
public String getChooseHint() {
return chooseHint;
}
@Override
public void setEventReporting(boolean shouldReport) {
this.shouldReportEvents = shouldReport;
}
@Override
public int getSize() {
return targets.size();
}
@Override
public boolean contains(UUID targetId) {
return targets.containsKey(targetId);
}
@Override
public UUID tryToAutoChoose(UUID abilityControllerId, Ability source, Game game) {
Set<UUID> possibleTargets = possibleTargets(abilityControllerId, source, game);
possibleTargets.removeAll(this.targets.keySet());
return tryToAutoChoose(abilityControllerId, source, game, possibleTargets);
}
@Override
public UUID tryToAutoChoose(UUID abilityControllerId, Ability source, Game game, Collection<UUID> possibleTargets) {
if (possibleTargets == null || game == null || source == null) {
return null;
}
Player player = game.getPlayer(abilityControllerId);
if (player == null) {
return null;
}
int playerAutoTargetLevel;
if (player.isHuman() && player.getControllingPlayersUserData(game) != null) { // Ensure that non-strictChooseMode ComputerPlayer will still use this ability
playerAutoTargetLevel = player.getControllingPlayersUserData(game).getAutoTargetLevel();
} else {
playerAutoTargetLevel = 2;
}
// freeze protection on disconnect - auto-choice works for online players only
boolean isOnline = player.canRespond();
if (!player.isGameUnderControl()) {
Player controllingPlayer = game.getPlayer(player.getTurnControlledBy());
if (player.isHuman()) {
isOnline = controllingPlayer.canRespond();
}
}
String abilityText = source.getRule(true).toLowerCase();
boolean strictModeEnabled = player.getStrictChooseMode();
boolean canAutoChoose = this.getMinNumberOfTargets() == this.getMaxNumberOfTargets() // Targets must be picked
&& isOnline
&& possibleTargets.size() == this.getMinNumberOfTargets() - this.getSize() // Available targets are equal to the number that must be picked
&& !strictModeEnabled // Test AI is not set to strictChooseMode(true)
&& playerAutoTargetLevel > 0 // Human player has enabled auto-choose in settings
&& !abilityText.contains("search"); // Do not autochoose for any effects which involve searching
if (canAutoChoose) {
boolean autoTargetAll = playerAutoTargetLevel == 2;
for (UUID possibleChooseId : possibleTargets) {
// Don't pick a target that's already been chosen, this will lead to an infinite loop of
// choosen and unchoosing the same target.
if (this.targets.containsKey(possibleChooseId)) {
continue;
}
if (autoTargetAll) { // No need for further checks since all targeting is to be automated
return possibleChooseId;
}
// Check if you control the target (or own the card)
boolean targetingOwnThing;
if (possibleChooseId == abilityControllerId) {
targetingOwnThing = true;
} else {
Permanent targetPermanent = game.getPermanent(possibleChooseId);
Card targetCard = game.getCard(possibleChooseId);
Spell targetSpell = game.getSpell(possibleChooseId);
if (targetPermanent != null) {
targetingOwnThing = abilityControllerId == targetPermanent.getControllerId();
} else if (targetCard != null) {
targetingOwnThing = abilityControllerId == targetCard.getOwnerId();
} else if (targetSpell != null) {
targetingOwnThing = abilityControllerId == targetSpell.getControllerId();
} else {
// No point further checking
continue;
}
}
// If you control (or own the card) the target, check if it's one of the feel-bad effects.
if (targetingOwnThing) {
if (abilityText.contains("discard")
|| abilityText.contains("sacrifice")
|| abilityText.contains("destroy")
|| abilityText.contains("exile")) {
continue;
}
// Otherwise return the target with the return statement below.
}
// If we get here then it means that the target UUID passes the checks.
return possibleChooseId;
}
}
return null;
}
@Override
public String toString() {
return this.getClass().getSimpleName()
+ ", from " + this.getMinNumberOfTargets()
+ " to " + this.getMaxNumberOfTargets()
+ ", " + this.getDescription()
+ ", selected " + this.getTargets().size();
}
}