foul-magics/Mage/src/mage/abilities/Ability.java

409 lines
13 KiB
Java

/*
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
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* or implied, of BetaSteward_at_googlemail.com.
*/
package mage.abilities;
import mage.constants.AbilityType;
import mage.constants.EffectType;
import mage.constants.Zone;
import mage.MageObject;
import mage.abilities.costs.AlternativeCost;
import mage.abilities.costs.Cost;
import mage.abilities.costs.Costs;
import mage.abilities.costs.mana.ManaCost;
import mage.abilities.costs.mana.ManaCosts;
import mage.abilities.effects.Effect;
import mage.abilities.effects.Effects;
import mage.choices.Choice;
import mage.choices.Choices;
import mage.game.Controllable;
import mage.game.Game;
import mage.target.Target;
import mage.target.Targets;
import java.io.Serializable;
import java.util.List;
import java.util.UUID;
/**
* Practically everything in the game is started from an Ability. This
* interface describes what an Ability is composed of at the highest level.
*/
public interface Ability extends Controllable, Serializable {
/**
* Gets the globally unique id of the ability contained within the game.
*
* @return A {@link java.util.UUID} which the game will use to store and retrieve
* the exact instance of this ability.
*/
UUID getId();
/**
* Assigns a new {@link java.util.UUID}
*
* @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility, mage.game.Game)
* @see mage.game.GameImpl#addTriggeredAbility(mage.abilities.TriggeredAbility)
* @see mage.game.GameImpl#addDelayedTriggeredAbility(mage.abilities.DelayedTriggeredAbility)
*/
void newId();
/**
* Assigns a new {@link java.util.UUID}
*
* @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility, mage.game.Game)
* @see mage.game.GameImpl#addTriggeredAbility(mage.abilities.TriggeredAbility)
* @see mage.game.GameImpl#addDelayedTriggeredAbility(mage.abilities.DelayedTriggeredAbility)
*/
void newOriginalId();
/**
* Gets the {@link AbilityType} of this ability.
*
* @return The {@link AbilityType type} of this ability.
*/
AbilityType getAbilityType();
/**
* Gets the id of the player in control of this ability.
*
* @return The {@link java.util.UUID} of the controlling player.
*/
@Override
UUID getControllerId();
/**
* Sets the id of the controller of this ability.
*
* @param controllerId The {@link java.util.UUID} of the controller.
*/
void setControllerId(UUID controllerId);
/**
* Gets the id of the object which put this ability in motion.
*
* @return The {@link java.util.UUID} of the object this ability is associated with.
*/
UUID getSourceId();
/**
* Sets the id of the object which this ability orignates from.
*
* @param sourceID {@link java.util.UUID} the source id to set.
*/
void setSourceId(UUID sourceID);
/**
* Gets all {@link Costs} associated with this ability.
*
* @return All {@link Costs} associated with this ability.
*/
Costs<Cost> getCosts();
/**
* Adds a {@link Cost} to this ability that must be paid before this ability
* is activated.
*
* @param cost The {@link Cost} to add.
*/
void addCost(Cost cost);
/**
* Gets all {@link ManaCosts} associated with this ability. These returned
* costs should never be modified as they represent the base costs before
* any modifications.
*
* @return All {@link ManaCosts} that must be paid.
*/
ManaCosts<ManaCost> getManaCosts();
/**
* Gets all the {@link ManaCosts} that must be paid before activating this
* ability. These costs should be modified by any modification effects currently
* present within the game state.
*
* @return All {@link ManaCosts} that must be paid.
*/
ManaCosts<ManaCost> getManaCostsToPay();
/**
* Adds a {@link ManaCost} to this ability that must be paid before this
* ability is activated.
*
* @param cost The {@link ManaCost} to add.
*/
void addManaCost(ManaCost cost);
/**
* Gets all {@link AlternativeCost} associated with this ability.
*
* @return All {@link AlternativeCost}'s that can be paid instead of the {@link ManaCosts}
*/
List<AlternativeCost> getAlternativeCosts();
/**
* Adds an {@link AlternativeCost} this ability that may be paid instead of
* any other cost.
*
* @param cost The {@link AlternativeCost} to add.
*/
void addAlternativeCost(AlternativeCost cost);
/**
* TODO Method is unused, keep it around?
*
* Gets all costs that are optional to this ability. These costs can be paid
* in addition to other costs to have other effects put into place.
*
* @return All {@link Costs} that can be paid above and beyond other costs.
*/
Costs<Cost> getOptionalCosts();
/**
* Adds a {@link Cost} that is optional to this ability.
*
* @param cost The {@link Cost} to add to the optional costs.
*/
void addOptionalCost(Cost cost);
/**
* Retrieves the effects that are put into the place by the resolution of this
* ability.
*
* @return All {@link Effects} that will be put into place by the resolution
* of this ability.
*/
Effects getEffects();
/**
* Retrieves the effects of the specified {@link EffectType type} that are
* put into place by the resolution of this ability.
*
* @param game
* @param effectType The {@link EffectType type} to search for.
* @return All {@link Effects} of the given {@link EffectType}.
*/
Effects getEffects(Game game, EffectType effectType);
/**
* Adds an effect to this ability.
*
* @param effect The {@link Effect} to add.
*/
void addEffect(Effect effect);
/**
* Retrieves all targets that must be satisfied before this ability is
* put onto the stack.
*
* @return All {@link Targets} that must be satisfied before this ability is put onto
* the stack.
*/
Targets getTargets();
/**
* Retrieves the {@link Target} located at the 0th index in the {@link Targets}.
* A call to the method is equivalent to {@link #getTargets()}.get(0).getFirstTarget().
*
* @return The {@link java.util.UUID} of the first target within the targets list.
*
* @see mage.target.Target
*/
UUID getFirstTarget();
/**
* Adds a target to this ability that must be satisfied before this ability
* is put onto the stack.
*
* @param target The {@link Target} to add.
*/
void addTarget(Target target);
/**
* Choices
*
* @return
*/
Choices getChoices();
/**
* TODO: Javadoc me
*
* @param choice
*/
void addChoice(Choice choice);
/**
* Retrieves the {@link Zone} that this ability is active within.
*
* @return
*/
Zone getZone();
/**
* Retrieves whether or not this abilities activation will use the stack.
*
* @return
*/
boolean isUsesStack();
/**
* Retrieves a human readable string representing what the ability states it
* accomplishes. This call is equivalent to {@link #getRule(boolean) getRule(false)}
*
* @return A human readable string representing what the ability states it
* accomplishes
*/
String getRule();
/**
* Retrieves a human readable string including any costs associated with this
* ability if the all parameter is true, and just the abilities rule text if
* the all parameter is false.
*
* @param all True if costs are desired in the output, false otherwise.
* @return
*/
String getRule(boolean all);
/**
* Retrieves the rule associated with the given source.
*
* @param source
* @return
*/
String getRule(String source);
/**
* Activates this ability prompting the controller to pay any mandatory
* {@link Costs} or {@link AlternativeCost} associated with this ability.
*
* @param game A reference the {@link Game} for which this ability should be activated within.
* @param noMana Whether or not {@link ManaCosts} have to be paid.
* @return True if this ability was successfully activated.
*
* @see mage.players.PlayerImpl#cast(mage.abilities.SpellAbility, mage.game.Game, boolean)
* @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility, mage.game.Game)
* @see mage.players.PlayerImpl#triggerAbility(mage.abilities.TriggeredAbility, mage.game.Game)
*/
boolean activate(Game game, boolean noMana);
/**
* Resolves this ability and puts any effects it produces into play. This
* method should only be called if the {@link #activate(mage.game.Game, boolean)}
* method returned true.
*
* @param game The {@link Game} for which this ability resolves within.
* @return Whether or not this ability successfully resolved.
*
* @see mage.players.PlayerImpl#playManaAbility(mage.abilities.mana.ManaAbility, mage.game.Game)
* @see mage.players.PlayerImpl#specialAction(mage.abilities.SpecialAction, mage.game.Game)
*/
boolean resolve(Game game);
/**
* Used to reset the state of this ability.
*
* @param game
*/
void reset(Game game);
/**
* Overridden by triggered abilities with intervening if clauses - rule 20110715 - 603.4
*
* @param game
* @return Whether or not the intervening if clause is satisfied
*/
boolean checkIfClause(Game game);
/**
* Creates a fresh copy of this ability.
*
* @return A new copy of this ability.
*/
Ability copy();
boolean isModal();
void addMode(Mode mode);
Modes getModes();
boolean canChooseTarget(Game game);
/**
* Returns true if this abilities source is in the zone for the ability
*
* @param game
* @param checkLKI
* @return
*/
boolean isInUseableZone(Game game, MageObject source, boolean checkLKI);
/**
* Returns true if this ability has to be shown on top of the card.
*
* @return
*/
boolean getRuleAtTheTop();
/**
* Sets the value for the ruleAtTheTop attribute
*
* true = show the rule at the top position of the rules
*
* @param ruleAtTheTop
*/
void setRuleAtTheTop(boolean ruleAtTheTop);
/**
* Returns true if this ability's rule is visible on the card tooltip
*
* @return
*/
boolean getRuleVisible();
/**
* Sets the value for the ruleVisible attribute
*
* true = rule will be shown for the card / permanent
* false = rule won't be shown
*
* @param ruleAtTheTop
*/
void setRuleVisible(boolean ruleVisible);
/**
* Get the originalId of the ability
*
* @return originalId
*/
UUID getOriginalId();
}