forked from External/mage
- dev: added data collectors API to collect and process game data in real time; - tests: added game logs output in all unit tests (enabled by default); - tests: added games history storage (decks, game logs, chats - disabled by default);
827 lines
27 KiB
Java
827 lines
27 KiB
Java
package mage.game;
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import mage.MageItem;
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import mage.MageObject;
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import mage.MageObjectReference;
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import mage.abilities.Ability;
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import mage.abilities.ActivatedAbility;
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import mage.abilities.DelayedTriggeredAbility;
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import mage.abilities.TriggeredAbility;
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import mage.abilities.common.delayed.ReflexiveTriggeredAbility;
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import mage.abilities.effects.ContinuousEffect;
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import mage.abilities.effects.ContinuousEffects;
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import mage.abilities.effects.PreventionEffectData;
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import mage.cards.Card;
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import mage.cards.Cards;
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import mage.cards.MeldCard;
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import mage.cards.decks.Deck;
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import mage.choices.Choice;
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import mage.constants.*;
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import mage.counters.Counters;
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import mage.game.combat.Combat;
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import mage.game.command.*;
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import mage.game.events.GameEvent;
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import mage.game.events.Listener;
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import mage.game.events.PlayerQueryEvent;
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import mage.game.events.TableEvent;
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import mage.game.match.MatchType;
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import mage.game.mulligan.Mulligan;
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import mage.game.permanent.Battlefield;
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import mage.game.permanent.Permanent;
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import mage.game.stack.Spell;
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import mage.game.stack.SpellStack;
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import mage.game.stack.StackObject;
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import mage.game.turn.Phase;
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import mage.game.turn.Step;
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import mage.game.turn.Turn;
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import mage.players.Player;
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import mage.players.PlayerList;
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import mage.players.Players;
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import mage.util.Copyable;
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import mage.util.MessageToClient;
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import mage.util.MultiAmountMessage;
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import mage.util.functions.CopyApplier;
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import java.io.Serializable;
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import java.util.*;
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import java.util.stream.Collectors;
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public interface Game extends MageItem, Serializable, Copyable<Game> {
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/**
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* Return global game index (used for better logs and history)
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*/
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Integer getGameIndex();
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MatchType getGameType();
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int getNumPlayers();
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int getStartingLife();
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RangeOfInfluence getRangeOfInfluence();
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MultiplayerAttackOption getAttackOption();
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//game data methods
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void loadCards(Set<Card> cards, UUID ownerId);
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Collection<Card> getCards();
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MeldCard getMeldCard(UUID meldId);
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void addMeldCard(UUID meldId, MeldCard meldCard);
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Object getCustomData();
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void setCustomData(Object data);
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GameOptions getOptions();
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/**
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* Return object or LKI from battlefield
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*
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* @param objectId
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* @return
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*/
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MageObject getObject(UUID objectId);
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MageObject getObject(Ability source);
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MageObject getBaseObject(UUID objectId);
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MageObject getEmblem(UUID objectId);
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Dungeon getDungeon(UUID objectId);
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Dungeon getPlayerDungeon(UUID playerId);
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UUID getControllerId(UUID objectId);
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UUID getOwnerId(UUID objectId);
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UUID getOwnerId(MageObject object);
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Spell getSpell(UUID spellId);
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Spell getSpellOrLKIStack(UUID spellId);
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/**
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* Find permanent on the battlefield by id. If you works with cards and want to check it on battlefield then
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* use game.getState().getZone() instead. Card's id and permanent's id can be different (example: mdf card
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* puts half card to battlefield, not the main card).
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*
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* @param permanentId
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* @return
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*/
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Permanent getPermanent(UUID permanentId);
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/**
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* Given the UUID of a permanent, this method returns the permanent. If the current game state does not contain
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* a permanent with the given UUID, this method checks the last known information on the battlefield to look for it.
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* <br>
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* Warning: if the permanent has left the battlefield and then returned, this information might be wrong.
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* Prefer usage of a MageObjectReference instead of only the UUID.
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*
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* @param permanentId - The UUID of the permanent
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* @return permanent or permanent's LKI
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*/
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Permanent getPermanentOrLKIBattlefield(UUID permanentId);
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/**
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* Given a MageObjectReference to a permanent, this method returns the permanent. If the current game state does not
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* contain that permanent, this method checks the last known information on the battlefield.
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*
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* @param permanentRef - A MOR to the permanent
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* @return permanent or permanent's LKI
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*/
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Permanent getPermanentOrLKIBattlefield(MageObjectReference permanentRef);
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Permanent getPermanentEntering(UUID permanentId);
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Map<UUID, Permanent> getPermanentsEntering();
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Map<Zone, Map<UUID, MageObject>> getLKI();
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Map<MageObjectReference, Map<String, Object>> getPermanentCostsTags();
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/**
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* Take the source's Costs Tags and store it for later access through the MOR.
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*/
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void storePermanentCostsTags(MageObjectReference permanentMOR, Ability source);
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// Result must be checked for null. Possible errors search pattern: (\S*) = game.getCard.+\n(?!.+\1 != null)
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Card getCard(UUID cardId);
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Optional<Ability> getAbility(UUID abilityId, UUID sourceId);
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void setZone(UUID objectId, Zone zone);
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void addPlayer(Player player, Deck deck);
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// Result must be checked for null. Possible errors search pattern: (\S*) = game.getPlayer.+\n(?!.+\1 != null)
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Player getPlayer(UUID playerId);
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Player getPlayerOrPlaneswalkerController(UUID playerId);
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/**
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* Static players list from start of the game. Use it to find player by ID or in game engine.
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*/
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Players getPlayers();
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/**
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* Static players list from start of the game. Use it to interate by starting turn order.
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* WARNING, it's ignore range and leaved players, so use it by game engine only
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*/
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// TODO: check usage of getPlayerList in cards and replace by game.getState().getPlayersInRange
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PlayerList getPlayerList();
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/**
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* Returns opponents list in range for the given playerId. Use it to interate by starting turn order.
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* <p>
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* Warning, it will return leaved players until end of turn. For dialogs and one shot effects use excludeLeavedPlayers
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*/
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// TODO: check usage of getOpponents in cards and replace with correct call of excludeLeavedPlayers, see #13289
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default Set<UUID> getOpponents(UUID playerId) {
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return getOpponents(playerId, false);
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}
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/**
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* Returns opponents list in range for the given playerId. Use it to interate by starting turn order.
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* Warning, it will return dead players until end of turn.
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*
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* @param excludeLeavedPlayers exclude dead player immediately without waiting range update on next turn
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*/
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default Set<UUID> getOpponents(UUID playerId, boolean excludeLeavedPlayers) {
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Player player = getPlayer(playerId);
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if (player == null) {
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return new LinkedHashSet<>();
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}
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return this.getPlayerList().stream()
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.filter(opponentId -> !opponentId.equals(playerId))
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.filter(player::hasPlayerInRange)
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.filter(opponentId -> !excludeLeavedPlayers || getPlayer(opponentId).isInGame())
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.collect(Collectors.toCollection(LinkedHashSet::new));
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}
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default boolean isActivePlayer(UUID playerId) {
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return getActivePlayerId() != null && getActivePlayerId().equals(playerId);
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}
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/**
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* Checks if the given playerToCheckId is an opponent of player As long as
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* no team formats are implemented, this method returns always true for each
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* playerId not equal to the player it is checked for. Also if this player
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* is out of range. This method can't handle that only players in range are
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* processed because it can only return TRUE or FALSE.
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*
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* @param player
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* @param playerToCheckId
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* @return
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*/
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default boolean isOpponent(Player player, UUID playerToCheckId) {
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return !player.getId().equals(playerToCheckId);
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}
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Turn getTurn();
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/**
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* @return can return null in non started games
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*/
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PhaseStep getTurnStepType();
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/**
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* @return can return null in non started games
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*/
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TurnPhase getTurnPhaseType();
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/**
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* @return can return null in non started games
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*/
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Phase getPhase();
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Step getStep();
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int getTurnNum();
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boolean isMainPhase();
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boolean canPlaySorcery(UUID playerId);
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/**
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* Id of the player the current turn it is.
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* <p>
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* Player can be under control of another player, so search a real GUI's controller by Player->getTurnControlledBy
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*
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* @return
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*/
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UUID getActivePlayerId();
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UUID getPriorityPlayerId();
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boolean checkIfGameIsOver();
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boolean hasEnded();
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Battlefield getBattlefield();
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SpellStack getStack();
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Exile getExile();
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Combat getCombat();
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GameState getState();
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String getWinner();
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void setDraw(UUID playerId);
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boolean isADraw();
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ContinuousEffects getContinuousEffects();
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GameStates getGameStates();
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void loadGameStates(GameStates states);
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boolean isSimulation();
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/**
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* Prepare game for any simulations like AI or effects calc
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*/
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Game createSimulationForAI();
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/**
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* Prepare game for any playable calc (available mana/abilities)
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*/
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Game createSimulationForPlayableCalc();
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boolean inCheckPlayableState();
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MageObject getLastKnownInformation(UUID objectId, Zone zone);
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CardState getLastKnownInformationCard(UUID objectId, Zone zone);
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MageObject getLastKnownInformation(UUID objectId, Zone zone, int zoneChangeCounter);
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/**
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* For checking if an object was in a zone during the resolution of an effect
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*/
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boolean checkShortLivingLKI(UUID objectId, Zone zone);
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void rememberLKI(Zone zone, MageObject object);
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void resetLKI();
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void resetShortLivingLKI();
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/**
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* For finding the spell or ability on the stack for "becomes the target" triggers.
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* Also ensures that spells/abilities that target the same object twice only trigger each "becomes the target" ability once.
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* If this is the first attempt at triggering for a given ability targeting a given object,
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* this method temporarily records that in the game state for later checks by this same method,
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* to not return the same object again (until short living LKI is cleared)
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*
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* @param checkingReference must be unique for each usage (this.getId().toString() of the TriggeredAbility, or this.getKey() of the watcher)
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* @param event the GameEvent.EventType.TARGETED from checkTrigger() or watch()
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* @return the StackObject which targeted the source, or null if already used or not found
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*/
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StackObject findTargetingStackObject(String checkingReference, GameEvent event);
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void setLosingPlayer(Player player);
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Player getLosingPlayer();
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int getTotalErrorsCount(); // debug only
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int getTotalEffectsCount(); // debug only
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//client event methods
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void addTableEventListener(Listener<TableEvent> listener);
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void addPlayerQueryEventListener(Listener<PlayerQueryEvent> listener);
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void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source);
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void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source, Map<String, Serializable> options);
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void fireChooseChoiceEvent(UUID playerId, Choice choice);
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void fireSelectTargetEvent(UUID playerId, MessageToClient message, Set<UUID> targets, boolean required, Map<String, Serializable> options);
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void fireSelectTargetEvent(UUID playerId, MessageToClient message, Cards cards, boolean required, Map<String, Serializable> options);
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void fireSelectTargetTriggeredAbilityEvent(UUID playerId, String message, List<TriggeredAbility> abilities);
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void fireSelectTargetEvent(UUID playerId, String message, List<Permanent> perms, boolean required);
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void fireSelectEvent(UUID playerId, String message);
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void fireSelectEvent(UUID playerId, String message, Map<String, Serializable> options);
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void firePriorityEvent(UUID playerId);
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void firePlayManaEvent(UUID playerId, String message, Map<String, Serializable> options);
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void firePlayXManaEvent(UUID playerId, String message);
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void fireGetChoiceEvent(UUID playerId, String message, MageObject object, List<? extends ActivatedAbility> choices);
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void fireGetModeEvent(UUID playerId, String message, Map<UUID, String> modes);
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void fireGetAmountEvent(UUID playerId, String message, int min, int max);
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void fireGetMultiAmountEvent(UUID playerId, List<MultiAmountMessage> messages, int min, int max, Map<String, Serializable> options);
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void fireChoosePileEvent(UUID playerId, String message, List<? extends Card> pile1, List<? extends Card> pile2);
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void fireInformEvent(String message);
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void fireStatusEvent(String message, boolean withTime, boolean withTurnInfo);
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void fireUpdatePlayersEvent();
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void informPlayers(String message);
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void informPlayer(Player player, String message);
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void debugMessage(String message);
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void fireErrorEvent(String message, Exception ex);
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void fireGameEndInfo();
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//game event methods
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void fireEvent(GameEvent event);
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/**
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* The events are stored until the resolution of the current effect ends and
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* fired then all together (e.g. X lands enter the battlefield from
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* Scapeshift)
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*
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* @param event
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*/
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void addSimultaneousEvent(GameEvent event);
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boolean replaceEvent(GameEvent event);
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boolean replaceEvent(GameEvent event, Ability targetAbility);
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/**
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* Creates and fires a damage prevention event
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*
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* @param damageEvent damage event that will be replaced (instanceof
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* check will be done)
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* @param source ability that's the source of the prevention effect
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* @param game
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* @param amountToPrevent max preventable amount
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* @return true prevention was successful / false prevention was replaced
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*/
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PreventionEffectData preventDamage(GameEvent damageEvent, Ability source, Game game, int amountToPrevent);
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void start(UUID choosingPlayerId);
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void resume();
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void pause();
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boolean isPaused();
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void end();
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void cleanUp();
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/*
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* Gives back the number of cards the player has after the next mulligan
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*/
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int mulliganDownTo(UUID playerId);
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void mulligan(UUID playerId);
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void endMulligan(UUID playerId);
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// void quit(UUID playerId);
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void timerTimeout(UUID playerId);
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void idleTimeout(UUID playerId);
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void concede(UUID playerId);
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void setConcedingPlayer(UUID playerId);
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void setManaPaymentMode(UUID playerId, boolean autoPayment);
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void setManaPaymentModeRestricted(UUID playerId, boolean autoPaymentRestricted);
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void setUseFirstManaAbility(UUID playerId, boolean useFirstManaAbility);
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void undo(UUID playerId);
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/**
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* Empty mana pool with mana burn and life lose checks
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*
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* @param source must be null for default game events
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*/
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void emptyManaPools(Ability source);
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void addEffect(ContinuousEffect continuousEffect, Ability source);
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void addEmblem(Emblem emblem, MageObject sourceObject, Ability source);
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void addEmblem(Emblem emblem, MageObject sourceObject, UUID toPlayerId);
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boolean addPlane(Plane plane, UUID toPlayerId);
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void addCommander(Commander commander);
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Dungeon addDungeon(Dungeon dungeon, UUID playerId);
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/**
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* Enter to dungeon or go to next room
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*
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* @param isEnterToUndercity - enter to Undercity instead choose a new dungeon
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*/
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void ventureIntoDungeon(UUID playerId, boolean isEnterToUndercity);
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void temptWithTheRing(UUID playerId);
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/**
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* Tells whether the current game has day or night, defaults to false
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*/
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boolean hasDayNight();
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/**
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* Sets game to day or night, sets hasDayNight to true
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*
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* @param daytime day is true, night is false
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*/
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void setDaytime(boolean daytime);
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/**
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* Returns true if hasDayNight is true and parameter matches current day/night value
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* Returns false if hasDayNight is false
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*
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* @param daytime day is true, night is false
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*/
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boolean checkDayNight(boolean daytime);
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/**
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* Adds a permanent to the battlefield
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*
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* @param permanent
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* @param createOrder upcounting number from state about the create order of
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* all permanents. Can equal for multiple permanents, if
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* they go to battlefield at the same time. If the value
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* is set to 0, a next number will be set automatically.
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*/
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void addPermanent(Permanent permanent, int createOrder);
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// priority method
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void sendPlayerAction(PlayerAction playerAction, UUID playerId, Object data);
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/**
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* This version supports copying of copies of any depth.
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*
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* @param copyFromPermanent
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* @param copyToPermanentId
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* @param source
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* @param applier
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* @return
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*/
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Permanent copyPermanent(Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier);
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Permanent copyPermanent(Duration duration, Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier);
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Card copyCard(Card cardToCopy, Ability source, UUID newController);
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void addTriggeredAbility(TriggeredAbility ability, GameEvent triggeringEvent);
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UUID addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility, Ability source);
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UUID fireReflexiveTriggeredAbility(ReflexiveTriggeredAbility reflexiveAbility, Ability source);
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UUID fireReflexiveTriggeredAbility(ReflexiveTriggeredAbility reflexiveAbility, Ability source, boolean fireAsSimultaneousEvent);
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/**
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* Inner engine call to reset all game objects and re-apply all layered continuous effects.
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* Do NOT use indiscriminately. See processAction() instead.
|
|
*/
|
|
@Deprecated
|
|
void applyEffects();
|
|
|
|
/**
|
|
* Handles simultaneous events for triggers and then re-applies all layered continuous effects.
|
|
* Must be called between sequential steps of a resolving one-shot effect.
|
|
* <p>
|
|
* 608.2e. Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses,
|
|
* that involve multiple players. In these cases, the choices for the first action are made in APNAP order,
|
|
* and then the first action is processed simultaneously. Then the choices for the second action are made in
|
|
* APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.
|
|
* <p>
|
|
* 608.2f. Some spells and abilities include actions taken on multiple players and/or objects. In most cases,
|
|
* each such action is processed simultaneously. If the action can't be processed simultaneously, it's instead
|
|
* processed considering each affected player or object individually. APNAP order is used to make the primary
|
|
* determination of the order of those actions. Secondarily, if the action is to be taken on both a player
|
|
* and an object they control or on multiple objects controlled by the same player, the player who controls
|
|
* the resolving spell or ability chooses the relative order of those actions.
|
|
*/
|
|
void processAction();
|
|
|
|
@Deprecated
|
|
// TODO: must research usage and remove it from all non engine code (example: Bestow ability, ProcessActions must be used instead)
|
|
boolean checkStateAndTriggered();
|
|
|
|
/**
|
|
* Play priority by all players
|
|
*
|
|
* @param activePlayerId starting priority player
|
|
* @param resuming false to reset passed priority and ask it again
|
|
*/
|
|
void playPriority(UUID activePlayerId, boolean resuming);
|
|
|
|
void resetControlAfterSpellResolve(UUID topId);
|
|
|
|
boolean endTurn(Ability source);
|
|
|
|
//game transaction methods
|
|
void saveState(boolean bookmark);
|
|
|
|
/**
|
|
* Save current game state and return bookmark to it
|
|
*
|
|
* @return
|
|
*/
|
|
int bookmarkState();
|
|
|
|
GameState restoreState(int bookmark, String context);
|
|
|
|
/**
|
|
* Remove selected bookmark and all newer bookmarks and game states
|
|
* Part of restore/rollback lifecycle
|
|
*
|
|
* @param bookmark
|
|
*/
|
|
void removeBookmark(int bookmark);
|
|
|
|
/**
|
|
* TODO: remove logic changed, must research each usage of removeBookmark and replace it with new code
|
|
*
|
|
* @param bookmark
|
|
*/
|
|
void removeBookmark_v2(int bookmark);
|
|
|
|
int getSavedStateSize();
|
|
|
|
boolean isSaveGame();
|
|
|
|
void setSaveGame(boolean saveGame);
|
|
|
|
// game options
|
|
void setGameOptions(GameOptions options);
|
|
|
|
// game times
|
|
Date getStartTime();
|
|
|
|
Date getEndTime();
|
|
|
|
// game cheats (for tests only)
|
|
void cheat(UUID ownerId, Map<Zone, String> commands);
|
|
|
|
void cheat(UUID ownerId, List<Card> library, List<Card> hand, List<PutToBattlefieldInfo> battlefield, List<Card> graveyard, List<Card> command, List<Card> exiled);
|
|
|
|
// controlling the behaviour of replacement effects while permanents entering the battlefield
|
|
void setScopeRelevant(boolean scopeRelevant);
|
|
|
|
boolean getScopeRelevant();
|
|
|
|
// players' timers
|
|
void initTimer(UUID playerId);
|
|
|
|
void resumeTimer(UUID playerId);
|
|
|
|
void pauseTimer(UUID playerId);
|
|
|
|
int getPriorityTime();
|
|
|
|
void setPriorityTime(int priorityTime);
|
|
|
|
int getBufferTime();
|
|
|
|
void setBufferTime(int bufferTime);
|
|
|
|
UUID getStartingPlayerId();
|
|
|
|
void setStartingPlayerId(UUID startingPlayerId);
|
|
|
|
void saveRollBackGameState();
|
|
|
|
boolean canRollbackTurns(int turnsToRollback);
|
|
|
|
void rollbackTurns(int turnsToRollback);
|
|
|
|
boolean executingRollback();
|
|
|
|
/**
|
|
* Add counters to permanent before ETB. Use it before put real permanent to battlefield.
|
|
*/
|
|
void setEnterWithCounters(UUID sourceId, Counters counters);
|
|
|
|
Counters getEnterWithCounters(UUID sourceId);
|
|
|
|
/**
|
|
* Get the UUID of the current player who is the Monarch, or null if nobody has it.
|
|
*
|
|
* @return UUID of the Monarch (null if nobody has it).
|
|
*/
|
|
UUID getMonarchId();
|
|
|
|
void setMonarchId(Ability source, UUID monarchId);
|
|
|
|
/**
|
|
* Get the UUID of the current player who has the initiative, or null if nobody has it.
|
|
*
|
|
* @return UUID of the player who currently has the Initiative (null if nobody has it).
|
|
*/
|
|
UUID getInitiativeId();
|
|
|
|
/**
|
|
* Function to call for a player to take the initiative.
|
|
*
|
|
* @param source The ability granting initiative.
|
|
* @param initiativeId UUID of the player taking the initiative
|
|
*/
|
|
void takeInitiative(Ability source, UUID initiativeId);
|
|
|
|
int damagePlayerOrPermanent(UUID playerOrPermanent, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable);
|
|
|
|
int damagePlayerOrPermanent(UUID playerOrPermanent, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable, List<UUID> appliedEffects);
|
|
|
|
Mulligan getMulligan();
|
|
|
|
Set<UUID> getCommandersIds(Player player, CommanderCardType commanderCardType, boolean returnAllCardParts);
|
|
|
|
/**
|
|
* Return not played commander cards from command zone
|
|
* Read comments for CommanderCardType for more info on commanderCardType usage
|
|
*
|
|
* @param player
|
|
* @return
|
|
*/
|
|
default Set<Card> getCommanderCardsFromCommandZone(Player player, CommanderCardType commanderCardType) {
|
|
// commanders in command zone aren't cards so you must call getCard instead getObject
|
|
return getCommandersIds(player, commanderCardType, false).stream()
|
|
.map(this::getCard)
|
|
.filter(Objects::nonNull)
|
|
.filter(card -> Zone.COMMAND.equals(this.getState().getZone(card.getId())))
|
|
.collect(Collectors.toSet());
|
|
}
|
|
|
|
/**
|
|
* Return commander cards from any zones (main card from command and permanent card from battlefield)
|
|
* Read comments for CommanderCardType for more info on commanderCardType usage
|
|
*
|
|
* @param player
|
|
* @param commanderCardType commander or signature spell
|
|
* @return
|
|
*/
|
|
default Set<Card> getCommanderCardsFromAnyZones(Player player, CommanderCardType commanderCardType, Zone... searchZones) {
|
|
Set<Zone> needZones = Arrays.stream(searchZones).collect(Collectors.toSet());
|
|
if (needZones.isEmpty()) {
|
|
throw new IllegalArgumentException("Empty zones list in searching commanders");
|
|
}
|
|
Set<UUID> needCommandersIds = this.getCommandersIds(player, commanderCardType, true);
|
|
Set<Card> needCommandersCards = needCommandersIds.stream()
|
|
.map(this::getCard)
|
|
.filter(Objects::nonNull)
|
|
.collect(Collectors.toSet());
|
|
Set<Card> res = new HashSet<>();
|
|
|
|
// hand
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.HAND)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.HAND.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// graveyard
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.GRAVEYARD)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.GRAVEYARD.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// library
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.LIBRARY)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.LIBRARY.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// battlefield (need permanent card)
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.BATTLEFIELD)) {
|
|
needCommandersIds.stream()
|
|
.map(this::getPermanent)
|
|
.filter(Objects::nonNull)
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// stack
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.STACK)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.STACK.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// exiled
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.EXILED)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.EXILED.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// command
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.COMMAND)) {
|
|
res.addAll(getCommanderCardsFromCommandZone(player, commanderCardType));
|
|
}
|
|
|
|
// outside must be ignored (example: second side of MDFC commander after cast)
|
|
if (needZones.contains(Zone.OUTSIDE)) {
|
|
throw new IllegalArgumentException("Outside zone doesn't supported in searching commanders");
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
/**
|
|
* Finds is it a commander card/object (use it in conditional and other things)
|
|
*
|
|
* @param player
|
|
* @param object
|
|
* @return
|
|
*/
|
|
default boolean isCommanderObject(Player player, MageObject object) {
|
|
UUID idToCheck = null;
|
|
if (object instanceof Spell) {
|
|
idToCheck = ((Spell) object).getCard().getId();
|
|
}
|
|
if (object instanceof CommandObject) {
|
|
idToCheck = object.getId();
|
|
}
|
|
if (object instanceof Card) {
|
|
idToCheck = ((Card) object).getMainCard().getId();
|
|
}
|
|
return idToCheck != null && this.getCommandersIds(player, CommanderCardType.COMMANDER_OR_OATHBREAKER, false).contains(idToCheck);
|
|
}
|
|
|
|
void setGameStopped(boolean gameStopped);
|
|
|
|
boolean isGameStopped();
|
|
|
|
boolean isTurnOrderReversed();
|
|
|
|
UUID getTableId();
|
|
|
|
void setTableId(UUID tableId);
|
|
}
|