foul-magics/Mage/src/main/java/mage/abilities/effects/ContinuousRuleModifyingEffectImpl.java
2015-11-29 21:56:49 +01:00

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/*
* 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
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* 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.
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* The views and conclusions contained in the software and documentation are those of the
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*/
package mage.abilities.effects;
import mage.MageObject;
import mage.abilities.Ability;
import mage.constants.Duration;
import mage.constants.EffectType;
import mage.constants.Outcome;
import mage.game.Game;
import mage.game.events.GameEvent;
/**
*
* @author LevelX2
*/
public abstract class ContinuousRuleModifyingEffectImpl extends ContinuousEffectImpl implements ContinuousRuleModifyingEffect {
protected final boolean messageToUser;
protected final boolean messageToGameLog;
protected final String infoMessage;
// 613.10
// Some continuous effects affect game rules rather than objects. For example, effects may modify
// a player’s maximum hand size, or say that a creature must attack this turn if able. These effects
// are applied after all other continuous effects have been applied. Continuous effects that affect
// the costs of spells or abilities are applied according to the order specified in rule 601.2e.
// All other such effects are applied in timestamp order. See also the rules for timestamp order
// and dependency (rules 613.6 and 613.7).
// Some of this rule modifying effects are implemented as normal CONTINUOUS effects using the Layer.RulesEffects.
// But if the rule change can be implemented simply by preventing an event from happening, CONTINUOUS_RULE_MODIFICATION effects can be used.
// They work technical like a replacement effect that replaces the event completely.
// But player isn't asked to choose order of effects if multiple are applied to the same event.
public ContinuousRuleModifyingEffectImpl(Duration duration, Outcome outcome) {
this(duration, outcome, true, false);
}
/**
*
* @param duration
* @param outcome
* @param messageToUser - Every time the effect replaces an event, the user
* gets a message in a dialog window. Don't set it to true if the event
* happens regularly or very often. The message itself can be changed by
* overriding the getInfoMessage method.
* @param messageToLog - Every time the effect replaces an event, a message
* is posted to the game log. The message can be changed by overriding the
* getInfoMessage method.
*/
public ContinuousRuleModifyingEffectImpl(Duration duration, Outcome outcome, boolean messageToUser, boolean messageToLog) {
super(duration, outcome);
this.effectType = EffectType.CONTINUOUS_RULE_MODIFICATION;
this.infoMessage = null;
this.messageToUser = messageToUser;
this.messageToGameLog = messageToLog;
}
public ContinuousRuleModifyingEffectImpl(final ContinuousRuleModifyingEffectImpl effect) {
super(effect);
this.infoMessage = effect.infoMessage;
this.messageToUser = effect.messageToUser;
this.messageToGameLog = effect.messageToGameLog;
}
/**
* An early check for the event types this effect applies to. This check was
* added to speed up event handling. Once all existing
* ContinuousRuleModifiyingEffects have implemented this method, the method
* should be changed to abstract here or removed.
*
* @param event
* @param game
* @return
*/
@Override
public boolean checksEventType(GameEvent event, Game game) {
return true;
}
@Override
public boolean apply(Game game, Ability source) {
return true;
}
@Override
public String getInfoMessage(Ability source, GameEvent event, Game game) {
if (infoMessage == null) {
String message;
MageObject object = game.getObject(source.getSourceId());
if (object != null) {
message = source.getRule(messageToUser ? object.getIdName() : object.getLogName());
} else {
message = source.getRule();
}
return message;
} else {
return infoMessage;
}
}
@Override
public boolean sendMessageToUser() {
return messageToUser;
}
@Override
public boolean sendMessageToGameLog() {
return messageToGameLog;
}
}