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

577 lines
17 KiB
Java

package mage.abilities;
import mage.MageIdentifier;
import mage.MageObject;
import mage.abilities.costs.Cost;
import mage.abilities.costs.CostAdjuster;
import mage.abilities.costs.Costs;
import mage.abilities.costs.common.TapSourceCost;
import mage.abilities.costs.mana.ManaCost;
import mage.abilities.costs.mana.ManaCosts;
import mage.abilities.effects.Effect;
import mage.abilities.effects.Effects;
import mage.abilities.hint.Hint;
import mage.abilities.icon.CardIcon;
import mage.cards.Card;
import mage.constants.*;
import mage.game.Controllable;
import mage.game.Game;
import mage.game.events.GameEvent;
import mage.game.permanent.Permanent;
import mage.players.Player;
import mage.target.Target;
import mage.target.Targets;
import mage.target.targetadjustment.TargetAdjuster;
import mage.watchers.Watcher;
import java.io.Serializable;
import java.util.*;
/**
* 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 {
/**
* Assigns a new {@link java.util.UUID}
*/
void newId();
/**
* Assigns a new {@link java.util.UUID}
*/
void newOriginalId(); // TODO: delete newOriginalId???
/**
* Gets the {@link AbilityType} of this ability.
*
* @return The {@link AbilityType type} of this ability.
*/
AbilityType getAbilityType();
/**
* If this ability is an activated one (mana included).
*/
boolean isActivatedAbility();
/**
* If this ability is a triggered one (mana included).
*/
boolean isTriggeredAbility();
/**
* If this ability is an activated one, excluding mana.
*/
boolean isNonManaActivatedAbility();
/**
* If this ability is a mana activated one.
*/
boolean isManaActivatedAbility();
/**
* If this ability is a mana ability, (both triggered and activated can be mana abilities).
*/
boolean isManaAbility();
/**
* 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.
* <p>
* WARNING, MageSingleton abilities contains dirty data here, so you can't use sourceId with it
*/
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);
default void clearCosts() {
getCosts().clear();
}
default void clearManaCosts() {
getManaCosts().clear();
}
default void clearManaCostsToPay() {
getManaCostsToPay().clear();
}
/**
* 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();
default List<String> getManaCostSymbols() {
List<String> symbols = new ArrayList<>();
for (ManaCost cost : getManaCosts()) {
symbols.add(cost.getText());
}
return symbols;
}
/**
* 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();
void addManaCostsToPay(ManaCost manaCost);
/**
* Gets a map of the cost tags (set while casting/activating) of this ability, can be null if no tags have been set yet.
* Does NOT return the source permanent's tags.
* You should not be using this function in implementation of cards,
* this is a backing data structure used for internal storage.
* Use CardUtil {@link mage.util.CardUtil#getSourceCostsTag getSourceCostsTag} or {@link mage.util.CardUtil#checkSourceCostsTagExists checkSourceCostsTagExists} instead
*
* @return The map of tags and corresponding objects
*/
Map<String, Object> getCostsTagMap();
/**
* Set tag for this ability to the value, initializes this ability's tags map if needed.
* Should only be used from an {@link ActivatedAbility} (including {@link SpellAbility})
*/
void setCostsTag(String tag, Object value);
/**
* 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 all effects of an ability. That means effects from all modes
* event those modes that are not seleced (yet).
*
* @return All {@link Effects} of this ability.
*/
Effects getAllEffects();
/**
* Retrieves the effects of the specified {@link EffectType type} that are
* put into place by the resolution of this ability.
*
* @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. Warning, return targets from first/current mode only.
*
* @return All {@link Targets} that must be satisfied before this ability is
* put onto the stack.
*/
Targets getTargets();
/**
* Retrieves all selected targets, read only. Multi-modes return different targets.
* Works on stack only (after real cast/activate)
*/
Targets getAllSelectedTargets();
/**
* 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().
* <p>
* Warning, if you effect uses target pointers then it must search getTargetPointer too
*
* @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);
/**
* Retrieves the {@link Zone} that this ability is active within.
*/
Zone getZone();
/**
* Retrieves whether or not this abilities activation will use the stack.
*/
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.
*/
String getRule(boolean all);
/**
* Retrieves the rule associated with the given source.
*/
String getRule(String source);
/**
* Activates this ability prompting the controller to pay any mandatory
*
* @param game A reference the {@link Game} for which this ability should be
* activated within.
* @param allowedIdentifiers Restrict alternative/regular cost depending (if contain MageIdentifier.Default, there is no restriction)
* @param noMana Whether or not {@link ManaCosts} have to be paid.
* @return True if this ability was successfully activated.
*/
boolean activate(Game game, Set<MageIdentifier> allowedIdentifiers, boolean noMana);
default boolean activate(Game game, boolean noMana) {
return activate(game, new HashSet<>(Arrays.asList(MageIdentifier.Default)), noMana);
}
boolean isActivated();
/**
* 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.
*/
boolean resolve(Game game);
/**
* Used to reset the state of this ability.
*/
void reset(Game game);
/**
* Overridden by triggered abilities with intervening if clauses - rule
* 20110715 - 603.4
*
* @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, UUID playerId);
/**
* Gets the list of sub-abilities associated with this ability.
* When copying, subabilities are copied separately and thus the list is desynced.
* Do not interact with the subabilities list during a game!
*/
List<Ability> getSubAbilities();
/**
* Adds a sub-ability to this ability.
*
* @param ability The {@link Ability} to add.
*/
void addSubAbility(Ability ability);
List<Watcher> getWatchers();
/**
* Add watcher blueprint (real watcher will be created on card/ability init)
*/
void addWatcher(Watcher watcher);
/**
* Allow to control ability/trigger's lifecycle
* <p>
* How-to use:
* - for normal abilities and triggers - keep default
* - for leave battlefield triggers - keep default + set setLeavesTheBattlefieldTrigger(true)
* - for dies triggers - override and use TriggeredAbilityImpl.isInUseableZoneDiesTrigger inside + set setLeavesTheBattlefieldTrigger(true)
*
* @param sourceObject can be null for static continues effects checking like rules modification (example: Yixlid Jailer)
* @param event can be null for state base effects checking like "when you control seven or more" (example: Endrek Sahr, Master Breeder)
*/
boolean isInUseableZone(Game game, MageObject sourceObject, GameEvent event);
/**
* Returns true if the source object has currently the ability (e.g. The
* object can have lost all or some abilities for some time (e.g. Turn to
* Frog)
*/
boolean hasSourceObjectAbility(Game game, MageObject sourceObject, GameEvent event);
/**
* Returns true if the ability has a tap itself in their costs
*/
default boolean hasTapCost() {
for (Cost cost : this.getCosts()) {
if (cost instanceof TapSourceCost) {
return true;
}
}
return false;
}
/**
* Returns true if this ability has to be shown as topmost of all the rules
* of the object
*/
boolean getRuleAtTheTop();
/**
* Sets the value for the ruleAtTheTop attribute
* <p>
* true = show the rule at the top position of the rules
*/
Ability setRuleAtTheTop(boolean ruleAtTheTop);
/**
* Returns true if this ability has to work also with face down object (set
* to not visible normally).
*/
boolean getWorksFaceDown();
/**
* Sets the value for the worksFaceDown flag
* <p>
* true = the ability works also if the object is face down
*/
void setWorksFaceDown(boolean worksFaceDown);
/**
* Returns true if this ability has to work also with phased out object.
*/
boolean getWorksPhasedOut();
/**
* Sets the value for the worksPhasedOut flag
* <p>
* true = the ability works also if the object is phased out
*/
void setWorksPhasedOut(boolean worksPhasedOut);
/**
* Returns true if this ability's rule is visible on the card tooltip
*/
boolean getRuleVisible();
/**
* Sets the value for the ruleVisible attribute
* <p>
* true = rule will be shown for the card / permanent false = rule won't be shown
*/
Ability setRuleVisible(boolean ruleVisible);
/**
* Returns true if the additional costs of the ability should be visible on
* the tooltip text
*/
boolean getAdditionalCostsRuleVisible();
/**
* Sets the value for the additional costs rule attribute
* <p>
* true = rule will be shown for the card / permanent false = rule won't be shown
*/
void setAdditionalCostsRuleVisible(boolean ruleAdditionalCostsVisible);
/**
* Get the originalId of the ability
*
* @return originalId
*/
UUID getOriginalId();
/**
* Sets the ability word for the given ability. An ability word is a word
* that, in essence, groups, and reminds players of, cards that have a
* common functionality and does not imply any particular rules.
* <p>
* --- Not usable yet for rule text generation of triggered abilities ---
*/
Ability setAbilityWord(AbilityWord abilityWord);
/**
* Sets flavor word for whole ability
*/
Ability withFlavorWord(String flavorWord);
/**
* Sets flavor word for first mode
*/
Ability withFirstModeFlavorWord(String flavorWord);
/**
* Sets cost word for first mode
*/
Ability withFirstModeCost(Cost cost);
/**
* Creates the message about the ability casting/triggering/activating to
* post in the game log before the ability resolves.
*/
String getGameLogMessage(Game game);
boolean activateAlternateOrAdditionalCosts(MageObject sourceObject, Set<MageIdentifier> allowedIdentifiers, boolean noMana, Player controller, Game game);
/**
* Finds the source object regardless of its zcc. Can be LKI from battlefield in some cases.
* Warning, do not use with singleton abilities
*/
MageObject getSourceObject(Game game);
void setSourceObjectZoneChangeCounter(int zoneChangeCounter);
int getSourceObjectZoneChangeCounter();
/**
* Finds the source object (Permanent, StackObject, Card, etc.) as long as its zcc has not changed, otherwise null
* - for not activated ability - returns exists object
* - for activated ability - returns exists object or LKI (if it triggers from non battlefield, e.g. sacrifice cost);
*/
MageObject getSourceObjectIfItStillExists(Game game);
/**
* Finds the source object as long as it is a Card (can also be Permanent, Spell, etc.) and its zcc has not changed
*/
Card getSourceCardIfItStillExists(Game game);
/**
* Finds the source object as long as it is a Permanent and its zcc has not changed
*/
Permanent getSourcePermanentIfItStillExists(Game game);
/**
* Returns source permanent info (actual if it exists, otherwise from LKI)
*/
Permanent getSourcePermanentOrLKI(Game game);
void setSourcePermanentTransformCount(Game game);
boolean checkTransformCount(Permanent permanent, Game game);
String getTargetDescription(Targets targets, Game game);
void setCanFizzle(boolean canFizzle);
boolean canFizzle();
/**
* Adds a target adjuster to this ability.
* If using a generic adjuster, only use after adding the blueprint target!
*/
Ability setTargetAdjuster(TargetAdjuster targetAdjuster);
TargetAdjuster getTargetAdjuster();
void adjustTargets(Game game);
Ability setCostAdjuster(CostAdjuster costAdjuster);
CostAdjuster getCostAdjuster();
void adjustCosts(Game game);
List<Hint> getHints();
Ability addHint(Hint hint);
/**
* Tag the current mode to be retrieved elsewhere thanks to the tag.
*/
void setModeTag(String tag);
/**
* For abilities with static icons
*/
List<CardIcon> getIcons();
/**
* For abilities with dynamic icons
*
* @param game can be null for static calls like copies
*/
List<CardIcon> getIcons(Game game);
Ability addIcon(CardIcon cardIcon);
Ability addCustomOutcome(Outcome customOutcome);
Outcome getCustomOutcome();
/**
* For mtg's instances search, see rules example in 112.10b
*/
boolean isSameInstance(Ability ability);
MageIdentifier getIdentifier();
AbilityImpl setIdentifier(MageIdentifier mageIdentifier);
}