foul-magics/Mage/src/main/java/mage/abilities/effects/ContinuousRuleModifyingEffectImpl.java
Oleg Agafonov a9152e886f refactor: improved ContinuousRuleModifying effects:
* removed unused apply methods;
* added miss overrides of checksEventType (related to wrong event usage, see 5f2edde20c).
2023-09-22 21:32:55 +04:00

95 lines
3.9 KiB
Java

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, false, true);
}
/**
* @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;
}
protected ContinuousRuleModifyingEffectImpl(final ContinuousRuleModifyingEffectImpl effect) {
super(effect);
this.infoMessage = effect.infoMessage;
this.messageToUser = effect.messageToUser;
this.messageToGameLog = effect.messageToGameLog;
}
@Override
final public boolean apply(Game game, Ability source) {
// not used in rule modifying effects because it allows or disallows related event only without data
// modification or choose dialogs (see applies method)
throw new IllegalStateException("Wrong code usage. Rules modifying effects don't use apply methods");
}
@Override
public String getInfoMessage(Ability source, GameEvent event, Game game) {
if (infoMessage == null) {
String message;
MageObject object = game.getObject(source);
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;
}
}