forked from External/mage
* apply regex to change public copy constructors to protected * cleanup code using now protected constructors * fix manaBuilder weird casting of Mana into ConditionalMana
105 lines
3.2 KiB
Java
105 lines
3.2 KiB
Java
package mage.abilities.effects;
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import java.util.UUID;
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import mage.abilities.Ability;
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import mage.constants.Duration;
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import mage.constants.EffectType;
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import mage.constants.Outcome;
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import mage.game.Game;
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import mage.game.permanent.Permanent;
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/**
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* @author BetaSteward_at_googlemail.com
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*/
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public abstract class RestrictionEffect extends ContinuousEffectImpl {
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public RestrictionEffect(Duration duration) {
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this(duration, Outcome.Detriment);
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}
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public RestrictionEffect(Duration duration, Outcome outcome) {
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super(duration, outcome);
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this.effectType = EffectType.RESTRICTION;
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}
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protected RestrictionEffect(final RestrictionEffect effect) {
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super(effect);
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}
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@Override
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public boolean apply(Game game, Ability source) {
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throw new UnsupportedOperationException("Not supported.");
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}
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public abstract boolean applies(Permanent permanent, Ability source, Game game);
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// canUseChooseDialogs -- restrict checks can be called by rules engine and by card info engine,
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// last one uses for info only and can't use dialogs, e.g. canUseChooseDialogs = false
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public boolean canAttack(Game game, boolean canUseChooseDialogs) {
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return true;
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}
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/**
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* @param attacker
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* @param defenderId id of planeswalker or player to attack, can be empty
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* for general checks
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* @param source
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* @param game
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* @param canUseChooseDialogs
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* @return
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*/
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public boolean canAttack(Permanent attacker, UUID defenderId, Ability source, Game game, boolean canUseChooseDialogs) {
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return true;
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}
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public boolean canAttackCheckAfter(int numberOfAttackers, Ability source, Game game, boolean canUseChooseDialogs) {
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return true;
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}
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/**
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* @param attacker can be empty for general checks
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* @param blocker
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* @param source
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* @param game
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* @param canUseChooseDialogs
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* @return
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*/
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public boolean canBlock(Permanent attacker, Permanent blocker, Ability source, Game game, boolean canUseChooseDialogs) {
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return true;
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}
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public boolean canBlockCheckAfter(Ability source, Game game, boolean canUseChooseDialogs) {
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return true;
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}
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public boolean canBeBlocked(Permanent attacker, Permanent blocker, Ability source, Game game, boolean canUseChooseDialogs) {
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return true;
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}
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/**
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* Called for all attackers after all blocking decisions are made
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*
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* @param attacker
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* @param source
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* @param game
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* @param canUseChooseDialogs
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* @return true = block is ok false = block is not valid (human: back to
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* defining blockers, AI: remove blocker)
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*/
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public boolean canBeBlockedCheckAfter(Permanent attacker, Ability source, Game game, boolean canUseChooseDialogs) {
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return true;
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}
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public boolean canBeUntapped(Permanent permanent, Ability source, Game game, boolean canUseChooseDialogs) {
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return true;
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}
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public boolean canUseActivatedAbilities(Permanent permanent, Ability source, Game game, boolean canUseChooseDialogs) {
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return true;
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}
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public boolean canTransform(Game game, boolean canUseChooseDialogs) {
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return true;
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}
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}
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