foul-magics/Mage/src/main/java/mage/game/permanent/Permanent.java
oscscull f7be842008
feature: implement Rooms (#13786)
- Adds Room + Room half card types
- Adds Room unlock ability
- Adds Room special functionality (locking halves, unlocking, changing names, changing mana values)
- Adjusts name predicate handling for Room name handling (Rooms have between 0 and 2 names on the battlefield depending on their state. They have 1 name on the stack as a normal split card does). Allows cards to match these names properly
- Adds Room game events (Unlock, Fully Unlock) and unlock triggers
- Updates Split card constructor to allow a single type line as with Rooms
- Adds empty name constant for fully unlocked rooms
- Updates Permanent to include the door unlock states (that all permanents have) that are relevant when a permanent is or becomes a Room.
- Updates ZonesHandler to properly move Room card parts onto and off of the battlefield.
- Updated Eerie ability to function properly with Rooms
- Implemented Bottomless Pool // Locker Room
- Implemented Surgical Suite // Hospital Room
- Added Room card tests
2025-10-16 01:36:31 -04:00

509 lines
12 KiB
Java

package mage.game.permanent;
import mage.MageObject;
import mage.MageObjectReference;
import mage.abilities.Ability;
import mage.cards.Card;
import mage.constants.Zone;
import mage.game.Controllable;
import mage.game.Game;
import mage.game.GameState;
import mage.util.CardUtil;
import java.util.List;
import java.util.Set;
import java.util.UUID;
public interface Permanent extends Card, Controllable {
void setOriginalControllerId(UUID controllerId);
void setControllerId(UUID controllerId);
boolean isTapped();
boolean untap(Game game);
boolean tap(Ability source, Game game);
boolean tap(boolean forCombat, Ability source, Game game);
/**
* use tap(game)
* <p>
* setTapped doesn't trigger TAPPED event and should be used only if you
* want permanent to enter battlefield tapped</p>
*
* @param tapped
* @deprecated
*/
void setTapped(boolean tapped);
boolean canTap(Game game);
boolean isFlipped();
boolean flip(Game game);
boolean transform(Ability source, Game game);
boolean transform(Ability source, Game game, boolean ignoreDayNight);
boolean isTransformed();
void setTransformed(boolean value);
int getTransformCount();
boolean isPhasedIn();
boolean isPhasedOutIndirectly();
boolean phaseIn(Game game);
boolean phaseIn(Game game, boolean onlyDirect);
boolean phaseOut(Game game);
boolean phaseOut(Game game, boolean indirectPhase);
boolean isMonstrous();
void setMonstrous(boolean value);
boolean isRenowned();
void setRenowned(boolean value);
boolean isSuspected();
void setSuspected(boolean value, Game game, Ability source);
boolean isPrototyped();
void setPrototyped(boolean value);
int getClassLevel();
/**
* Level up to next level.
*
* @param classLevel
* @return false on wrong settings (e.g. level up to multiple levels)
*/
boolean setClassLevel(int classLevel);
void addGoadingPlayer(UUID playerId);
Set<UUID> getGoadingPlayers();
void chooseProtector(Game game, Ability source);
void setProtectorId(UUID playerId);
UUID getProtectorId();
boolean isProtectedBy(UUID playerId);
void setCanBeSacrificed(boolean canBeSacrificed);
boolean canBeSacrificed();
void setCardNumber(String cid);
void setExpansionSetCode(String expansionSetCode);
void setFlipCard(boolean flipCard);
void setFlipCardName(String flipCardName);
void setSecondCardFace(Card card);
List<UUID> getAttachments();
UUID getAttachedTo();
int getAttachedToZoneChangeCounter();
void attachTo(UUID attachToObjectId, Ability source, Game game);
void unattach(Game game);
boolean canBeTargetedBy(MageObject sourceObject, UUID controllerId, Ability source, Game game);
boolean hasProtectionFrom(MageObject source, Game game);
boolean wasControlledFromStartOfControllerTurn();
boolean hasSummoningSickness();
int getDamage();
int damage(int damage, Ability source, Game game);
int damage(int damage, UUID attackerId, Ability source, Game game);
int damage(int damage, UUID attackerId, Ability source, Game game, boolean combat, boolean preventable);
/**
* Uses in replace events only
*
* @param damage
* @param attackerId id of the permanent or player who make damage (source.getSourceId() in most cases)
* @param source can be null for default game actions like combat
* @param game
* @param combat
* @param preventable
* @param appliedEffects
* @return
*/
int damage(int damage, UUID attackerId, Ability source, Game game, boolean combat, boolean preventable, List<UUID> appliedEffects);
/**
* Uses in combat only to deal damage at the same time
*
* @param damage
* @param attackerId id of the permanent or player who make damage (source.getSourceId() in most cases)
* @param source can be null for default game actions like combat
* @param game
* @param preventable
* @param combat
* @return
*/
int markDamage(int damage, UUID attackerId, Ability source, Game game, boolean preventable, boolean combat);
void markLifelink(int damage);
int applyDamage(Game game);
int getLethalDamage(UUID attackerId, Game game);
/**
* Same arguments as regular damage method, but returns the amount of excess damage dealt instead
*
* @return
*/
default int damageWithExcess(int damage, Ability source, Game game) {
return this.damageWithExcess(damage, source.getSourceId(), source, game);
}
default int damageWithExcess(int damage, UUID attackerId, Ability source, Game game) {
int lethal = getLethalDamage(attackerId, game);
int excess = Math.max(CardUtil.overflowDec(damage, lethal), 0);
int dealt = Math.min(lethal, damage);
this.damage(dealt, attackerId, source, game);
return excess;
}
void removeAllDamage(Game game);
void reset(Game game);
/**
* Return original/blueprint/printable object (token or card)
* <p>
* Original object used on each game cycle for permanent reset and apply all active effects
* <p>
* Warning, all changes to the original object will be applied forever
*/
MageObject getBasicMageObject();
boolean destroy(Ability source, Game game);
boolean destroy(Ability source, Game game, boolean noRegen);
/**
* @param source can be null for state base actions
* @param game
* @return
*/
boolean sacrifice(Ability source, Game game);
boolean regenerate(Ability source, Game game);
boolean fight(Permanent fightTarget, Ability source, Game game);
boolean fight(Permanent fightTarget, Ability source, Game game, boolean batchTrigger);
boolean entersBattlefield(Ability source, Game game, Zone fromZone, boolean fireEvent);
String getValue(GameState state);
/**
* Add abilities to the permanent, can be used in effects
*
* @param ability
* @param sourceId can be null
* @param game
* @return can be null for exists abilities
*/
Ability addAbility(Ability ability, UUID sourceId, Game game);
Ability addAbility(Ability ability, UUID sourceId, Game game, boolean fromExistingObject);
void removeAllAbilities(UUID sourceId, Game game);
void removeAbility(Ability abilityToRemove, UUID sourceId, Game game);
void removeAbilities(List<Ability> abilitiesToRemove, UUID sourceId, Game game);
void incrementLoyaltyActivationsAvailable();
void incrementLoyaltyActivationsAvailable(int max);
void setLoyaltyActivationsAvailable(int loyaltyActivationsAvailable);
void addLoyaltyUsed();
boolean canLoyaltyBeUsed(Game game);
void setLegendRuleApplies(boolean legendRuleApplies);
boolean legendRuleApplies();
void resetControl();
boolean changeControllerId(UUID controllerId, Game game, Ability source);
boolean checkControlChanged(Game game);
void beginningOfTurn(Game game);
void endOfTurn(Game game);
int getTurnsOnBattlefield();
void addPower(int power);
void addToughness(int toughness);
boolean isAttacking();
boolean isBlocked(Game game);
int getBlocking();
void setAttacking(boolean attacking);
void setBlocking(int blocking);
int getMaxBlocks();
void setMaxBlocks(int maxBlocks);
int getMinBlockedBy();
void setMinBlockedBy(int minBlockedBy);
int getMaxBlockedBy();
/**
* Sets the maximum number of blockers the creature can be blocked by.
* Default = 0 which means there is no restriction in the number of
* blockers.
*
* @param maxBlockedBy maximum number of blockers
*/
void setMaxBlockedBy(int maxBlockedBy);
/**
* @param defenderId id of planeswalker or player to attack - can be empty
* to check generally
* @param game
* @return
*/
boolean canAttack(UUID defenderId, Game game);
/**
* Checks if a creature can attack (also if it is tapped)
*
* @param defenderId
* @param game
* @return
*/
boolean canAttackInPrinciple(UUID defenderId, Game game);
boolean canBlock(UUID attackerId, Game game);
boolean canBlockAny(Game game);
/**
* Fast check for attacking possibilities (is it possible to attack permanent/planeswalker/battle)
*
* @param attackerId creature to attack, can be null
* @param defendingPlayerId defending player
* @param game
* @return
*/
boolean canBeAttacked(UUID attackerId, UUID defendingPlayerId, Game game);
/**
* Checks by restriction effects if the permanent can use activated
* abilities
*
* @param game
* @return true - permanent can use activated abilities
*/
boolean canUseActivatedAbilities(Game game);
/**
* Removes this permanent from combat
*
* @param game
* @param withEvent true if removed from combat by an effect (default)
* false if removed because it left the battlefield
* @return true if permanent was attacking or blocking
*/
boolean removeFromCombat(Game game);
boolean removeFromCombat(Game game, boolean withEvent);
boolean isDeathtouched();
/**
* Returns a list of object refrences that dealt damage this turn to this
* permanent
*
* @return
*/
Set<MageObjectReference> getDealtDamageByThisTurn();
/**
* Imprint some other card to this one.
*
* @param imprintedCard Card to count as imprinted
* @param game
* @return true if card was imprinted
*/
boolean imprint(UUID imprintedCard, Game game);
/**
* Removes all imprinted cards from permanent.
*
* @param game
* @return
*/
boolean clearImprinted(Game game);
/**
* Get card that was imprinted on this one.
* <p>
* Can be null if no card was imprinted.
*
* @return Imprinted card UUID.
*/
List<UUID> getImprinted();
/**
* Allows to connect any card to permanent. Very similar to Imprint except
* that it is for internal use only.
*
* @param key
* @param connectedCard
*/
void addConnectedCard(String key, UUID connectedCard);
/**
* Returns connected cards. Very similar to Imprint except that it is for
* internal use only.
*
* @param key
* @return
*/
List<UUID> getConnectedCards(String key);
/**
* Clear all connected cards.
*
* @param key
*/
void clearConnectedCards(String key);
/**
* Sets paired card.
*
* @param pairedCard
*/
void setPairedCard(MageObjectReference pairedCard);
/**
* Gets paired card. Can return null.
*
* @return
*/
MageObjectReference getPairedCard();
/**
* Makes permanent paired with no other permanent.
*/
void clearPairedCard();
void addBandedCard(UUID bandedCard);
void removeBandedCard(UUID bandedCard);
List<UUID> getBandedCards();
void clearBandedCards();
void setMorphed(boolean value);
boolean isMorphed();
void setDisguised(boolean value);
boolean isDisguised();
void setManifested(boolean value);
boolean isManifested();
void setCloaked(boolean value);
boolean isCloaked();
boolean isRingBearer();
void setRingBearer(Game game, boolean value);
boolean isSolved();
boolean solve(Game game, Ability source);
boolean isHarnessed();
void setHarnessed(boolean value);
boolean wasRoomUnlockedOnCast();
boolean isLeftDoorUnlocked();
boolean isRightDoorUnlocked();
boolean unlockRoomOnCast(Game game);
boolean unlockDoor(Game game, Ability source, boolean isLeftDoor);
@Override
Permanent copy();
// Simple int counter to set a timewise create order , the lower the number the earlier the object was created
// if objects enter the battlefield at the same time they can get (and should) get the same number.
int getCreateOrder();
void setCreateOrder(int createOrder);
default boolean isAttachedTo(UUID otherId) {
if (getAttachedTo() == null) {
return false;
}
return getAttachedTo().equals(otherId);
}
default void switchPowerToughness() {
// This is supposed to use boosted value since its switching the final values
int power = this.getPower().getValue();
this.getPower().setBoostedValue(this.getToughness().getValue());
this.getToughness().setBoostedValue(power);
}
}