foul-magics/Mage/src/mage/game/Game.java

213 lines
8.3 KiB
Java

/*
* 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
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* 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.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of BetaSteward_at_googlemail.com.
*/
package mage.game;
import mage.Constants.MultiplayerAttackOption;
import mage.Constants.RangeOfInfluence;
import mage.Constants.Zone;
import mage.MageItem;
import mage.MageObject;
import mage.abilities.Ability;
import mage.abilities.ActivatedAbility;
import mage.abilities.DelayedTriggeredAbility;
import mage.abilities.TriggeredAbility;
import mage.abilities.effects.ContinuousEffect;
import mage.abilities.effects.ContinuousEffects;
import mage.actions.impl.MageAction;
import mage.cards.Card;
import mage.cards.Cards;
import mage.cards.decks.Deck;
import mage.choices.Choice;
import mage.game.combat.Combat;
import mage.game.command.Emblem;
import mage.game.events.GameEvent;
import mage.game.events.Listener;
import mage.game.events.PlayerQueryEvent;
import mage.game.events.TableEvent;
import mage.game.match.MatchType;
import mage.game.permanent.Battlefield;
import mage.game.permanent.Permanent;
import mage.game.permanent.PermanentCard;
import mage.game.stack.SpellStack;
import mage.game.turn.Phase;
import mage.game.turn.Step;
import mage.game.turn.Turn;
import mage.players.Player;
import mage.players.PlayerList;
import mage.players.Players;
import mage.util.functions.ApplyToPermanent;
import java.io.Serializable;
import java.util.*;
public interface Game extends MageItem, Serializable {
MatchType getGameType();
int getNumPlayers();
int getLife();
RangeOfInfluence getRangeOfInfluence();
MultiplayerAttackOption getAttackOption();
//game data methods
void loadCards(Set<Card> cards, UUID ownerId);
Collection<Card> getCards();
Object getCustomData();
void setCustomData(Object data);
GameOptions getOptions();
MageObject getObject(UUID objectId);
MageObject getEmblem(UUID objectId);
UUID getControllerId(UUID objectId);
Permanent getPermanent(UUID permanentId);
Card getCard(UUID cardId);
Ability getAbility(UUID abilityId, UUID sourceId);
void setZone(UUID objectId, Zone zone);
void addPlayer(Player player, Deck deck) throws GameException;
Player getPlayer(UUID playerId);
Players getPlayers();
PlayerList getPlayerList();
Set<UUID> getOpponents(UUID playerId);
Turn getTurn();
Phase getPhase();
Step getStep();
int getTurnNum();
boolean isMainPhase();
boolean canPlaySorcery(UUID playerId);
UUID getActivePlayerId();
UUID getPriorityPlayerId();
void leave(UUID playerId);
boolean isGameOver();
Battlefield getBattlefield();
SpellStack getStack();
Exile getExile();
Combat getCombat();
GameState getState();
String getWinner();
ContinuousEffects getContinuousEffects();
GameStates getGameStates();
void loadGameStates(GameStates states);
Game copy();
boolean isSimulation();
void setSimulation(boolean simulation);
MageObject getLastKnownInformation(UUID objectId, Zone zone);
MageObject getShortLivingLKI(UUID objectId, Zone zone);
void rememberLKI(UUID objectId, Zone zone, MageObject object);
void resetLKI();
void resetShortLivingLKI();
void setLosingPlayer(Player player);
Player getLosingPlayer();
void setStateCheckRequired();
boolean getStateCheckRequired();
void resetForSourceId(UUID sourceId);
//client event methods
void addTableEventListener(Listener<TableEvent> listener);
void addPlayerQueryEventListener(Listener<PlayerQueryEvent> listener);
void fireAskPlayerEvent(UUID playerId, String message);
void fireChooseEvent(UUID playerId, Choice choice);
void fireSelectTargetEvent(UUID playerId, String message, Set<UUID> targets, boolean required, Map<String, Serializable> options);
void fireSelectTargetEvent(UUID playerId, String message, Cards cards, boolean required, Map<String, Serializable> options);
void fireSelectTargetEvent(UUID playerId, String message, List<TriggeredAbility> abilities);
void fireSelectTargetEvent(UUID playerId, String message, List<Permanent> perms, boolean required);
void fireSelectEvent(UUID playerId, String message);
void fireLookAtCardsEvent(UUID playerId, String message, Cards cards);
void firePriorityEvent(UUID playerId);
void firePlayManaEvent(UUID playerId, String message);
void firePlayXManaEvent(UUID playerId, String message);
void fireGetChoiceEvent(UUID playerId, String message, List<? extends ActivatedAbility> choices);
void fireGetModeEvent(UUID playerId, String message, Map<UUID, String> modes);
void fireGetAmountEvent(UUID playerId, String message, int min, int max);
void fireChoosePileEvent(UUID playerId, String message, List<? extends Card> pile1, List<? extends Card> pile2);
void fireInformEvent(String message);
void fireUpdatePlayersEvent();
void informPlayers(String message);
void informPlayer(Player player, String message);
void debugMessage(String message);
void fireErrorEvent(String message, Exception ex);
//game event methods
void fireEvent(GameEvent event);
boolean replaceEvent(GameEvent event);
//game play methods
void start(UUID choosingPlayerId);
void start(UUID choosingPlayerId, GameOptions options);
void resume();
void pause();
boolean isPaused();
void end();
void mulligan(UUID playerId);
void quit(UUID playerId);
void concede(UUID playerId);
void emptyManaPools();
void addEffect(ContinuousEffect continuousEffect, Ability source);
void addEmblem(Emblem emblem, Ability source);
void addPermanent(Permanent permanent);
/**
* This version supports copying of copies of any depth.
*
* @param copyFromPermanent
* @param copyToPermanent
* @param source
* @param applier
*/
Permanent copyPermanent(Permanent copyFromPermanent, Permanent copyToPermanent, Ability source, ApplyToPermanent applier);
Card copyCard(Card cardToCopy, Ability source, UUID newController);
void addTriggeredAbility(TriggeredAbility ability);
void addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility);
void applyEffects();
boolean checkStateAndTriggered();
void playPriority(UUID activePlayerId, boolean resuming);
boolean endTurn(UUID playerId);
int doAction(MageAction action);
//game transaction methods
void saveState();
int bookmarkState();
void restoreState(int bookmark);
void removeBookmark(int bookmark);
// game options
void setGameOptions(GameOptions options);
// game times
Date getStartTime();
Date getEndTime();
// game cheats (for tests only)
void cheat(UUID ownerId, Map<Zone, String> commands);
void cheat(UUID ownerId, List<Card> library, List<Card> hand, List<PermanentCard> battlefield, List<Card> graveyard);
// controlling the behaviour of replacement effects
void setScopeRelevant(boolean scopeRelevant);
public boolean getScopeRelevant();
}