forked from External/mage
* Implement Costs Tag Map system * Use Costs Tag Map system to store X value for spells, abilities, and resolving permanents * Store Bestow without target's tags Change functions for getting tags and storing the tags of a new permanent * Create and use deep copy function in CardUtil, add Copyable<T> to many classes * Fix Hall Of the Bandit Lord infinite loop * Add additional comments * Don't store null/empty costs tags maps (saves memory) * Fix two more Watchers with Ability variable * Add check for exact collection types during deep copy * Use generics instead of pure type erasure during deep copy * convert more code to using deep copy helper, everything use Object copier, add EnumMap * fix documentation * Don't need the separate null checks anymore (handled in deepCopyObject) * Minor cleanup
726 lines
22 KiB
Java
726 lines
22 KiB
Java
package mage.game;
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import mage.MageItem;
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import mage.MageObject;
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import mage.MageObjectReference;
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import mage.abilities.Ability;
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import mage.abilities.ActivatedAbility;
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import mage.abilities.DelayedTriggeredAbility;
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import mage.abilities.TriggeredAbility;
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import mage.abilities.common.delayed.ReflexiveTriggeredAbility;
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import mage.abilities.effects.ContinuousEffect;
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import mage.abilities.effects.ContinuousEffects;
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import mage.abilities.effects.PreventionEffectData;
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import mage.actions.impl.MageAction;
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import mage.cards.Card;
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import mage.cards.Cards;
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import mage.cards.MeldCard;
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import mage.cards.decks.Deck;
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import mage.choices.Choice;
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import mage.constants.*;
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import mage.counters.Counters;
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import mage.game.combat.Combat;
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import mage.game.command.*;
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import mage.game.events.GameEvent;
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import mage.game.events.Listener;
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import mage.game.events.PlayerQueryEvent;
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import mage.game.events.TableEvent;
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import mage.game.match.MatchType;
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import mage.game.mulligan.Mulligan;
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import mage.game.permanent.Battlefield;
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import mage.game.permanent.Permanent;
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import mage.game.permanent.PermanentCard;
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import mage.game.stack.Spell;
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import mage.game.stack.SpellStack;
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import mage.game.turn.Phase;
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import mage.game.turn.Step;
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import mage.game.turn.Turn;
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import mage.players.Player;
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import mage.players.PlayerList;
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import mage.players.Players;
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import mage.util.Copyable;
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import mage.util.MessageToClient;
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import mage.util.MultiAmountMessage;
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import mage.util.functions.CopyApplier;
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import java.io.Serializable;
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import java.util.*;
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import java.util.stream.Collectors;
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public interface Game extends MageItem, Serializable, Copyable<Game> {
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MatchType getGameType();
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int getNumPlayers();
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int getStartingLife();
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RangeOfInfluence getRangeOfInfluence();
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MultiplayerAttackOption getAttackOption();
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//game data methods
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void loadCards(Set<Card> cards, UUID ownerId);
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Collection<Card> getCards();
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MeldCard getMeldCard(UUID meldId);
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void addMeldCard(UUID meldId, MeldCard meldCard);
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Object getCustomData();
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void setCustomData(Object data);
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GameOptions getOptions();
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/**
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* Return object or LKI from battlefield
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*
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* @param objectId
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* @return
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*/
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MageObject getObject(UUID objectId);
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MageObject getObject(Ability source);
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MageObject getBaseObject(UUID objectId);
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MageObject getEmblem(UUID objectId);
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Dungeon getDungeon(UUID objectId);
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Dungeon getPlayerDungeon(UUID objectId);
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UUID getControllerId(UUID objectId);
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UUID getOwnerId(UUID objectId);
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UUID getOwnerId(MageObject object);
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Spell getSpell(UUID spellId);
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Spell getSpellOrLKIStack(UUID spellId);
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/**
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* Find permanent on the battlefield by id. If you works with cards and want to check it on battlefield then
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* use game.getState().getZone() instead. Card's id and permanent's id can be different (example: mdf card
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* puts half card to battlefield, not the main card).
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*
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* @param permanentId
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* @return
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*/
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Permanent getPermanent(UUID permanentId);
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Permanent getPermanentOrLKIBattlefield(UUID permanentId);
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Permanent getPermanentEntering(UUID permanentId);
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Map<UUID, Permanent> getPermanentsEntering();
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Map<Zone, Map<UUID, MageObject>> getLKI();
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Map<MageObjectReference, Map<String, Object>> getPermanentCostsTags();
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/**
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* Take the source's Costs Tags and store it for later access through the MOR.
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*/
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void storePermanentCostsTags(MageObjectReference permanentMOR, Ability source);
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// Result must be checked for null. Possible errors search pattern: (\S*) = game.getCard.+\n(?!.+\1 != null)
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Card getCard(UUID cardId);
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Optional<Ability> getAbility(UUID abilityId, UUID sourceId);
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void setZone(UUID objectId, Zone zone);
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void addPlayer(Player player, Deck deck);
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// Result must be checked for null. Possible errors search pattern: (\S*) = game.getPlayer.+\n(?!.+\1 != null)
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Player getPlayer(UUID playerId);
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Player getPlayerOrPlaneswalkerController(UUID playerId);
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Players getPlayers();
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PlayerList getPlayerList();
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default Set<UUID> getOpponents(UUID playerId) {
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return getOpponents(playerId, false);
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}
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/**
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* Returns a Set of opponents in range for the given playerId
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*
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* @param playerId
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* @param excludeDeadPlayers Determines if players who have lost are excluded from the list
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* @return
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*/
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default Set<UUID> getOpponents(UUID playerId, boolean excludeDeadPlayers) {
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Player player = getPlayer(playerId);
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if (player == null) {
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return new HashSet<>();
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}
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return player.getInRange().stream()
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.filter(opponentId -> !opponentId.equals(playerId))
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.filter(opponentId -> !excludeDeadPlayers || !getPlayer(opponentId).hasLost())
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.collect(Collectors.toSet());
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}
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default boolean isActivePlayer(UUID playerId) {
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return getActivePlayerId() != null && getActivePlayerId().equals(playerId);
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}
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/**
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* Checks if the given playerToCheckId is an opponent of player As long as
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* no team formats are implemented, this method returns always true for each
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* playerId not equal to the player it is checked for. Also if this player
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* is out of range. This method can't handle that only players in range are
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* processed because it can only return TRUE or FALSE.
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*
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* @param player
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* @param playerToCheckId
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* @return
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*/
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default boolean isOpponent(Player player, UUID playerToCheckId) {
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return !player.getId().equals(playerToCheckId);
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}
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Turn getTurn();
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/**
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* @return can return null in non started games
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*/
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PhaseStep getTurnStepType();
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/**
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* @return can return null in non started games
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*/
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TurnPhase getTurnPhaseType();
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/**
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* @return can return null in non started games
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*/
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Phase getPhase();
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Step getStep();
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int getTurnNum();
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boolean isMainPhase();
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boolean canPlaySorcery(UUID playerId);
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/**
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* Id of the player the current turn it is.
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*
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* Player can be under control of another player, so search a real GUI's controller by Player->getTurnControlledBy
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*
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* @return
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*/
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UUID getActivePlayerId();
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UUID getPriorityPlayerId();
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boolean checkIfGameIsOver();
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boolean hasEnded();
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Battlefield getBattlefield();
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SpellStack getStack();
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Exile getExile();
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Combat getCombat();
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GameState getState();
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String getWinner();
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void setDraw(UUID playerId);
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boolean isADraw();
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ContinuousEffects getContinuousEffects();
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GameStates getGameStates();
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void loadGameStates(GameStates states);
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boolean isSimulation();
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void setSimulation(boolean checkPlayableState);
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boolean inCheckPlayableState();
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void setCheckPlayableState(boolean checkPlayableState);
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MageObject getLastKnownInformation(UUID objectId, Zone zone);
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CardState getLastKnownInformationCard(UUID objectId, Zone zone);
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MageObject getLastKnownInformation(UUID objectId, Zone zone, int zoneChangeCounter);
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boolean getShortLivingLKI(UUID objectId, Zone zone);
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void rememberLKI(UUID objectId, Zone zone, MageObject object);
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void resetLKI();
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void resetShortLivingLKI();
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void setLosingPlayer(Player player);
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Player getLosingPlayer();
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//client event methods
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void addTableEventListener(Listener<TableEvent> listener);
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void addPlayerQueryEventListener(Listener<PlayerQueryEvent> listener);
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void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source);
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void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source, Map<String, Serializable> options);
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void fireChooseChoiceEvent(UUID playerId, Choice choice);
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void fireSelectTargetEvent(UUID playerId, MessageToClient message, Set<UUID> targets, boolean required, Map<String, Serializable> options);
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void fireSelectTargetEvent(UUID playerId, MessageToClient message, Cards cards, boolean required, Map<String, Serializable> options);
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void fireSelectTargetTriggeredAbilityEvent(UUID playerId, String message, List<TriggeredAbility> abilities);
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void fireSelectTargetEvent(UUID playerId, String message, List<Permanent> perms, boolean required);
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void fireSelectEvent(UUID playerId, String message);
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void fireSelectEvent(UUID playerId, String message, Map<String, Serializable> options);
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void firePriorityEvent(UUID playerId);
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void firePlayManaEvent(UUID playerId, String message, Map<String, Serializable> options);
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void firePlayXManaEvent(UUID playerId, String message);
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void fireGetChoiceEvent(UUID playerId, String message, MageObject object, List<? extends ActivatedAbility> choices);
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void fireGetModeEvent(UUID playerId, String message, Map<UUID, String> modes);
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void fireGetAmountEvent(UUID playerId, String message, int min, int max);
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void fireGetMultiAmountEvent(UUID playerId, List<MultiAmountMessage> messages, int min, int max, Map<String, Serializable> options);
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void fireChoosePileEvent(UUID playerId, String message, List<? extends Card> pile1, List<? extends Card> pile2);
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void fireInformEvent(String message);
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void fireStatusEvent(String message, boolean withTime, boolean withTurnInfo);
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void fireUpdatePlayersEvent();
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void informPlayers(String message);
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void informPlayer(Player player, String message);
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void debugMessage(String message);
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void fireErrorEvent(String message, Exception ex);
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void fireGameEndInfo();
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//game event methods
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void fireEvent(GameEvent event);
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/**
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* The events are stored until the resolution of the current effect ends and
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* fired then all together (e.g. X lands enter the battlefield from
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* Scapeshift)
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*
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* @param event
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*/
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void addSimultaneousEvent(GameEvent event);
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boolean replaceEvent(GameEvent event);
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boolean replaceEvent(GameEvent event, Ability targetAbility);
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/**
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* Creates and fires a damage prevention event
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*
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* @param damageEvent damage event that will be replaced (instanceof
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* check will be done)
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* @param source ability that's the source of the prevention effect
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* @param game
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* @param amountToPrevent max preventable amount
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* @return true prevention was successful / false prevention was replaced
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*/
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PreventionEffectData preventDamage(GameEvent damageEvent, Ability source, Game game, int amountToPrevent);
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void start(UUID choosingPlayerId);
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void resume();
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void pause();
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boolean isPaused();
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void end();
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void cleanUp();
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/*
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* Gives back the number of cards the player has after the next mulligan
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*/
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int mulliganDownTo(UUID playerId);
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void mulligan(UUID playerId);
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void endMulligan(UUID playerId);
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// void quit(UUID playerId);
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void timerTimeout(UUID playerId);
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void idleTimeout(UUID playerId);
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void concede(UUID playerId);
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void setConcedingPlayer(UUID playerId);
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void setManaPaymentMode(UUID playerId, boolean autoPayment);
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void setManaPaymentModeRestricted(UUID playerId, boolean autoPaymentRestricted);
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void setUseFirstManaAbility(UUID playerId, boolean useFirstManaAbility);
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void undo(UUID playerId);
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/**
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* Empty mana pool with mana burn and life lose checks
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*
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* @param source must be null for default game events
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*/
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void emptyManaPools(Ability source);
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void addEffect(ContinuousEffect continuousEffect, Ability source);
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void addEmblem(Emblem emblem, MageObject sourceObject, Ability source);
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void addEmblem(Emblem emblem, MageObject sourceObject, UUID toPlayerId);
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boolean addPlane(Plane plane, UUID toPlayerId);
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void addCommander(Commander commander);
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Dungeon addDungeon(Dungeon dungeon, UUID playerId);
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void ventureIntoDungeon(UUID playerId, boolean undercity);
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void temptWithTheRing(UUID playerId);
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/**
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* Tells whether the current game has day or night, defaults to false
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*/
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boolean hasDayNight();
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/**
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* Sets game to day or night, sets hasDayNight to true
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*
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* @param daytime day is true, night is false
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*/
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void setDaytime(boolean daytime);
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/**
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* Returns true if hasDayNight is true and parameter matches current day/night value
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* Returns false if hasDayNight is false
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*
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* @param daytime day is true, night is false
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*/
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boolean checkDayNight(boolean daytime);
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/**
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* Adds a permanent to the battlefield
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*
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* @param permanent
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* @param createOrder upcounting number from state about the create order of
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* all permanents. Can equal for multiple permanents, if
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* they go to battlefield at the same time. If the value
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* is set to 0, a next number will be set automatically.
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*/
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void addPermanent(Permanent permanent, int createOrder);
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// priority method
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void sendPlayerAction(PlayerAction playerAction, UUID playerId, Object data);
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/**
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* This version supports copying of copies of any depth.
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*
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* @param copyFromPermanent
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* @param copyToPermanentId
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* @param source
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* @param applier
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* @return
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*/
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Permanent copyPermanent(Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier);
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Permanent copyPermanent(Duration duration, Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier);
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Card copyCard(Card cardToCopy, Ability source, UUID newController);
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void addTriggeredAbility(TriggeredAbility ability, GameEvent triggeringEvent);
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UUID addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility, Ability source);
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UUID fireReflexiveTriggeredAbility(ReflexiveTriggeredAbility reflexiveAbility, Ability source);
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/**
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* Inner game engine call to reset game objects to actual versions
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* (reset all objects and apply all effects due layer system)
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* <p>
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* Warning, if you need to process object moves in the middle of the effect/ability
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* then call game.getState().processAction(game) instead
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*/
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void applyEffects();
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boolean checkStateAndTriggered();
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void playPriority(UUID activePlayerId, boolean resuming);
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void resetControlAfterSpellResolve(UUID topId);
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boolean endTurn(Ability source);
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int doAction(Ability source, MageAction action);
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//game transaction methods
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void saveState(boolean bookmark);
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/**
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* Save current game state and return bookmark to it
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*
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* @return
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*/
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int bookmarkState();
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GameState restoreState(int bookmark, String context);
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/**
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* Remove selected bookmark and all newer bookmarks and game states
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* Part of restore/rollback lifecycle
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*
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* @param bookmark
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*/
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void removeBookmark(int bookmark);
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/**
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* TODO: remove logic changed, must research each usage of removeBookmark and replace it with new code
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* @param bookmark
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*/
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void removeBookmark_v2(int bookmark);
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int getSavedStateSize();
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boolean isSaveGame();
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void setSaveGame(boolean saveGame);
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// game options
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void setGameOptions(GameOptions options);
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// game times
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Date getStartTime();
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Date getEndTime();
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// game cheats (for tests only)
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void cheat(UUID ownerId, Map<Zone, String> commands);
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void cheat(UUID ownerId, List<Card> library, List<Card> hand, List<PermanentCard> battlefield, List<Card> graveyard, List<Card> command);
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// controlling the behaviour of replacement effects while permanents entering the battlefield
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void setScopeRelevant(boolean scopeRelevant);
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boolean getScopeRelevant();
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// players' timers
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void initTimer(UUID playerId);
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void resumeTimer(UUID playerId);
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void pauseTimer(UUID playerId);
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int getPriorityTime();
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void setPriorityTime(int priorityTime);
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int getBufferTime();
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void setBufferTime(int bufferTime);
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UUID getStartingPlayerId();
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void setStartingPlayerId(UUID startingPlayerId);
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void saveRollBackGameState();
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boolean canRollbackTurns(int turnsToRollback);
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void rollbackTurns(int turnsToRollback);
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boolean executingRollback();
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void setEnterWithCounters(UUID sourceId, Counters counters);
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|
|
|
Counters getEnterWithCounters(UUID sourceId);
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|
|
|
/**
|
|
* Get the UUID of the current player who is the Monarch, or null if nobody has it.
|
|
*
|
|
* @return UUID of the Monarch (null if nobody has it).
|
|
*/
|
|
UUID getMonarchId();
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|
|
|
void setMonarchId(Ability source, UUID monarchId);
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|
|
|
/**
|
|
* Get the UUID of the current player who has the initiative, or null if nobody has it.
|
|
*
|
|
* @return UUID of the player who currently has the Initiative (null if nobody has it).
|
|
*/
|
|
UUID getInitiativeId();
|
|
|
|
/**
|
|
* Function to call for a player to take the initiative.
|
|
*
|
|
* @param source The ability granting initiative.
|
|
* @param initiativeId UUID of the player taking the initiative
|
|
*/
|
|
void takeInitiative(Ability source, UUID initiativeId);
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|
|
|
int damagePlayerOrPermanent(UUID playerOrPermanent, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable);
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|
|
|
int damagePlayerOrPermanent(UUID playerOrPermanent, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable, List<UUID> appliedEffects);
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|
|
|
Mulligan getMulligan();
|
|
|
|
Set<UUID> getCommandersIds(Player player, CommanderCardType commanderCardType, boolean returnAllCardParts);
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|
|
|
/**
|
|
* Return not played commander cards from command zone
|
|
* Read comments for CommanderCardType for more info on commanderCardType usage
|
|
*
|
|
* @param player
|
|
* @return
|
|
*/
|
|
default Set<Card> getCommanderCardsFromCommandZone(Player player, CommanderCardType commanderCardType) {
|
|
// commanders in command zone aren't cards so you must call getCard instead getObject
|
|
return getCommandersIds(player, commanderCardType, false).stream()
|
|
.map(this::getCard)
|
|
.filter(Objects::nonNull)
|
|
.filter(card -> Zone.COMMAND.equals(this.getState().getZone(card.getId())))
|
|
.collect(Collectors.toSet());
|
|
}
|
|
|
|
/**
|
|
* Return commander cards from any zones (main card from command and permanent card from battlefield)
|
|
* Read comments for CommanderCardType for more info on commanderCardType usage
|
|
*
|
|
* @param player
|
|
* @param commanderCardType commander or signature spell
|
|
* @return
|
|
*/
|
|
default Set<Card> getCommanderCardsFromAnyZones(Player player, CommanderCardType commanderCardType, Zone... searchZones) {
|
|
Set<Zone> needZones = Arrays.stream(searchZones).collect(Collectors.toSet());
|
|
if (needZones.isEmpty()) {
|
|
throw new IllegalArgumentException("Empty zones list in searching commanders");
|
|
}
|
|
Set<UUID> needCommandersIds = this.getCommandersIds(player, commanderCardType, true);
|
|
Set<Card> needCommandersCards = needCommandersIds.stream()
|
|
.map(this::getCard)
|
|
.filter(Objects::nonNull)
|
|
.collect(Collectors.toSet());
|
|
Set<Card> res = new HashSet<>();
|
|
|
|
// hand
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.HAND)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.HAND.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// graveyard
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.GRAVEYARD)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.GRAVEYARD.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// library
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.LIBRARY)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.LIBRARY.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// battlefield (need permanent card)
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.BATTLEFIELD)) {
|
|
needCommandersIds.stream()
|
|
.map(this::getPermanent)
|
|
.filter(Objects::nonNull)
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// stack
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.STACK)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.STACK.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// exiled
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.EXILED)) {
|
|
needCommandersCards.stream()
|
|
.filter(card -> Zone.EXILED.equals(this.getState().getZone(card.getId())))
|
|
.forEach(res::add);
|
|
}
|
|
|
|
// command
|
|
if (needZones.contains(Zone.ALL) || needZones.contains(Zone.COMMAND)) {
|
|
res.addAll(getCommanderCardsFromCommandZone(player, commanderCardType));
|
|
}
|
|
|
|
// outside must be ignored (example: second side of MDFC commander after cast)
|
|
if (needZones.contains(Zone.OUTSIDE)) {
|
|
throw new IllegalArgumentException("Outside zone doesn't supported in searching commanders");
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
/**
|
|
* Finds is it a commander card/object (use it in conditional and other things)
|
|
*
|
|
* @param player
|
|
* @param object
|
|
* @return
|
|
*/
|
|
default boolean isCommanderObject(Player player, MageObject object) {
|
|
UUID idToCheck = null;
|
|
if (object instanceof Spell) {
|
|
idToCheck = ((Spell) object).getCard().getId();
|
|
}
|
|
if (object instanceof CommandObject) {
|
|
idToCheck = object.getId();
|
|
}
|
|
if (object instanceof Card) {
|
|
idToCheck = ((Card) object).getMainCard().getId();
|
|
}
|
|
return idToCheck != null && this.getCommandersIds(player, CommanderCardType.COMMANDER_OR_OATHBREAKER, false).contains(idToCheck);
|
|
}
|
|
|
|
void setGameStopped(boolean gameStopped);
|
|
|
|
boolean isGameStopped();
|
|
|
|
boolean isTurnOrderReversed();
|
|
}
|