foul-magics/Mage/src/main/java/mage/game/Game.java
2024-07-01 16:25:55 +04:00

790 lines
26 KiB
Java

package mage.game;
import mage.MageItem;
import mage.MageObject;
import mage.MageObjectReference;
import mage.abilities.Ability;
import mage.abilities.ActivatedAbility;
import mage.abilities.DelayedTriggeredAbility;
import mage.abilities.TriggeredAbility;
import mage.abilities.common.delayed.ReflexiveTriggeredAbility;
import mage.abilities.effects.ContinuousEffect;
import mage.abilities.effects.ContinuousEffects;
import mage.abilities.effects.PreventionEffectData;
import mage.actions.impl.MageAction;
import mage.cards.Card;
import mage.cards.Cards;
import mage.cards.MeldCard;
import mage.cards.decks.Deck;
import mage.choices.Choice;
import mage.constants.*;
import mage.counters.Counters;
import mage.game.combat.Combat;
import mage.game.command.*;
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.mulligan.Mulligan;
import mage.game.permanent.Battlefield;
import mage.game.permanent.Permanent;
import mage.game.stack.Spell;
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.Copyable;
import mage.util.MessageToClient;
import mage.util.MultiAmountMessage;
import mage.util.functions.CopyApplier;
import java.io.Serializable;
import java.util.*;
import java.util.stream.Collectors;
public interface Game extends MageItem, Serializable, Copyable<Game> {
MatchType getGameType();
int getNumPlayers();
int getStartingLife();
RangeOfInfluence getRangeOfInfluence();
MultiplayerAttackOption getAttackOption();
//game data methods
void loadCards(Set<Card> cards, UUID ownerId);
Collection<Card> getCards();
MeldCard getMeldCard(UUID meldId);
void addMeldCard(UUID meldId, MeldCard meldCard);
Object getCustomData();
void setCustomData(Object data);
GameOptions getOptions();
/**
* Return object or LKI from battlefield
*
* @param objectId
* @return
*/
MageObject getObject(UUID objectId);
MageObject getObject(Ability source);
MageObject getBaseObject(UUID objectId);
MageObject getEmblem(UUID objectId);
Dungeon getDungeon(UUID objectId);
Dungeon getPlayerDungeon(UUID objectId);
UUID getControllerId(UUID objectId);
UUID getOwnerId(UUID objectId);
UUID getOwnerId(MageObject object);
Spell getSpell(UUID spellId);
Spell getSpellOrLKIStack(UUID spellId);
/**
* Find permanent on the battlefield by id. If you works with cards and want to check it on battlefield then
* use game.getState().getZone() instead. Card's id and permanent's id can be different (example: mdf card
* puts half card to battlefield, not the main card).
*
* @param permanentId
* @return
*/
Permanent getPermanent(UUID permanentId);
/**
* Given the UUID of a permanent, this method returns the permanent. If the current game state does not contain
* a permanent with the given UUID, this method checks the last known information on the battlefield to look for it.
* <br>
* Warning: if the permanent has left the battlefield and then returned, this information might be wrong.
* Prefer usage of a MageObjectReference instead of only the UUID.
*
* @param permanentId - The UUID of the permanent
* @return permanent or permanent's LKI
*/
Permanent getPermanentOrLKIBattlefield(UUID permanentId);
/**
* Given a MageObjectReference to a permanent, this method returns the permanent. If the current game state does not
* contain that permanent, this method checks the last known information on the battlefield.
*
* @param permanentRef - A MOR to the permanent
* @return permanent or permanent's LKI
*/
Permanent getPermanentOrLKIBattlefield(MageObjectReference permanentRef);
Permanent getPermanentEntering(UUID permanentId);
Map<UUID, Permanent> getPermanentsEntering();
Map<Zone, Map<UUID, MageObject>> getLKI();
Map<MageObjectReference, Map<String, Object>> getPermanentCostsTags();
/**
* Take the source's Costs Tags and store it for later access through the MOR.
*/
void storePermanentCostsTags(MageObjectReference permanentMOR, Ability source);
// Result must be checked for null. Possible errors search pattern: (\S*) = game.getCard.+\n(?!.+\1 != null)
Card getCard(UUID cardId);
Optional<Ability> getAbility(UUID abilityId, UUID sourceId);
void setZone(UUID objectId, Zone zone);
void addPlayer(Player player, Deck deck);
// Result must be checked for null. Possible errors search pattern: (\S*) = game.getPlayer.+\n(?!.+\1 != null)
Player getPlayer(UUID playerId);
Player getPlayerOrPlaneswalkerController(UUID playerId);
/**
* Static players list from start of the game. Use it to find player by ID or in game engine.
*/
Players getPlayers();
/**
* Static players list from start of the game. Use it to interate by starting turn order.
* WARNING, it's ignore range and leaved players, so use it by game engine only
*/
// TODO: check usage of getPlayerList in cards and replace by game.getState().getPlayersInRange
PlayerList getPlayerList();
/**
* Returns opponents list in range for the given playerId. Use it to interate by starting turn order.
*
* Warning, it will return leaved players until end of turn. For dialogs and one shot effects use excludeLeavedPlayers
*/
// TODO: check usage of getOpponents in cards and replace with correct call of excludeLeavedPlayers
default Set<UUID> getOpponents(UUID playerId) {
return getOpponents(playerId, false);
}
/**
* Returns opponents list in range for the given playerId. Use it to interate by starting turn order.
* Warning, it will return dead players until end of turn.
*
* @param excludeLeavedPlayers exclude dead player immediately without waiting range update on next turn
*/
default Set<UUID> getOpponents(UUID playerId, boolean excludeLeavedPlayers) {
Player player = getPlayer(playerId);
if (player == null) {
return new LinkedHashSet<>();
}
return this.getPlayerList().stream()
.filter(opponentId -> !opponentId.equals(playerId))
.filter(player::hasPlayerInRange)
.filter(opponentId -> !excludeLeavedPlayers || getPlayer(opponentId).isInGame())
.collect(Collectors.toCollection(LinkedHashSet::new));
}
default boolean isActivePlayer(UUID playerId) {
return getActivePlayerId() != null && getActivePlayerId().equals(playerId);
}
/**
* Checks if the given playerToCheckId is an opponent of player As long as
* no team formats are implemented, this method returns always true for each
* playerId not equal to the player it is checked for. Also if this player
* is out of range. This method can't handle that only players in range are
* processed because it can only return TRUE or FALSE.
*
* @param player
* @param playerToCheckId
* @return
*/
default boolean isOpponent(Player player, UUID playerToCheckId) {
return !player.getId().equals(playerToCheckId);
}
Turn getTurn();
/**
* @return can return null in non started games
*/
PhaseStep getTurnStepType();
/**
* @return can return null in non started games
*/
TurnPhase getTurnPhaseType();
/**
* @return can return null in non started games
*/
Phase getPhase();
Step getStep();
int getTurnNum();
boolean isMainPhase();
boolean canPlaySorcery(UUID playerId);
/**
* Id of the player the current turn it is.
*
* Player can be under control of another player, so search a real GUI's controller by Player->getTurnControlledBy
*
* @return
*/
UUID getActivePlayerId();
UUID getPriorityPlayerId();
boolean checkIfGameIsOver();
boolean hasEnded();
Battlefield getBattlefield();
SpellStack getStack();
Exile getExile();
Combat getCombat();
GameState getState();
String getWinner();
void setDraw(UUID playerId);
boolean isADraw();
ContinuousEffects getContinuousEffects();
GameStates getGameStates();
void loadGameStates(GameStates states);
boolean isSimulation();
/**
* Prepare game for any simulations like AI or effects calc
*/
Game createSimulationForAI();
/**
* Prepare game for any playable calc (available mana/abilities)
*/
Game createSimulationForPlayableCalc();
boolean inCheckPlayableState();
MageObject getLastKnownInformation(UUID objectId, Zone zone);
CardState getLastKnownInformationCard(UUID objectId, Zone zone);
MageObject getLastKnownInformation(UUID objectId, Zone zone, int zoneChangeCounter);
/**
* For checking if an object was in a zone during the resolution of an effect
*/
boolean checkShortLivingLKI(UUID objectId, Zone zone);
void rememberLKI(UUID objectId, Zone zone, MageObject object);
void resetLKI();
void resetShortLivingLKI();
void setLosingPlayer(Player player);
Player getLosingPlayer();
int getTotalErrorsCount();
//client event methods
void addTableEventListener(Listener<TableEvent> listener);
void addPlayerQueryEventListener(Listener<PlayerQueryEvent> listener);
void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source);
void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source, Map<String, Serializable> options);
void fireChooseChoiceEvent(UUID playerId, Choice choice);
void fireSelectTargetEvent(UUID playerId, MessageToClient message, Set<UUID> targets, boolean required, Map<String, Serializable> options);
void fireSelectTargetEvent(UUID playerId, MessageToClient message, Cards cards, boolean required, Map<String, Serializable> options);
void fireSelectTargetTriggeredAbilityEvent(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 fireSelectEvent(UUID playerId, String message, Map<String, Serializable> options);
void firePriorityEvent(UUID playerId);
void firePlayManaEvent(UUID playerId, String message, Map<String, Serializable> options);
void firePlayXManaEvent(UUID playerId, String message);
void fireGetChoiceEvent(UUID playerId, String message, MageObject object, 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 fireGetMultiAmountEvent(UUID playerId, List<MultiAmountMessage> messages, int min, int max, Map<String, Serializable> options);
void fireChoosePileEvent(UUID playerId, String message, List<? extends Card> pile1, List<? extends Card> pile2);
void fireInformEvent(String message);
void fireStatusEvent(String message, boolean withTime, boolean withTurnInfo);
void fireUpdatePlayersEvent();
void informPlayers(String message);
void informPlayer(Player player, String message);
void debugMessage(String message);
void fireErrorEvent(String message, Exception ex);
void fireGameEndInfo();
//game event methods
void fireEvent(GameEvent event);
/**
* The events are stored until the resolution of the current effect ends and
* fired then all together (e.g. X lands enter the battlefield from
* Scapeshift)
*
* @param event
*/
void addSimultaneousEvent(GameEvent event);
boolean replaceEvent(GameEvent event);
boolean replaceEvent(GameEvent event, Ability targetAbility);
/**
* Creates and fires a damage prevention event
*
* @param damageEvent damage event that will be replaced (instanceof
* check will be done)
* @param source ability that's the source of the prevention effect
* @param game
* @param amountToPrevent max preventable amount
* @return true prevention was successful / false prevention was replaced
*/
PreventionEffectData preventDamage(GameEvent damageEvent, Ability source, Game game, int amountToPrevent);
void start(UUID choosingPlayerId);
void resume();
void pause();
boolean isPaused();
void end();
void cleanUp();
/*
* Gives back the number of cards the player has after the next mulligan
*/
int mulliganDownTo(UUID playerId);
void mulligan(UUID playerId);
void endMulligan(UUID playerId);
// void quit(UUID playerId);
void timerTimeout(UUID playerId);
void idleTimeout(UUID playerId);
void concede(UUID playerId);
void setConcedingPlayer(UUID playerId);
void setManaPaymentMode(UUID playerId, boolean autoPayment);
void setManaPaymentModeRestricted(UUID playerId, boolean autoPaymentRestricted);
void setUseFirstManaAbility(UUID playerId, boolean useFirstManaAbility);
void undo(UUID playerId);
/**
* Empty mana pool with mana burn and life lose checks
*
* @param source must be null for default game events
*/
void emptyManaPools(Ability source);
void addEffect(ContinuousEffect continuousEffect, Ability source);
void addEmblem(Emblem emblem, MageObject sourceObject, Ability source);
void addEmblem(Emblem emblem, MageObject sourceObject, UUID toPlayerId);
boolean addPlane(Plane plane, UUID toPlayerId);
void addCommander(Commander commander);
Dungeon addDungeon(Dungeon dungeon, UUID playerId);
void ventureIntoDungeon(UUID playerId, boolean undercity);
void temptWithTheRing(UUID playerId);
/**
* Tells whether the current game has day or night, defaults to false
*/
boolean hasDayNight();
/**
* Sets game to day or night, sets hasDayNight to true
*
* @param daytime day is true, night is false
*/
void setDaytime(boolean daytime);
/**
* Returns true if hasDayNight is true and parameter matches current day/night value
* Returns false if hasDayNight is false
*
* @param daytime day is true, night is false
*/
boolean checkDayNight(boolean daytime);
/**
* Adds a permanent to the battlefield
*
* @param permanent
* @param createOrder upcounting number from state about the create order of
* all permanents. Can equal for multiple permanents, if
* they go to battlefield at the same time. If the value
* is set to 0, a next number will be set automatically.
*/
void addPermanent(Permanent permanent, int createOrder);
// priority method
void sendPlayerAction(PlayerAction playerAction, UUID playerId, Object data);
/**
* This version supports copying of copies of any depth.
*
* @param copyFromPermanent
* @param copyToPermanentId
* @param source
* @param applier
* @return
*/
Permanent copyPermanent(Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier);
Permanent copyPermanent(Duration duration, Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, CopyApplier applier);
Card copyCard(Card cardToCopy, Ability source, UUID newController);
void addTriggeredAbility(TriggeredAbility ability, GameEvent triggeringEvent);
UUID addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility, Ability source);
UUID fireReflexiveTriggeredAbility(ReflexiveTriggeredAbility reflexiveAbility, Ability source);
UUID fireReflexiveTriggeredAbility(ReflexiveTriggeredAbility reflexiveAbility, Ability source, boolean fireAsSimultaneousEvent);
/**
* Inner engine call to reset all game objects and re-apply all layered continuous effects.
* Do NOT use indiscriminately. See processAction() instead.
*/
@Deprecated
void applyEffects();
/**
* Handles simultaneous events for triggers and then re-applies all layered continuous effects.
* Must be called between sequential steps of a resolving one-shot effect.
* <p>
* 608.2e. Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses,
* that involve multiple players. In these cases, the choices for the first action are made in APNAP order,
* and then the first action is processed simultaneously. Then the choices for the second action are made in
* APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.
* <p>
* 608.2f. Some spells and abilities include actions taken on multiple players and/or objects. In most cases,
* each such action is processed simultaneously. If the action can't be processed simultaneously, it's instead
* processed considering each affected player or object individually. APNAP order is used to make the primary
* determination of the order of those actions. Secondarily, if the action is to be taken on both a player
* and an object they control or on multiple objects controlled by the same player, the player who controls
* the resolving spell or ability chooses the relative order of those actions.
*/
void processAction();
@Deprecated // TODO: must research usage and remove it from all non engine code (example: Bestow ability, ProcessActions must be used instead)
boolean checkStateAndTriggered();
void playPriority(UUID activePlayerId, boolean resuming);
void resetControlAfterSpellResolve(UUID topId);
boolean endTurn(Ability source);
int doAction(Ability source, MageAction action);
//game transaction methods
void saveState(boolean bookmark);
/**
* Save current game state and return bookmark to it
*
* @return
*/
int bookmarkState();
GameState restoreState(int bookmark, String context);
/**
* Remove selected bookmark and all newer bookmarks and game states
* Part of restore/rollback lifecycle
*
* @param bookmark
*/
void removeBookmark(int bookmark);
/**
* TODO: remove logic changed, must research each usage of removeBookmark and replace it with new code
* @param bookmark
*/
void removeBookmark_v2(int bookmark);
int getSavedStateSize();
boolean isSaveGame();
void setSaveGame(boolean saveGame);
// 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<PutToBattlefieldInfo> battlefield, List<Card> graveyard, List<Card> command, List<Card> exiled);
// controlling the behaviour of replacement effects while permanents entering the battlefield
void setScopeRelevant(boolean scopeRelevant);
boolean getScopeRelevant();
// players' timers
void initTimer(UUID playerId);
void resumeTimer(UUID playerId);
void pauseTimer(UUID playerId);
int getPriorityTime();
void setPriorityTime(int priorityTime);
int getBufferTime();
void setBufferTime(int bufferTime);
UUID getStartingPlayerId();
void setStartingPlayerId(UUID startingPlayerId);
void saveRollBackGameState();
boolean canRollbackTurns(int turnsToRollback);
void rollbackTurns(int turnsToRollback);
boolean executingRollback();
/**
* Add counters to permanent before ETB. Use it before put real permanent to battlefield.
*/
void setEnterWithCounters(UUID sourceId, Counters counters);
Counters getEnterWithCounters(UUID sourceId);
/**
* 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();
void setMonarchId(Ability source, UUID monarchId);
/**
* 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);
int damagePlayerOrPermanent(UUID playerOrPermanent, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable);
int damagePlayerOrPermanent(UUID playerOrPermanent, int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable, List<UUID> appliedEffects);
Mulligan getMulligan();
Set<UUID> getCommandersIds(Player player, CommanderCardType commanderCardType, boolean returnAllCardParts);
/**
* 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();
}