forked from External/mage
Face down changes: * GUI: added visible face down type and real card name for controller/owner (opponent can see it after game ends); * GUI: added day/night button to view real card for controller/owner (opponent can see it after game ends); * game: fixed that faced-down card can render symbols, abilities and other hidden data from a real card; * images: added image support for normal faced-down cards; * images: added image support for morph and megamorph faced-down cards; * images: added image support for foretell faced-down cards; Other changes: * images: fixed missing tokens from DDD set; * images: no more client restart to apply newly downloaded images or render settings; * images: improved backface image quality (use main menu -> symbols to download it);
629 lines
17 KiB
Java
629 lines
17 KiB
Java
package mage.abilities;
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import mage.MageIdentifier;
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import mage.MageObject;
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import mage.abilities.costs.Cost;
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import mage.abilities.costs.CostAdjuster;
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import mage.abilities.costs.Costs;
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import mage.abilities.costs.common.TapSourceCost;
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import mage.abilities.costs.mana.ManaCost;
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import mage.abilities.costs.mana.ManaCosts;
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import mage.abilities.effects.Effect;
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import mage.abilities.effects.Effects;
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import mage.abilities.hint.Hint;
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import mage.abilities.icon.CardIcon;
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import mage.constants.*;
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import mage.game.Controllable;
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import mage.game.Game;
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import mage.game.events.GameEvent;
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import mage.game.permanent.Permanent;
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import mage.players.Player;
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import mage.target.Target;
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import mage.target.Targets;
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import mage.target.targetadjustment.TargetAdjuster;
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import mage.watchers.Watcher;
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import java.io.Serializable;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Map;
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import java.util.UUID;
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/**
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* Practically everything in the game is started from an Ability. This interface
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* describes what an Ability is composed of at the highest level.
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*/
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public interface Ability extends Controllable, Serializable {
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/**
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* Assigns a new {@link java.util.UUID}
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*
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* @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility,
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* mage.game.Game)
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* @see Game#addTriggeredAbility(TriggeredAbility, GameEvent)
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* @see mage.game.GameImpl#addDelayedTriggeredAbility(mage.abilities.DelayedTriggeredAbility)
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*/
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void newId();
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/**
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* Assigns a new {@link java.util.UUID}
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*
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* @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility,
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* mage.game.Game)
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* @see Game#addTriggeredAbility(TriggeredAbility, GameEvent)
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* @see mage.game.GameImpl#addDelayedTriggeredAbility(mage.abilities.DelayedTriggeredAbility)
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*/
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void newOriginalId(); // TODO: delete newOriginalId???
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/**
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* Gets the {@link AbilityType} of this ability.
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*
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* @return The {@link AbilityType type} of this ability.
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*/
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AbilityType getAbilityType();
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/**
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* Sets the id of the controller of this ability.
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*
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* @param controllerId The {@link java.util.UUID} of the controller.
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*/
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void setControllerId(UUID controllerId);
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/**
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* Gets the id of the object which put this ability in motion.
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* <p>
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* WARNING, MageSingleton abilities contains dirty data here, so you can't use sourceId with it
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*
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* @return The {@link java.util.UUID} of the object this ability is
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* associated with.
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*/
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UUID getSourceId();
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/**
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* Sets the id of the object which this ability orignates from.
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*
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* @param sourceID {@link java.util.UUID} the source id to set.
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*/
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void setSourceId(UUID sourceID);
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default void clearCosts() {
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getCosts().clear();
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}
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default void clearManaCosts() {
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getManaCosts().clear();
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}
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default void clearManaCostsToPay() {
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getManaCostsToPay().clear();
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}
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/**
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* Gets all {@link Costs} associated with this ability.
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*
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* @return All {@link Costs} associated with this ability.
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*/
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Costs<Cost> getCosts();
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/**
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* Adds a {@link Cost} to this ability that must be paid before this ability
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* is activated.
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*
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* @param cost The {@link Cost} to add.
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*/
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void addCost(Cost cost);
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/**
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* Gets all {@link ManaCosts} associated with this ability. These returned
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* costs should never be modified as they represent the base costs before
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* any modifications.
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*
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* @return All {@link ManaCosts} that must be paid.
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*/
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ManaCosts<ManaCost> getManaCosts();
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default List<String> getManaCostSymbols() {
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List<String> symbols = new ArrayList<>();
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for (ManaCost cost : getManaCosts()) {
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symbols.add(cost.getText());
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}
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return symbols;
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}
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/**
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* Gets all the {@link ManaCosts} that must be paid before activating this
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* ability. These costs should be modified by any modification effects
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* currently present within the game state.
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*
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* @return All {@link ManaCosts} that must be paid.
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*/
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ManaCosts<ManaCost> getManaCostsToPay();
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void addManaCostsToPay(ManaCost manaCost);
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/**
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* Gets a map of the cost tags (set while casting/activating) of this ability, can be null if no tags have been set yet.
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* Does NOT return the source permanent's tags.
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* You should not be using this function in implementation of cards,
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* this is a backing data structure used for internal storage.
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* Use CardUtil {@link mage.util.CardUtil#getSourceCostsTag getSourceCostsTag} or {@link mage.util.CardUtil#checkSourceCostsTagExists checkSourceCostsTagExists} instead
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*
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* @return The map of tags and corresponding objects
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*/
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Map<String, Object> getCostsTagMap();
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/**
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* Set tag for this ability to the value, initializes this ability's tags map if needed.
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* Should only be used from an {@link ActivatedAbility} (including {@link SpellAbility})
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*/
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void setCostsTag(String tag, Object value);
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/**
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* Retrieves the effects that are put into the place by the resolution of
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* this ability.
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*
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* @return All {@link Effects} that will be put into place by the resolution
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* of this ability.
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*/
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Effects getEffects();
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/**
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* Retrieves all effects of an ability. That means effects from all modes
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* event those modes that are not seleced (yet).
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*
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* @return All {@link Effects} of this ability.
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*/
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Effects getAllEffects();
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/**
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* Retrieves the effects of the specified {@link EffectType type} that are
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* put into place by the resolution of this ability.
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*
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* @param game
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* @param effectType The {@link EffectType type} to search for.
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* @return All {@link Effects} of the given {@link EffectType}.
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*/
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Effects getEffects(Game game, EffectType effectType);
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/**
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* Adds an effect to this ability.
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*
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* @param effect The {@link Effect} to add.
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*/
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void addEffect(Effect effect);
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/**
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* Retrieves all targets that must be satisfied before this ability is put
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* onto the stack. Warning, return targets from first/current mode only.
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*
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* @return All {@link Targets} that must be satisfied before this ability is
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* put onto the stack.
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*/
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Targets getTargets();
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/**
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* Retrieves all selected targets, read only. Multi-modes return different targets.
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* Works on stack only (after real cast/activate)
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*/
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Targets getAllSelectedTargets();
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/**
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* Retrieves the {@link Target} located at the 0th index in the
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* {@link Targets}. A call to the method is equivalent to
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* {@link #getTargets()}.get(0).getFirstTarget().
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* <p>
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* Warning, if you effect uses target pointers then it must search getTargetPointer too
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*
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* @return The {@link java.util.UUID} of the first target within the targets
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* list.
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* @see mage.target.Target
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*/
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UUID getFirstTarget();
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/**
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* Adds a target to this ability that must be satisfied before this ability
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* is put onto the stack.
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*
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* @param target The {@link Target} to add.
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*/
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void addTarget(Target target);
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/**
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* Retrieves the {@link Zone} that this ability is active within.
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*
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* @return
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*/
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Zone getZone();
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/**
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* Retrieves whether or not this abilities activation will use the stack.
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*
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* @return
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*/
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boolean isUsesStack();
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/**
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* Retrieves a human readable string representing what the ability states it
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* accomplishes. This call is equivalent to
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* {@link #getRule(boolean) getRule(false)}
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*
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* @return A human readable string representing what the ability states it
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* accomplishes
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*/
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String getRule();
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/**
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* Retrieves a human readable string including any costs associated with
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* this ability if the all parameter is true, and just the abilities rule
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* text if the all parameter is false.
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*
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* @param all True if costs are desired in the output, false otherwise.
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* @return
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*/
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String getRule(boolean all);
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/**
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* Retrieves the rule associated with the given source.
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*
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* @param source
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* @return
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*/
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String getRule(String source);
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/**
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* Activates this ability prompting the controller to pay any mandatory
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*
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* @param game A reference the {@link Game} for which this ability should be
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* activated within.
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* @param noMana Whether or not {@link ManaCosts} have to be paid.
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* @return True if this ability was successfully activated.
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* @see mage.players.PlayerImpl#cast(mage.abilities.SpellAbility,
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* mage.game.Game, boolean)
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* @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility,
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* mage.game.Game)
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* @see mage.players.PlayerImpl#triggerAbility(mage.abilities.TriggeredAbility,
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* mage.game.Game)
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*/
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boolean activate(Game game, boolean noMana);
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boolean isActivated();
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/**
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* Resolves this ability and puts any effects it produces into play. This
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* method should only be called if the
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* {@link #activate(mage.game.Game, boolean)} method returned true.
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*
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* @param game The {@link Game} for which this ability resolves within.
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* @return Whether or not this ability successfully resolved.
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* @see mage.players.PlayerImpl#playManaAbility(mage.abilities.mana.ManaAbility,
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* mage.game.Game)
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* @see mage.players.PlayerImpl#specialAction(mage.abilities.SpecialAction,
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* mage.game.Game)
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*/
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boolean resolve(Game game);
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/**
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* Used to reset the state of this ability.
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*
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* @param game
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*/
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void reset(Game game);
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/**
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* Overridden by triggered abilities with intervening if clauses - rule
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* 20110715 - 603.4
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*
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* @param game
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* @return Whether or not the intervening if clause is satisfied
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*/
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boolean checkIfClause(Game game);
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/**
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* Creates a fresh copy of this ability.
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*
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* @return A new copy of this ability.
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*/
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Ability copy();
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boolean isModal();
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void addMode(Mode mode);
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Modes getModes();
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boolean canChooseTarget(Game game, UUID playerId);
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/**
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* Gets the list of sub-abilities associated with this ability.
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* When copying, subabilities are copied separately and thus the list is desynced.
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* Do not interact with the subabilities list during a game!
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*
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* @return
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*/
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List<Ability> getSubAbilities();
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/**
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* Adds a sub-ability to this ability.
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*
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* @param ability The {@link Ability} to add.
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*/
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void addSubAbility(Ability ability);
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List<Watcher> getWatchers();
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/**
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* Add watcher blueprint (real watcher will be created on card/ability init)
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*
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* @param watcher
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*/
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void addWatcher(Watcher watcher);
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/**
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* Returns true if this abilities source is in the zone for the ability
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*
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* @param game
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* @param source
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* @param event
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* @return
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*/
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boolean isInUseableZone(Game game, MageObject source, GameEvent event);
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/**
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* Returns true if the source object has currently the ability (e.g. The
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* object can have lost all or some abilities for some time (e.g. Turn to
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* Frog)
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*
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* @param game
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* @param source
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* @param event
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* @return
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*/
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boolean hasSourceObjectAbility(Game game, MageObject source, GameEvent event);
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/**
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* Returns true if the ability has a tap itself in their costs
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*
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* @return
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*/
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default boolean hasTapCost() {
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for (Cost cost : this.getCosts()) {
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if (cost instanceof TapSourceCost) {
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return true;
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}
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}
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return false;
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}
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/**
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* Returns true if this ability has to be shown as topmost of all the rules
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* of the object
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*
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* @return
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*/
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boolean getRuleAtTheTop();
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/**
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* Sets the value for the ruleAtTheTop attribute
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* <p>
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* true = show the rule at the top position of the rules
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*
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* @param ruleAtTheTop
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* @return
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*/
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Ability setRuleAtTheTop(boolean ruleAtTheTop);
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/**
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* Returns true if this ability has to work also with face down object (set
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* to not visible normally).
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*
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* @return
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*/
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boolean getWorksFaceDown();
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/**
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* Sets the value for the worksFaceDown flag
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* <p>
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* true = the ability works also if the object is face down
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*
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* @param worksFaceDown
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*/
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void setWorksFaceDown(boolean worksFaceDown);
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/**
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* Returns true if this ability has to work also with phased out object.
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*
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* @return
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*/
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boolean getWorksPhasedOut();
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/**
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* Sets the value for the worksPhasedOut flag
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* <p>
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* true = the ability works also if the object is phased out
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*
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* @param worksPhasedOut
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*/
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void setWorksPhasedOut(boolean worksPhasedOut);
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/**
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* Returns true if this ability's rule is visible on the card tooltip
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*
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* @return
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*/
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boolean getRuleVisible();
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/**
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* Sets the value for the ruleVisible attribute
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* <p>
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* true = rule will be shown for the card / permanent false = rule won't be
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* shown
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*
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* @param ruleVisible
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*/
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Ability setRuleVisible(boolean ruleVisible);
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/**
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* Returns true if the additional costs of the abilitiy should be visible on
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* the tooltip text
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*
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* @return
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*/
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boolean getAdditionalCostsRuleVisible();
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/**
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* Sets the value for the additional costs rule attribute
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* <p>
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* true = rule will be shown for the card / permanent false = rule won't be
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* shown
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*
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* @param ruleAdditionalCostsVisible
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*/
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void setAdditionalCostsRuleVisible(boolean ruleAdditionalCostsVisible);
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/**
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* Get the originalId of the ability
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*
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* @return originalId
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*/
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UUID getOriginalId();
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/**
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* Sets the ability word for the given ability. An ability word is a word
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* that, in essence, groups, and reminds players of, cards that have a
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* common functionality and does not imply any particular rules.
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* <p>
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* --- Not usable yet for rule text generation of triggered abilities ---
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*
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* @param abilityWord
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*/
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Ability setAbilityWord(AbilityWord abilityWord);
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/**
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* Sets flavor word for whole ability
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*
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* @param flavorWord
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* @return
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*/
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Ability withFlavorWord(String flavorWord);
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/**
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* Sets flavor word for first mode
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*
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* @param flavorWord
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* @return
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*/
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Ability withFirstModeFlavorWord(String flavorWord);
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/**
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* Creates the message about the ability casting/triggering/activating to
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* post in the game log before the ability resolves.
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*
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* @param game
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* @return
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*/
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String getGameLogMessage(Game game);
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boolean activateAlternateOrAdditionalCosts(MageObject sourceObject, boolean noMana, Player controller, Game game);
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/**
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* Return source object or LKI from battlefield
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*
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* @param game
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* @return
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*/
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MageObject getSourceObject(Game game);
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void setSourceObjectZoneChangeCounter(int zoneChangeCounter);
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int getSourceObjectZoneChangeCounter();
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/**
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* Returns exists source object:
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* - for not activated ability - returns exists object
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* - for activated ability - returns exists object or LKI (if it triggers from non battlefield, e.g. sacrifice cost);
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*
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* @param game
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* @return
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*/
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MageObject getSourceObjectIfItStillExists(Game game);
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/**
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* See getSourceObjectIfItStillExists for details. Works with Permanent only.
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*
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* @param game
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* @return
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*/
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Permanent getSourcePermanentIfItStillExists(Game game);
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/**
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* Returns source permanent info (actual or from LKI)
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*
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* @param game
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* @return
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*/
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Permanent getSourcePermanentOrLKI(Game game);
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void setSourcePermanentTransformCount(Game game);
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boolean checkTransformCount(Permanent permanent, Game game);
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String getTargetDescription(Targets targets, Game game);
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void setCanFizzle(boolean canFizzle);
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boolean canFizzle();
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Ability setTargetAdjuster(TargetAdjuster targetAdjuster);
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TargetAdjuster getTargetAdjuster();
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void adjustTargets(Game game);
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Ability setCostAdjuster(CostAdjuster costAdjuster);
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CostAdjuster getCostAdjuster();
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void adjustCosts(Game game);
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List<Hint> getHints();
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Ability addHint(Hint hint);
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/**
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* Tag the current mode to be retrieved elsewhere thanks to the tag.
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*/
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void setModeTag(String tag);
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/**
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* For abilities with static icons
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*
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* @return
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*/
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List<CardIcon> getIcons();
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/**
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* For abilities with dynamic icons
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*
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* @param game can be null for static calls like copies
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* @return
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*/
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List<CardIcon> getIcons(Game game);
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Ability addIcon(CardIcon cardIcon);
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Ability addCustomOutcome(Outcome customOutcome);
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Outcome getCustomOutcome();
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/**
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* For mtg's instances search, see rules example in 112.10b
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*
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* @param ability
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* @return
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*/
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boolean isSameInstance(Ability ability);
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MageIdentifier getIdentifier();
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AbilityImpl setIdentifier(MageIdentifier mageIdentifier);
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}
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