foul-magics/Mage/src/main/java/mage/game/Game.java
spjspj e5ca1bd6d2 spjspj - Implement a 'Use the first available mana ability for a land mode'.
This allows people to float mana more easily and to not have to get the popup forcing them to select which mana ability they would like to activate.
There's a new option in the menu system under the Mana Payment section which is set via pressing 'Alt' and the number '1' key (aka Alt+1) (and is unset by releasing Alt+1).
Or they can set it from the right click menu as well.
2016-04-04 20:30:28 +10:00

459 lines
13 KiB
Java

/*
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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package mage.game;
import java.io.Serializable;
import java.util.Collection;
import java.util.Date;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.UUID;
import mage.MageItem;
import mage.MageObject;
import mage.abilities.Ability;
import mage.abilities.ActivatedAbility;
import mage.abilities.DelayedTriggeredAbility;
import mage.abilities.TriggeredAbility;
import mage.abilities.effects.ContinuousEffect;
import mage.abilities.effects.ContinuousEffects;
import mage.abilities.effects.PreventionEffectData;
import mage.actions.impl.MageAction;
import mage.cards.Card;
import mage.cards.Cards;
import mage.cards.decks.Deck;
import mage.choices.Choice;
import mage.constants.Duration;
import mage.constants.MultiplayerAttackOption;
import mage.constants.PlayerAction;
import mage.constants.RangeOfInfluence;
import mage.constants.Zone;
import mage.counters.Counters;
import mage.game.combat.Combat;
import mage.game.command.Commander;
import mage.game.command.Emblem;
import mage.game.events.GameEvent;
import mage.game.events.Listener;
import mage.game.events.PlayerQueryEvent;
import mage.game.events.TableEvent;
import mage.game.match.MatchType;
import mage.game.permanent.Battlefield;
import mage.game.permanent.Permanent;
import mage.game.permanent.PermanentCard;
import mage.game.stack.SpellStack;
import mage.game.turn.Phase;
import mage.game.turn.Step;
import mage.game.turn.Turn;
import mage.players.Player;
import mage.players.PlayerList;
import mage.players.Players;
import mage.util.MessageToClient;
import mage.util.functions.ApplyToPermanent;
public interface Game extends MageItem, Serializable {
MatchType getGameType();
int getNumPlayers();
int getLife();
RangeOfInfluence getRangeOfInfluence();
MultiplayerAttackOption getAttackOption();
//game data methods
void loadCards(Set<Card> cards, UUID ownerId);
Collection<Card> getCards();
Object getCustomData();
void setCustomData(Object data);
GameOptions getOptions();
MageObject getObject(UUID objectId);
MageObject getBaseObject(UUID objectId);
MageObject getEmblem(UUID objectId);
UUID getControllerId(UUID objectId);
UUID getOwnerId(UUID objectId);
UUID getOwnerId(MageObject object);
Permanent getPermanent(UUID permanentId);
Permanent getPermanentOrLKIBattlefield(UUID permanentId);
Permanent getPermanentEntering(UUID permanentId);
Map<UUID, Permanent> getPermanentsEntering();
Map<Zone, HashMap<UUID, MageObject>> getLKI();
Card getCard(UUID cardId);
Ability getAbility(UUID abilityId, UUID sourceId);
void setZone(UUID objectId, Zone zone);
void addPlayer(Player player, Deck deck) throws GameException;
Player getPlayer(UUID playerId);
Players getPlayers();
PlayerList getPlayerList();
/**
* Returns a Set of opponents in range for the given playerId
*
* @param playerId
* @return
*/
Set<UUID> getOpponents(UUID playerId);
/**
* Checks if the given playerToCheckId is an opponent of player
*
* @param player
* @param playerToCheckId
* @return
*/
boolean isOpponent(Player player, UUID playerToCheckId);
Turn getTurn();
Phase getPhase();
Step getStep();
int getTurnNum();
boolean isMainPhase();
boolean canPlaySorcery(UUID playerId);
/**
* Id of the player the current turn it is.
*
* @return
*/
UUID getActivePlayerId();
UUID getPriorityPlayerId();
boolean gameOver(UUID playerId);
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);
Game copy();
boolean isSimulation();
void setSimulation(boolean simulation);
MageObject getLastKnownInformation(UUID objectId, Zone zone);
MageObject getLastKnownInformation(UUID objectId, Zone zone, int zoneChangeCounter);
boolean getShortLivingLKI(UUID objectId, Zone zone);
void rememberLKI(UUID objectId, Zone zone, MageObject object);
void resetLKI();
void resetShortLivingLKI();
void setLosingPlayer(Player player);
Player getLosingPlayer();
void setStateCheckRequired();
boolean getStateCheckRequired();
//client event methods
void addTableEventListener(Listener<TableEvent> listener);
void addPlayerQueryEventListener(Listener<PlayerQueryEvent> listener);
void fireAskPlayerEvent(UUID playerId, MessageToClient message, Ability source);
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 fireChoosePileEvent(UUID playerId, String message, List<? extends Card> pile1, List<? extends Card> pile2);
void fireInformEvent(String message);
void fireStatusEvent(String message, boolean withTime);
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 an 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 successfull / false prevention was replaced
*/
PreventionEffectData preventDamage(GameEvent damageEvent, Ability source, Game game, int amountToPrevent);
/**
* Creates and fires an damage prevention event
*
* @param event 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 preventAllDamage true if there is no limit to the damage that can
* be prevented
* @return true prevention was successfull / false prevention was replaced
*/
PreventionEffectData preventDamage(GameEvent event, Ability source, Game game, boolean preventAllDamage);
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 setManaPaymentMode(UUID playerId, boolean autoPayment);
void setManaPaymentModeRestricted(UUID playerId, boolean autoPaymentRestricted);
void setUseFirstManaAbility(UUID playerId, boolean useFirstManaAbility);
void undo(UUID playerId);
void emptyManaPools();
void addEffect(ContinuousEffect continuousEffect, Ability source);
void addEmblem(Emblem emblem, Ability source);
void addEmblem(Emblem emblem, Ability source, UUID toPlayerId);
void addCommander(Commander commander);
void addPermanent(Permanent permanent);
// 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, ApplyToPermanent applier);
Permanent copyPermanent(Duration duration, Permanent copyFromPermanent, UUID copyToPermanentId, Ability source, ApplyToPermanent applier);
Card copyCard(Card cardToCopy, Ability source, UUID newController);
void addTriggeredAbility(TriggeredAbility ability);
UUID addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility);
UUID addDelayedTriggeredAbility(DelayedTriggeredAbility delayedAbility, Ability source);
void applyEffects();
boolean checkStateAndTriggered();
void playPriority(UUID activePlayerId, boolean resuming);
boolean endTurn();
int doAction(MageAction action);
//game transaction methods
void saveState(boolean bookmark);
int bookmarkState();
void restoreState(int bookmark, String context);
void removeBookmark(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<PermanentCard> battlefield, List<Card> graveyard);
// controlling the behaviour of replacement effects while permanents entering the battlefield
void setScopeRelevant(boolean scopeRelevant);
public boolean getScopeRelevant();
// players' timers
void initTimer(UUID playerId);
void resumeTimer(UUID playerId);
void pauseTimer(UUID playerId);
int getPriorityTime();
void setPriorityTime(int priorityTime);
UUID getStartingPlayerId();
void saveRollBackGameState();
boolean canRollbackTurns(int turnsToRollback);
void rollbackTurns(int turnsToRollback);
boolean executingRollback();
void setEnterWithCounters(UUID sourceId, Counters counters);
Counters getEnterWithCounters(UUID sourceId);
}