/* * Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of BetaSteward_at_googlemail.com. */ package mage.abilities; import java.io.Serializable; import java.util.List; import java.util.UUID; import mage.MageObject; import mage.abilities.costs.Cost; import mage.abilities.costs.Costs; import mage.abilities.costs.mana.ManaCost; import mage.abilities.costs.mana.ManaCosts; import mage.abilities.effects.Effect; import mage.abilities.effects.Effects; import mage.constants.AbilityType; import mage.constants.AbilityWord; import mage.constants.EffectType; import mage.constants.Zone; import mage.game.Controllable; import mage.game.Game; import mage.game.events.GameEvent; import mage.players.Player; import mage.target.Target; import mage.target.Targets; import mage.watchers.Watcher; /** * Practically everything in the game is started from an Ability. This interface * describes what an Ability is composed of at the highest level. */ public interface Ability extends Controllable, Serializable { /** * Gets the globally unique id of the ability contained within the game. * * @return A {@link java.util.UUID} which the game will use to store and * retrieve the exact instance of this ability. */ @Override UUID getId(); /** * Assigns a new {@link java.util.UUID} * * @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility, * mage.game.Game) * @see * mage.game.GameImpl#addTriggeredAbility(mage.abilities.TriggeredAbility) * @see * mage.game.GameImpl#addDelayedTriggeredAbility(mage.abilities.DelayedTriggeredAbility) */ void newId(); /** * Assigns a new {@link java.util.UUID} * * @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility, * mage.game.Game) * @see * mage.game.GameImpl#addTriggeredAbility(mage.abilities.TriggeredAbility) * @see * mage.game.GameImpl#addDelayedTriggeredAbility(mage.abilities.DelayedTriggeredAbility) */ void newOriginalId(); /** * Gets the {@link AbilityType} of this ability. * * @return The {@link AbilityType type} of this ability. */ AbilityType getAbilityType(); /** * Gets the id of the player in control of this ability. * * @return The {@link java.util.UUID} of the controlling player. */ @Override UUID getControllerId(); /** * Sets the id of the controller of this ability. * * @param controllerId The {@link java.util.UUID} of the controller. */ void setControllerId(UUID controllerId); /** * Gets the id of the object which put this ability in motion. * * @return The {@link java.util.UUID} of the object this ability is * associated with. */ UUID getSourceId(); /** * Sets the id of the object which this ability orignates from. * * @param sourceID {@link java.util.UUID} the source id to set. */ void setSourceId(UUID sourceID); /** * Gets all {@link Costs} associated with this ability. * * @return All {@link Costs} associated with this ability. */ Costs<Cost> getCosts(); /** * Adds a {@link Cost} to this ability that must be paid before this ability * is activated. * * @param cost The {@link Cost} to add. */ void addCost(Cost cost); /** * Gets all {@link ManaCosts} associated with this ability. These returned * costs should never be modified as they represent the base costs before * any modifications. * * @return All {@link ManaCosts} that must be paid. */ ManaCosts<ManaCost> getManaCosts(); /** * Gets all the {@link ManaCosts} that must be paid before activating this * ability. These costs should be modified by any modification effects * currently present within the game state. * * @return All {@link ManaCosts} that must be paid. */ ManaCosts<ManaCost> getManaCostsToPay(); /** * Adds a {@link ManaCost} to this ability that must be paid before this * ability is activated. * * @param cost The {@link ManaCost} to add. */ void addManaCost(ManaCost cost); /** * TODO Method is unused, keep it around? * * Gets all costs that are optional to this ability. These costs can be paid * in addition to other costs to have other effects put into place. * * @return All {@link Costs} that can be paid above and beyond other costs. */ Costs<Cost> getOptionalCosts(); /** * Adds a {@link Cost} that is optional to this ability. * * @param cost The {@link Cost} to add to the optional costs. */ void addOptionalCost(Cost cost); /** * Retrieves the effects that are put into the place by the resolution of * this ability. * * @return All {@link Effects} that will be put into place by the resolution * of this ability. */ Effects getEffects(); /** * Retrieves all effects of an ability. That means effects from all modes * event those modes that are not seleced (yet). * * @return All {@link Effects} of this ability. */ Effects getAllEffects(); /** * Retrieves the effects of the specified {@link EffectType type} that are * put into place by the resolution of this ability. * * @param game * @param effectType The {@link EffectType type} to search for. * @return All {@link Effects} of the given {@link EffectType}. */ Effects getEffects(Game game, EffectType effectType); /** * Adds an effect to this ability. * * @param effect The {@link Effect} to add. */ void addEffect(Effect effect); /** * Retrieves all targets that must be satisfied before this ability is put * onto the stack. * * @return All {@link Targets} that must be satisfied before this ability is * put onto the stack. */ Targets getTargets(); /** * Retrieves the {@link Target} located at the 0th index in the * {@link Targets}. A call to the method is equivalent to * {@link #getTargets()}.get(0).getFirstTarget(). * * @return The {@link java.util.UUID} of the first target within the targets * list. * * @see mage.target.Target */ UUID getFirstTarget(); /** * Adds a target to this ability that must be satisfied before this ability * is put onto the stack. * * @param target The {@link Target} to add. */ void addTarget(Target target); /** * Retrieves the {@link Zone} that this ability is active within. * * @return */ Zone getZone(); /** * Retrieves whether or not this abilities activation will use the stack. * * @return */ boolean isUsesStack(); /** * Retrieves a human readable string representing what the ability states it * accomplishes. This call is equivalent to * {@link #getRule(boolean) getRule(false)} * * @return A human readable string representing what the ability states it * accomplishes */ String getRule(); /** * Retrieves a human readable string including any costs associated with * this ability if the all parameter is true, and just the abilities rule * text if the all parameter is false. * * @param all True if costs are desired in the output, false otherwise. * @return */ String getRule(boolean all); /** * Retrieves the rule associated with the given source. * * @param source * @return */ String getRule(String source); /** * Activates this ability prompting the controller to pay any mandatory * * @param game A reference the {@link Game} for which this ability should be * activated within. * @param noMana Whether or not {@link ManaCosts} have to be paid. * @return True if this ability was successfully activated. * * @see mage.players.PlayerImpl#cast(mage.abilities.SpellAbility, * mage.game.Game, boolean) * @see mage.players.PlayerImpl#playAbility(mage.abilities.ActivatedAbility, * mage.game.Game) * @see * mage.players.PlayerImpl#triggerAbility(mage.abilities.TriggeredAbility, * mage.game.Game) */ boolean activate(Game game, boolean noMana); boolean isActivated(); /** * Resolves this ability and puts any effects it produces into play. This * method should only be called if the * {@link #activate(mage.game.Game, boolean)} method returned true. * * @param game The {@link Game} for which this ability resolves within. * @return Whether or not this ability successfully resolved. * * @see * mage.players.PlayerImpl#playManaAbility(mage.abilities.mana.ManaAbility, * mage.game.Game) * @see mage.players.PlayerImpl#specialAction(mage.abilities.SpecialAction, * mage.game.Game) */ boolean resolve(Game game); /** * Used to reset the state of this ability. * * @param game */ void reset(Game game); /** * Overridden by triggered abilities with intervening if clauses - rule * 20110715 - 603.4 * * @param game * @return Whether or not the intervening if clause is satisfied */ boolean checkIfClause(Game game); /** * Creates a fresh copy of this ability. * * @return A new copy of this ability. */ Ability copy(); boolean isModal(); void addMode(Mode mode); Modes getModes(); boolean canChooseTarget(Game game); /** * Gets the list of sub-abilities associated with this ability. * * @return */ List<Ability> getSubAbilities(); /** * Adds a sub-ability to this ability. * * @param ability The {@link Ability} to add. */ void addSubAbility(Ability ability); List<Watcher> getWatchers(); void addWatcher(Watcher watcher); /** * Returns true if this abilities source is in the zone for the ability * * @param game * @param source * @param event * @return */ boolean isInUseableZone(Game game, MageObject source, GameEvent event); /** * Returns true if the source object has currently the ability (e.g. The * object can have lost all or some abilities for some time (e.g. Turn to * Frog) * * @param game * @param source * @param event * @return */ boolean hasSourceObjectAbility(Game game, MageObject source, GameEvent event); /** * Returns true if this ability has to be shown as topmost of all the rules * of the object * * @return */ boolean getRuleAtTheTop(); /** * Sets the value for the ruleAtTheTop attribute * * true = show the rule at the top position of the rules * * @param ruleAtTheTop */ void setRuleAtTheTop(boolean ruleAtTheTop); /** * Returns true if this ability has to work also with face down object (set * to not visible normally). * * @return */ boolean getWorksFaceDown(); /** * Sets the value for the worksFaceDown flag * * true = the ability works also if the object is face down * * @param worksFaceDown */ void setWorksFaceDown(boolean worksFaceDown); /** * Returns true if this ability's rule is visible on the card tooltip * * @return */ boolean getRuleVisible(); /** * Sets the value for the ruleVisible attribute * * true = rule will be shown for the card / permanent false = rule won't be * shown * * @param ruleVisible */ void setRuleVisible(boolean ruleVisible); /** * Returns true if the additional costs of the abilitiy should be visible on * the tooltip text * * @return */ boolean getAdditionalCostsRuleVisible(); /** * Sets the value for the additional costs rule attribute * * true = rule will be shown for the card / permanent false = rule won't be * shown * * @param ruleAdditionalCostsVisible */ void setAdditionalCostsRuleVisible(boolean ruleAdditionalCostsVisible); /** * Get the originalId of the ability * * @return originalId */ UUID getOriginalId(); /** * Sets the ability word for the given ability. An ability word is a word * that, in essence, groups, and reminds players of, cards that have a * common functionality and does not imply any particular rules. * * --- Not usable yet for rule text generation of triggered abilities --- * * @param abilityWord */ void setAbilityWord(AbilityWord abilityWord); /** * Creates the message about the ability casting/triggering/activating to * post in the game log before the ability resolves. * * @param game * @return */ String getGameLogMessage(Game game); /** * Used to deactivate cost modification logic of ability activation for some * special handling (e.g. FlashbackAbility gets cost modifiaction twice * because of how it's handled now) * * @param active execute no cost modification */ void setCostModificationActive(boolean active); boolean activateAlternateOrAdditionalCosts(MageObject sourceObject, boolean noMana, Player controller, Game game); /** * Sets the object that actually existed while a ability triggerd or an * ability was activated. * * @param mageObject * @param game */ void setSourceObject(MageObject mageObject, Game game); /** * Returns the object that actually existed while a ability triggerd or an * ability was activated. If not set yet, the current object will be * retrieved from the game. * * @param game * @return */ MageObject getSourceObject(Game game); int getSourceObjectZoneChangeCounter(); /** * Returns the object that actually existed while a ability triggerd or an * ability was activated only if it has not changed zone meanwhile. If not * set yet, the current object will be retrieved from the game. * * @param game * @return */ MageObject getSourceObjectIfItStillExists(Game game); String getTargetDescription(Targets targets, Game game); void setCanFizzle(boolean canFizzle); boolean canFizzle(); }