/*
* 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
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* The views and conclusions contained in the software and documentation are those of the
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package mage.game.permanent;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.UUID;
import mage.MageObject;
import mage.MageObjectReference;
import mage.abilities.Ability;
import mage.cards.Card;
import mage.constants.Rarity;
import mage.constants.Zone;
import mage.game.Controllable;
import mage.game.Game;
import mage.game.GameState;
public interface Permanent extends Card, Controllable {
void setControllerId(UUID controllerId);
boolean isTapped();
boolean untap(Game game);
boolean tap(Game game);
/**
* use tap(game)
* <p>
* setTapped doesn't trigger TAPPED event and should be used only if you
* want permanent to enter battlefield tapped</p>
*
* @param tapped
* @deprecated
*/
@Deprecated
void setTapped(boolean tapped);
boolean canTap();
boolean isFlipped();
boolean unflip(Game game);
boolean flip(Game game);
boolean transform(Game game);
boolean isTransformed();
void setTransformed(boolean value);
boolean isPhasedIn();
boolean phaseIn(Game game);
boolean phaseOut(Game game);
boolean isMonstrous();
void setMonstrous(boolean value);
boolean isRenowned();
void setRenowned(boolean value);
void setCardNumber(String cid);
void setExpansionSetCode(String expansionSetCode);
void setRarity(Rarity rarity);
void setFlipCard(boolean flipCard);
void setFlipCardName(String flipCardName);
void setSecondCardFace(Card card);
List<UUID> getAttachments();
UUID getAttachedTo();
int getAttachedToZoneChangeCounter();
void attachTo(UUID permanentId, Game game);
boolean addAttachment(UUID permanentId, Game game);
boolean removeAttachment(UUID permanentId, Game game);
boolean canBeTargetedBy(MageObject source, UUID controllerId, Game game);
boolean hasProtectionFrom(MageObject source, Game game);
boolean cantBeAttachedBy(MageObject source, Game game);
boolean wasControlledFromStartOfControllerTurn();
boolean hasSummoningSickness();
int getDamage();
int damage(int damage, UUID sourceId, Game game, boolean combat, boolean preventable);
int damage(int damage, UUID sourceId, Game game, boolean combat, boolean preventable, ArrayList<UUID> appliedEffects);
/**
* used in combat only to deal damage at the same time
*
* @param damage
* @param sourceId
* @param game
* @param preventable
* @param combat
* @return
*/
int markDamage(int damage, UUID sourceId, Game game, boolean preventable, boolean combat);
int applyDamage(Game game);
void removeAllDamage(Game game);
void reset(Game game);
MageObject getBasicMageObject(Game game);
boolean destroy(UUID sourceId, Game game, boolean noRegen);
boolean sacrifice(UUID sourceId, Game game);
boolean regenerate(UUID sourceId, Game game);
boolean fight(Permanent fightTarget, Ability source, Game game);
boolean entersBattlefield(UUID sourceId, Game game, Zone fromZone, boolean fireEvent);
String getValue(GameState state);
@Deprecated
void addAbility(Ability ability, Game game);
void addAbility(Ability ability, UUID sourceId, Game game);
void addAbility(Ability ability, UUID sourceId, Game game, boolean createNewId);
void removeAllAbilities(UUID sourceId, Game game);
void addLoyaltyUsed();
boolean canLoyaltyBeUsed(Game game);
void resetControl();
boolean changeControllerId(UUID controllerId, Game game);
boolean checkControlChanged(Game game);
void beginningOfTurn(Game game);
void endOfTurn(Game game);
int getTurnsOnBattlefield();
void addPower(int power);
void addToughness(int toughness);
boolean isAttacking();
int getBlocking();
void setAttacking(boolean attacking);
void setBlocking(int blocking);
int getMaxBlocks();
void setMaxBlocks(int maxBlocks);
int getMinBlockedBy();
void setMinBlockedBy(int minBlockedBy);
int getMaxBlockedBy();
boolean isRemovedFromCombat();
void setRemovedFromCombat(boolean removedFromCombat);
/**
* Sets the maximum number of blockers the creature can be blocked by.
* Default = 0 which means there is no restriction in the number of
* blockers.
*
* @param maxBlockedBy maximum number of blockers
*/
void setMaxBlockedBy(int maxBlockedBy);
boolean canAttack(Game game);
/**
*
* @param defenderId id of planeswalker or player to attack
* @param game
* @return
*/
boolean canAttack(UUID defenderId, Game game);
boolean canBlock(UUID attackerId, Game game);
boolean canBlockAny(Game game);
/**
* Checks by restriction effects if the permanent can use activated
* abilities
*
* @param game
* @return true - permanent can use activated abilities
*/
boolean canUseActivatedAbilities(Game game);
/**
* Checks by restriction effects if the permanent can transform
*
* @param ability the ability that causes the transform
* @param game
* @return true - permanent can transform
*/
boolean canTransform(Ability ability, Game game);
boolean removeFromCombat(Game game);
boolean removeFromCombat(Game game, boolean withInfo);
boolean isDeathtouched();
/**
* Returns a list of object refrences that dealt damage this turn to this
* permanent
*
* @return
*/
HashSet<MageObjectReference> getDealtDamageByThisTurn();
/**
* Imprint some other card to this one.
*
* @param imprintedCard Card to count as imprinted
* @param game
* @return true if card was imprinted
*/
boolean imprint(UUID imprintedCard, Game game);
/**
* Removes all imprinted cards from permanent.
*
* @param game
* @return
*/
boolean clearImprinted(Game game);
/**
* Get card that was imprinted on this one.
*
* Can be null if no card was imprinted.
*
* @return Imprinted card UUID.
*/
List<UUID> getImprinted();
/**
* Allows to connect any card to permanent. Very similar to Imprint except
* that it is for internal use only.
*
* @param key
* @param connectedCard
*/
void addConnectedCard(String key, UUID connectedCard);
/**
* Returns connected cards. Very similar to Imprint except that it is for
* internal use only.
*
* @param key
* @return
*/
List<UUID> getConnectedCards(String key);
/**
* Clear all connected cards.
*
* @param key
*/
void clearConnectedCards(String key);
/**
* Sets paired card.
*
* @param pairedCard
*/
void setPairedCard(MageObjectReference pairedCard);
/**
* Gets paired card. Can return null.
*
* @return
*/
MageObjectReference getPairedCard();
/**
* Makes permanent paired with no other permanent.
*/
void clearPairedCard();
void setMorphed(boolean value);
boolean isMorphed();
void setManifested(boolean value);
boolean isManifested();
@Override
Permanent copy();
// Simple int counter to set a timewise create order , the lower the number the earlier the object was created
// if objects enter the battlefield at the same time they can get (and should) get the same number.
int getCreateOrder();
void setCreateOrder(int createOrder);
}