/* * 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.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); }