/*
* 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;
import mage.MageObject;
import mage.abilities.*;
import mage.abilities.effects.ContinuousEffect;
import mage.abilities.effects.ContinuousEffects;
import mage.abilities.effects.Effect;
import mage.cards.Card;
import mage.cards.SplitCard;
import mage.choices.Choice;
import mage.constants.Zone;
import mage.game.combat.Combat;
import mage.game.combat.CombatGroup;
import mage.game.command.Command;
import mage.game.command.CommandObject;
import mage.game.events.GameEvent;
import mage.game.permanent.Battlefield;
import mage.game.permanent.Permanent;
import mage.game.stack.SpellStack;
import mage.game.stack.StackObject;
import mage.game.turn.Turn;
import mage.game.turn.TurnMods;
import mage.players.Player;
import mage.players.PlayerList;
import mage.players.Players;
import mage.target.Target;
import mage.util.Copyable;
import mage.watchers.Watcher;
import mage.watchers.Watchers;
import java.io.Serializable;
import java.util.*;
/**
*
* @author BetaSteward_at_googlemail.com
*
* since at any time the game state may be copied and restored you cannot
* rely on any object maintaining it's instance
* it then becomes necessary to only refer to objects by their ids since
* these will always remain constant throughout its lifetime
*
*/
public class GameState implements Serializable, Copyable<GameState> {
private final Players players;
private final PlayerList playerList;
private final Turn turn;
// revealed cards <Name, <Cards>>, will be reset if all players pass priority
private final Revealed revealed;
private final Map<UUID, LookedAt> lookedAt = new HashMap<>();
private final DelayedTriggeredAbilities delayed;
private final SpecialActions specialActions;
private final Map<UUID, Abilities<Ability>> otherAbilities = new HashMap<>();
private final TurnMods turnMods;
private final Watchers watchers;
private UUID activePlayerId;
private UUID priorityPlayerId;
private SpellStack stack;
private Command command;
private Exile exile;
private Battlefield battlefield;
private int turnNum = 1;
private int stepNum = 0;
private UUID turnId = null;
private boolean extraTurn = false;
private boolean legendaryRuleActive = true;
private boolean gameOver;
private boolean paused;
private ContinuousEffects effects;
private TriggeredAbilities triggers;
private List<TriggeredAbility> triggered = new ArrayList<>();
private Combat combat;
private Map<String, Object> values = new HashMap<>();
private Map<UUID, Zone> zones = new HashMap<>();
private List<GameEvent> simultaneousEvents = new ArrayList<>();
public GameState() {
players = new Players();
playerList = new PlayerList();
turn = new Turn();
stack = new SpellStack();
command = new Command();
exile = new Exile();
revealed = new Revealed();
battlefield = new Battlefield();
effects = new ContinuousEffects();
triggers = new TriggeredAbilities();
delayed = new DelayedTriggeredAbilities();
specialActions = new SpecialActions();
combat = new Combat();
turnMods = new TurnMods();
watchers = new Watchers();
}
public GameState(final GameState state) {
this.players = state.players.copy();
this.playerList = state.playerList.copy();
this.activePlayerId = state.activePlayerId;
this.priorityPlayerId = state.priorityPlayerId;
this.turn = state.turn.copy();
this.stack = state.stack.copy();
this.command = state.command.copy();
this.exile = state.exile.copy();
this.revealed = state.revealed.copy();
this.lookedAt.putAll(state.lookedAt);
this.battlefield = state.battlefield.copy();
this.turnNum = state.turnNum;
this.stepNum = state.stepNum;
this.extraTurn = state.extraTurn;
this.legendaryRuleActive = state.legendaryRuleActive;
this.gameOver = state.gameOver;
this.effects = state.effects.copy();
for (TriggeredAbility trigger: state.triggered) {
this.triggered.add(trigger.copy());
}
this.triggers = state.triggers.copy();
this.delayed = state.delayed.copy();
this.specialActions = state.specialActions.copy();
this.combat = state.combat.copy();
this.turnMods = state.turnMods.copy();
this.watchers = state.watchers.copy();
for (Map.Entry<String, Object> entry: state.values.entrySet()) {
if (entry.getValue() instanceof Boolean) { // AI changed values of Boolean for cards like Wall of Roots TODO: copy other types than Boolean
this.values.put(entry.getKey(), Boolean.valueOf(((Boolean)entry.getValue()).toString()));
} else {
this.values.put(entry.getKey(), entry.getValue());
}
}
this.zones.putAll(state.zones);
for (Map.Entry<UUID, Abilities<Ability>> entry: state.otherAbilities.entrySet()) {
otherAbilities.put(entry.getKey(), entry.getValue().copy());
}
this.paused = state.paused;
this.simultaneousEvents.addAll(state.simultaneousEvents);
}
@Override
public GameState copy() {
return new GameState(this);
}
public void addPlayer(Player player) {
players.put(player.getId(), player);
playerList.add(player.getId());
}
public String getValue(boolean useHidden) {
StringBuilder sb = new StringBuilder(1024);
sb.append(turnNum).append(turn.getPhaseType()).append(turn.getStepType()).append(activePlayerId).append(priorityPlayerId);
for (Player player: players.values()) {
sb.append("player").append(player.getLife()).append("hand");
if (useHidden) {
sb.append(player.getHand());
}
else {
sb.append(player.getHand().size());
}
sb.append("library").append(player.getLibrary().size()).append("graveyard").append(player.getGraveyard());
}
sb.append("permanents");
for (Permanent permanent: battlefield.getAllPermanents()) {
sb.append(permanent.getValue());
}
sb.append("spells");
for (StackObject spell: stack) {
sb.append(spell.getControllerId()).append(spell.getName());
}
for (ExileZone zone: exile.getExileZones()) {
sb.append("exile").append(zone.getName()).append(zone);
}
sb.append("combat");
for (CombatGroup group: combat.getGroups()) {
sb.append(group.getDefenderId()).append(group.getAttackers()).append(group.getBlockers());
}
return sb.toString();
}
public String getValue(boolean useHidden, Game game) {
StringBuilder sb = new StringBuilder(1024);
sb.append(turnNum).append(turn.getPhaseType()).append(turn.getStepType()).append(activePlayerId).append(priorityPlayerId);
for (Player player: players.values()) {
sb.append("player").append(player.isPassed()).append(player.getLife()).append("hand");
if (useHidden) {
sb.append(player.getHand());
}
else {
sb.append(player.getHand().size());
}
sb.append("library").append(player.getLibrary().size());
sb.append("graveyard");
for (Card card: player.getGraveyard().getCards(game)) {
sb.append(card.getName());
}
}
sb.append("permanents");
List<String> perms = new ArrayList<>();
for (Permanent permanent: battlefield.getAllPermanents()) {
perms.add(permanent.getValue());
}
Collections.sort(perms);
sb.append(perms);
sb.append("spells");
for (StackObject spell: stack) {
sb.append(spell.getControllerId()).append(spell.getName());
sb.append(spell.getStackAbility().toString());
for (Mode mode: spell.getStackAbility().getModes().values()) {
if (!mode.getTargets().isEmpty()) {
sb.append("targets");
for (Target target: mode.getTargets()) {
sb.append(target.getTargets());
}
}
if (!mode.getChoices().isEmpty()) {
sb.append("choices");
for (Choice choice: mode.getChoices()) {
sb.append(choice.getChoice());
}
}
}
}
for (ExileZone zone: exile.getExileZones()) {
sb.append("exile").append(zone.getName()).append(zone);
}
sb.append("combat");
for (CombatGroup group: combat.getGroups()) {
sb.append(group.getDefenderId()).append(group.getAttackers()).append(group.getBlockers());
}
return sb.toString();
}
public Players getPlayers() {
return players;
}
public Player getPlayer(UUID playerId) {
return players.get(playerId);
}
public UUID getActivePlayerId() {
return activePlayerId;
}
public void setActivePlayerId(UUID activePlayerId) {
this.activePlayerId = activePlayerId;
}
public UUID getPriorityPlayerId() {
return priorityPlayerId;
}
public void setPriorityPlayerId(UUID priorityPlayerId) {
this.priorityPlayerId = priorityPlayerId;
}
public Battlefield getBattlefield() {
return this.battlefield;
}
public SpellStack getStack() {
return this.stack;
}
public Exile getExile() {
return exile;
}
public Command getCommand() {
return command;
}
public Revealed getRevealed() {
return revealed;
}
public LookedAt getLookedAt(UUID playerId) {
if (lookedAt.get(playerId) == null) {
LookedAt lookedAtCards = new LookedAt();
lookedAt.put(playerId, lookedAtCards);
return lookedAtCards;
}
return lookedAt.get(playerId);
}
public void clearLookedAt(UUID playerId) {
lookedAt.remove(playerId);
}
public Turn getTurn() {
return turn;
}
public Combat getCombat() {
return combat;
}
/**
* Gets the game step counter. This counter isgoing one up for
* every played step during the game.
* @return
*/
public int getStepNum() {
return stepNum;
}
public void increaseStepNum() {
this.stepNum++;
}
public int getTurnNum() {
return turnNum;
}
public void setTurnNum(int turnNum) {
this.turnNum = turnNum;
}
public UUID getTurnId() {
return this.turnId;
}
public void setTurnId(UUID turnId) {
this.turnId = turnId;
}
public boolean isExtraTurn() {
return extraTurn;
}
public void setExtraTurn(boolean extraTurn) {
this.extraTurn = extraTurn;
}
public boolean isGameOver() {
return this.gameOver;
}
public TurnMods getTurnMods() {
return this.turnMods;
}
public Watchers getWatchers() {
return this.watchers;
}
public SpecialActions getSpecialActions() {
return this.specialActions;
}
public void endGame() {
this.gameOver = true;
}
public void applyEffects(Game game) {
for (Player player: players.values()) {
player.reset();
}
battlefield.reset(game);
combat.reset();
this.reset();
effects.apply(game);
}
// Remove End of Combat effects
public void removeEocEffects(Game game) {
effects.removeEndOfCombatEffects();
delayed.removeEndOfCombatAbilities();
applyEffects(game);
}
public void removeEotEffects(Game game) {
effects.removeEndOfTurnEffects();
delayed.removeEndOfTurnAbilities();
applyEffects(game);
}
public void addEffect(ContinuousEffect effect, Ability source) {
effects.addEffect(effect, source);
}
public void addEffect(ContinuousEffect effect, UUID sourceId, Ability source) {
effects.addEffect(effect, sourceId, source);
}
// public void addMessage(String message) {
// this.messages.add(message);
// }
/**
* Returns a list of all players of the game ignoring range or
* if a player has lost or left the game.
*
* @return playerList
*/
public PlayerList getPlayerList() {
return playerList;
}
/**
* Returns a list of all active players of the game, setting the
* playerId to the current player of the list.
*
* @param playerId
* @return playerList
*/
public PlayerList getPlayerList(UUID playerId) {
PlayerList newPlayerList = new PlayerList();
for (Player player: players.values()) {
if (!player.hasLeft()&& !player.hasLost()) {
newPlayerList.add(player.getId());
}
}
newPlayerList.setCurrent(playerId);
return newPlayerList;
}
public Permanent getPermanent(UUID permanentId) {
if (permanentId != null && battlefield.containsPermanent(permanentId)) {
Permanent permanent = battlefield.getPermanent(permanentId);
setZone(permanent.getId(), Zone.BATTLEFIELD); // shouldn't this be set anyway? (LevelX2)
return permanent;
}
return null;
}
public Zone getZone(UUID id) {
if (id != null && zones.containsKey(id)) {
return zones.get(id);
}
return null;
}
public void setZone(UUID id, Zone zone) {
zones.put(id, zone);
}
public void restore(GameState state) {
this.stack = state.stack;
this.command = state.command;
this.effects = state.effects;
this.triggers = state.triggers;
this.triggered = state.triggered;
this.combat = state.combat;
this.exile = state.exile;
this.battlefield = state.battlefield;
this.zones = state.zones;
this.values = state.values;
for (Player copyPlayer: state.players.values()) {
Player origPlayer = players.get(copyPlayer.getId());
origPlayer.restore(copyPlayer);
}
this.simultaneousEvents = state.simultaneousEvents;
}
public void addSimultaneousEvent(GameEvent event, Game game) {
simultaneousEvents.add(event);
}
public void handleSimultaneousEvent(Game game) {
if (!simultaneousEvents.isEmpty()) {
// it can happen, that the events add new simultaneous events, so copy the list before
List<GameEvent> eventsToHandle = new ArrayList<>();
eventsToHandle.addAll(simultaneousEvents);
simultaneousEvents.clear();
for (GameEvent event:eventsToHandle) {
this.handleEvent(event, game);
}
}
}
public boolean hasSimultaneousEvents() {
return !simultaneousEvents.isEmpty();
}
public void handleEvent(GameEvent event, Game game) {
watchers.watch(event, game);
delayed.checkTriggers(event, game);
triggers.checkTriggers(event, game);
}
public boolean replaceEvent(GameEvent event, Game game) {
if (effects.preventedByRuleModification(event, null, game, false)) {
return true;
}
return effects.replaceEvent(event, game);
}
public void addCard(Card card) {
setZone(card.getId(), Zone.OUTSIDE);
for (Watcher watcher: card.getWatchers()) {
watcher.setControllerId(card.getOwnerId());
watcher.setSourceId(card.getId());
watchers.add(watcher);
}
for (Ability ability: card.getAbilities()) {
addAbility(ability, card);
}
}
public void removeCard(Card card) {
zones.remove(card.getId());
// TODO Watchers?
// TODO Abilities?
if (card.isSplitCard()) {
removeCard( ((SplitCard)card).getLeftHalfCard());
removeCard( ((SplitCard)card).getRightHalfCard());
}
}
@Deprecated
public void addAbility(Ability ability, MageObject attachedTo) {
if (ability instanceof StaticAbility) {
for (Mode mode: ability.getModes().values()) {
for (Effect effect: mode.getEffects()) {
if (effect instanceof ContinuousEffect) {
addEffect((ContinuousEffect)effect, ability);
}
}
}
}
else if (ability instanceof TriggeredAbility) {
this.triggers.add((TriggeredAbility)ability, attachedTo);
}
}
public void addAbility(Ability ability, UUID sourceId, MageObject attachedTo) {
if (ability instanceof StaticAbility) {
for (Mode mode: ability.getModes().values()) {
for (Effect effect: mode.getEffects()) {
if (effect instanceof ContinuousEffect) {
addEffect((ContinuousEffect)effect, sourceId, ability);
}
}
}
}
else if (ability instanceof TriggeredAbility) {
// TODO: add sources for triggers - the same way as in addEffect: sources
this.triggers.add((TriggeredAbility)ability, sourceId, attachedTo);
}
}
public void addCommandObject(CommandObject commandObject) {
getCommand().add(commandObject);
for (Ability ability: commandObject.getAbilities()) {
addAbility(ability, commandObject);
}
}
public void addTriggeredAbility(TriggeredAbility ability) {
this.triggered.add(ability);
}
public void removeTriggeredAbility(TriggeredAbility ability) {
this.triggered.remove(ability);
}
public void addDelayedTriggeredAbility(DelayedTriggeredAbility ability) {
this.delayed.add(ability);
}
public void removeDelayedTriggeredAbility(UUID abilityId) {
for (DelayedTriggeredAbility ability: delayed) {
if (ability.getId().equals(abilityId)) {
delayed.remove(ability);
break;
}
}
}
public List<TriggeredAbility> getTriggered(UUID controllerId) {
List<TriggeredAbility> triggereds = new ArrayList<>();
for (TriggeredAbility ability: triggered) {
if (ability.getControllerId().equals(controllerId)) {
triggereds.add(ability);
}
}
return triggereds;
}
public DelayedTriggeredAbilities getDelayed() {
return this.delayed;
}
public ContinuousEffects getContinuousEffects() {
return effects;
}
public Object getValue(String valueId) {
return values.get(valueId);
}
public void setValue(String valueId, Object value) {
values.put(valueId, value);
}
/**
* Other abilities are used to implement some special kind of continuous effects that give abilities to non permanents.
*
* Crucible of Worlds - You may play land cards from your graveyard.
* Past in Flames - Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
* Varolz, the Scar-Striped - Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.
*
* @param objectId
* @param zone
* @return
*/
public Abilities<ActivatedAbility> getActivatedOtherAbilities(UUID objectId, Zone zone) {
if (otherAbilities.containsKey(objectId)) {
return otherAbilities.get(objectId).getActivatedAbilities(zone);
}
return null;
}
public Abilities<Ability> getAllOtherAbilities(UUID objectId) {
if (otherAbilities.containsKey(objectId)) {
return otherAbilities.get(objectId);
}
return null;
}
public void addOtherAbility(UUID objectId, Ability ability) {
if (!otherAbilities.containsKey(objectId)) {
otherAbilities.put(objectId, new AbilitiesImpl(ability));
} else {
otherAbilities.get(objectId).add(ability);
}
}
private void resetOtherAbilities() {
otherAbilities.clear();
}
/**
* Removes Triggered abilities that were gained from sourceId
*
* @param sourceId
*/
public void resetTriggersForSourceId(UUID sourceId) {
List<String> keysToRemove = triggers.removeGainedAbilitiesForSource(sourceId);
for (String key : keysToRemove) {
triggers.remove(key);
}
}
private void reset() {
this.setLegendaryRuleActive(true);
this.resetOtherAbilities();
}
public void clear() {
battlefield.clear();
effects.clear();
triggers.clear();
delayed.clear();
triggered.clear();
stack.clear();
exile.clear();
command.clear();
revealed.clear();
lookedAt.clear();
turnNum = 0;
stepNum = 0;
extraTurn = false;
legendaryRuleActive = true;
gameOver = false;
specialActions.clear();
otherAbilities.clear();
combat.clear();
turnMods.clear();
watchers.clear();
values.clear();
zones.clear();
simultaneousEvents.clear();
}
public void pause() {
this.paused = true;
}
public void resume() {
this.paused = false;
}
public boolean isPaused() {
return this.paused;
}
public boolean isLegendaryRuleActive() {
return legendaryRuleActive;
}
public void setLegendaryRuleActive(boolean legendaryRuleActive) {
this.legendaryRuleActive = legendaryRuleActive;
}
}