//
// ICombatState.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
using System.Diagnostics.CodeAnalysis;
using NosSmooth.Core.Client;
using NosSmooth.Extensions.Combat.Operations;
using NosSmooth.Game.Data.Entities;
namespace NosSmooth.Extensions.Combat;
///
/// The combat technique state used for queuing operations and storing information.
///
public interface ICombatState
{
///
/// Gets the combat manager.
///
public CombatManager CombatManager { get; }
///
/// Gets the game.
///
public Game.Game Game { get; }
///
/// Gets the NosTale client.
///
public ManagedNostaleClient Client { get; }
///
/// Gets whether there is an operation that cannot be used
/// and we must wait for it to be usable.
///
public bool IsWaitingOnOperation { get; }
///
/// Get the operations the state is waiting for to to be usable.
///
/// The operations needed to wait for.
public IReadOnlyList GetWaitingForOperations();
///
/// Remove the current operation for the given queue.
///
/// The queue type to get the current operation of.
/// Whether to empty the rest of the queue.
/// The operation of the given queue, if any.
public ICombatOperation? RemoveCurrentOperation(OperationQueueType queueType, bool emptyQueue = false);
///
/// Gets the current operation of the given queue type.
///
/// The queue type to get the current operation of.
/// The operation of the given queue, if any.
public ICombatOperation? GetCurrentOperation(OperationQueueType queueType);
///
/// Checks whether an operation is being executed in the given queue.
///
///
/// If not, either waiting for the operation or there is no operation enqueued.
///
/// The type of queue to look at.
/// The operation currently being executed.
/// Whether an operation is being executed.
public bool IsExecutingOperation(OperationQueueType queueType, [NotNullWhen(true)] out ICombatOperation? operation);
///
/// Cancel the combat technique, quit the combat state.
///
public void QuitCombat();
///
/// Replace the current operation with this one.
///
/// The operation to use.
/// Whether to empty the queue of the operations.
/// Whether to still use the current operation (true) after this one or discard it (false).
public void SetCurrentOperation
(ICombatOperation operation, bool emptyQueue = false, bool prependCurrentOperationToQueue = false);
///
/// Enqueue the operation at the end of the queue.
///
/// The operation to enqueue.
public void EnqueueOperation(ICombatOperation operation);
///
/// Remove the operations by the given filter.
///
/// Called for each operation, should return true if it should be removed.
public void RemoveOperations(Func filter);
}