//
// 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 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 INostaleClient Client { get; }
///
/// 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);
}