//
// 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;
/// <summary>
/// The combat technique state used for queuing operations and storing information.
/// </summary>
public interface ICombatState
{
/// <summary>
/// Gets the combat manager.
/// </summary>
public CombatManager CombatManager { get; }
/// <summary>
/// Gets the game.
/// </summary>
public Game.Game Game { get; }
/// <summary>
/// Gets the NosTale client.
/// </summary>
public ManagedNostaleClient Client { get; }
/// <summary>
/// Gets whether there is an operation that cannot be used
/// and we must wait for it to be usable.
/// </summary>
public bool IsWaitingOnOperation { get; }
/// <summary>
/// Get the operations the state is waiting for to to be usable.
/// </summary>
/// <returns>The operations needed to wait for.</returns>
public IReadOnlyList<ICombatOperation> GetWaitingForOperations();
/// <summary>
/// Remove the current operation for the given queue.
/// </summary>
/// <param name="queueType">The queue type to get the current operation of.</param>
/// <param name="emptyQueue">Whether to empty the rest of the queue.</param>
/// <returns>The operation of the given queue, if any.</returns>
public ICombatOperation? RemoveCurrentOperation(OperationQueueType queueType, bool emptyQueue = false);
/// <summary>
/// Gets the current operation of the given queue type.
/// </summary>
/// <param name="queueType">The queue type to get the current operation of.</param>
/// <returns>The operation of the given queue, if any.</returns>
public ICombatOperation? GetCurrentOperation(OperationQueueType queueType);
/// <summary>
/// Checks whether an operation is being executed in the given queue.
/// </summary>
/// <remarks>
/// If not, either waiting for the operation or there is no operation enqueued.
/// </remarks>
/// <param name="queueType">The type of queue to look at.</param>
/// <param name="operation">The operation currently being executed.</param>
/// <returns>Whether an operation is being executed.</returns>
public bool IsExecutingOperation(OperationQueueType queueType, [NotNullWhen(true)] out ICombatOperation? operation);
/// <summary>
/// Cancel the combat technique, quit the combat state.
/// </summary>
public void QuitCombat();
/// <summary>
/// Replace the current operation with this one.
/// </summary>
/// <param name="operation">The operation to use.</param>
/// <param name="emptyQueue">Whether to empty the queue of the operations.</param>
/// <param name="prependCurrentOperationToQueue">Whether to still use the current operation (true) after this one or discard it (false).</param>
public void SetCurrentOperation
(ICombatOperation operation, bool emptyQueue = false, bool prependCurrentOperationToQueue = false);
/// <summary>
/// Enqueue the operation at the end of the queue.
/// </summary>
/// <param name="operation">The operation to enqueue.</param>
public void EnqueueOperation(ICombatOperation operation);
/// <summary>
/// Remove the operations by the given filter.
/// </summary>
/// <param name="filter">Called for each operation, should return true if it should be removed.</param>
public void RemoveOperations(Func<ICombatOperation, bool> filter);
}