//
// ICombatOperation.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.Contracts;
using NosSmooth.Extensions.Combat.Techniques;
using Remora.Results;
namespace NosSmooth.Extensions.Combat.Operations;
/// <summary>
/// A combat operation used in <see cref="ICombatTechnique"/> that can be used as one step.
/// </summary>
public interface ICombatOperation : IDisposable
{
/// <summary>
/// Gets the queue type the operation belongs to.
/// </summary>
/// <remarks>
/// Used for distinguishing what operations may run simultaneously.
/// For example items may be used simultaneous to attacking. Attacking
/// may not be simultaneous to walking.
/// </remarks>
public OperationQueueType QueueType { get; }
/// <summary>
/// Begin the execution without waiting for the finished state.
/// </summary>
/// <param name="combatState">The combat state.</param>
/// <param name="ct">The cancellation token used for cancelling the operation.</param>
/// <returns>A result that may or may not have succeeded.</returns>
public Task<Result> BeginExecution(ICombatState combatState, CancellationToken ct = default);
/// <summary>
/// Asynchronously wait for finished state.
/// </summary>
/// <param name="combatState">The combat state.</param>
/// <param name="ct">The cancellation token used for cancelling the operation.</param>
/// <returns>A <see cref="Task"/> representing the asynchronous operation.</returns>
public Task<Result> WaitForFinishedAsync(ICombatState combatState, CancellationToken ct = default);
/// <summary>
/// Checks whether the operation is currently being executed.
/// </summary>
/// <returns>Whether the operation is being executed.</returns>
public bool IsExecuting();
/// <summary>
/// Checks whether the operation is done.
/// </summary>
/// <returns>Whether the operation is finished.</returns>
public bool IsFinished();
/// <summary>
/// Checks whether the operation can currently be used.
/// </summary>
/// <remarks>
/// Ie. if the operation is to use a skill, it will return true only if the skill is not on a cooldown,
/// the character has enough mana and is not stunned.
/// </remarks>
/// <param name="combatState">The combat state.</param>
/// <returns>Whether the operation can be used right away.</returns>
public Result CanBeUsed(ICombatState combatState);
}