/**
* (c) Urs Zeidler
*/
package de.urszeidler.eclipse.shr5.gameplay;
import org.eclipse.emf.common.util.EList;
import de.urszeidler.eclipse.shr5.runtime.RuntimeCharacter;
/**
* <!-- begin-user-doc -->
* A representation of the model object '<em><b>Combat Turn</b></em>'.
* <!-- end-user-doc -->
*
* <!-- begin-model-doc -->
* One combat turn.
* <!-- end-model-doc -->
*
* <p>
* The following features are supported:
* <ul>
* <li>{@link de.urszeidler.eclipse.shr5.gameplay.CombatTurn#getCombatants <em>Combatants</em>}</li>
* <li>{@link de.urszeidler.eclipse.shr5.gameplay.CombatTurn#getActionPhases <em>Action Phases</em>}</li>
* <li>{@link de.urszeidler.eclipse.shr5.gameplay.CombatTurn#getCurrentTurn <em>Current Turn</em>}</li>
* <li>{@link de.urszeidler.eclipse.shr5.gameplay.CombatTurn#getSequence <em>Sequence</em>}</li>
* </ul>
* </p>
*
* @see de.urszeidler.eclipse.shr5.gameplay.GameplayPackage#getCombatTurn()
* @model
* @generated
*/
public interface CombatTurn extends Command {
/**
* Returns the value of the '<em><b>Combatants</b></em>' reference list.
* The list contents are of type {@link de.urszeidler.eclipse.shr5.runtime.RuntimeCharacter}.
* <!-- begin-user-doc -->
* <p>
* If the meaning of the '<em>Combatants</em>' reference list isn't clear,
* there really should be more of a description here...
* </p>
* <!-- end-user-doc -->
* @return the value of the '<em>Combatants</em>' reference list.
* @see de.urszeidler.eclipse.shr5.gameplay.GameplayPackage#getCombatTurn_Combatants()
* @model
* @generated
*/
EList<RuntimeCharacter> getCombatants();
/**
* Returns the value of the '<em><b>Action Phases</b></em>' containment reference list.
* The list contents are of type {@link de.urszeidler.eclipse.shr5.gameplay.InitativePass}.
* <!-- begin-user-doc -->
* <p>
* If the meaning of the '<em>Action Phases</em>' containment reference list isn't clear,
* there really should be more of a description here...
* </p>
* <!-- end-user-doc -->
* @return the value of the '<em>Action Phases</em>' containment reference list.
* @see de.urszeidler.eclipse.shr5.gameplay.GameplayPackage#getCombatTurn_ActionPhases()
* @model containment="true"
* @generated
*/
EList<InitativePass> getActionPhases();
/**
* Returns the value of the '<em><b>Current Turn</b></em>' reference.
* <!-- begin-user-doc -->
* <p>
* If the meaning of the '<em>Current Turn</em>' reference isn't clear,
* there really should be more of a description here...
* </p>
* <!-- end-user-doc -->
* @return the value of the '<em>Current Turn</em>' reference.
* @see #setCurrentTurn(InitativePass)
* @see de.urszeidler.eclipse.shr5.gameplay.GameplayPackage#getCombatTurn_CurrentTurn()
* @model
* @generated
*/
InitativePass getCurrentTurn();
/**
* Sets the value of the '{@link de.urszeidler.eclipse.shr5.gameplay.CombatTurn#getCurrentTurn <em>Current Turn</em>}' reference.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @param value the new value of the '<em>Current Turn</em>' reference.
* @see #getCurrentTurn()
* @generated
*/
void setCurrentTurn(InitativePass value);
/**
* Returns the value of the '<em><b>Sequence</b></em>' attribute.
* <!-- begin-user-doc -->
* <p>
* If the meaning of the '<em>Sequence</em>' attribute isn't clear,
* there really should be more of a description here...
* </p>
* <!-- end-user-doc -->
* @return the value of the '<em>Sequence</em>' attribute.
* @see #setSequence(int)
* @see de.urszeidler.eclipse.shr5.gameplay.GameplayPackage#getCombatTurn_Sequence()
* @model
* @generated
*/
int getSequence();
/**
* Sets the value of the '{@link de.urszeidler.eclipse.shr5.gameplay.CombatTurn#getSequence <em>Sequence</em>}' attribute.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @param value the new value of the '<em>Sequence</em>' attribute.
* @see #getSequence()
* @generated
*/
void setSequence(int value);
/**
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @model
* @generated
*/
void doTurn();
} // CombatTurn