/** * (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