// IGameState — abstract interface for game state queries used by macro evaluation. // Allows unit testing with mock state. Phase 4.1 of chat_panel_ref.md. #pragma once #include #include namespace wowee { namespace ui { /** * Read-only view of game state for macro conditional evaluation. * * All entity/aura queries are flattened to simple types so callers * don't need to depend on game::Entity, game::Unit, etc. */ class IGameState { public: virtual ~IGameState() = default; // --- GUIDs --- virtual uint64_t getPlayerGuid() const = 0; virtual uint64_t getTargetGuid() const = 0; virtual uint64_t getFocusGuid() const = 0; virtual uint64_t getPetGuid() const = 0; virtual uint64_t getMouseoverGuid() const = 0; // --- Player state booleans --- virtual bool isInCombat() const = 0; virtual bool isMounted() const = 0; virtual bool isSwimming() const = 0; virtual bool isFlying() const = 0; virtual bool isCasting() const = 0; virtual bool isChanneling() const = 0; virtual bool isStealthed() const = 0; virtual bool hasPet() const = 0; virtual bool isInGroup() const = 0; virtual bool isInRaid() const = 0; virtual bool isIndoors() const = 0; // --- Numeric state --- virtual uint8_t getActiveTalentSpec() const = 0; // 0-based index virtual uint32_t getVehicleId() const = 0; virtual uint32_t getCurrentCastSpellId() const = 0; // --- Spell/aura queries --- virtual std::string getSpellName(uint32_t spellId) const = 0; /** Check if target (or player if guid==playerGuid) has a buff/debuff by name. */ virtual bool hasAuraByName(uint64_t targetGuid, const std::string& spellName, bool wantDebuff) const = 0; /** Check if player has a form/stance aura (permanent aura, maxDurationMs == -1). */ virtual bool hasFormAura() const = 0; // --- Entity queries (flattened, no Entity* exposure) --- virtual bool entityExists(uint64_t guid) const = 0; virtual bool entityIsDead(uint64_t guid) const = 0; virtual bool entityIsHostile(uint64_t guid) const = 0; }; } // namespace ui } // namespace wowee