refactor(runtime): own combat and magic intent

Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage.

Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-26 11:56:40 +02:00
parent 81b31857c6
commit 20df9d155d
49 changed files with 1949 additions and 634 deletions

View file

@ -1,485 +0,0 @@
using System.Diagnostics;
using AcDream.Core.Combat;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Combat;
internal interface ICombatAttackOperations
{
bool CanStartAttack();
void PrepareAttackRequest();
bool SendAttack(AttackHeight height, float power);
void SendCancelAttack();
bool IsDualWield { get; }
bool PlayerReadyForAttack { get; }
bool AutoRepeatAttack { get; }
}
internal sealed class DelegateCombatAttackOperations : ICombatAttackOperations
{
private readonly Func<bool> _canStartAttack;
private readonly Action _prepareAttackRequest;
private readonly Func<AttackHeight, float, bool> _sendAttack;
private readonly Action _sendCancelAttack;
private readonly Func<bool> _isDualWield;
private readonly Func<bool> _playerReadyForAttack;
private readonly Func<bool> _autoRepeatAttack;
public DelegateCombatAttackOperations(
Func<bool> canStartAttack,
Func<AttackHeight, float, bool> sendAttack,
Action? prepareAttackRequest,
Action? sendCancelAttack,
Func<bool>? isDualWield,
Func<bool>? playerReadyForAttack,
Func<bool>? autoRepeatAttack)
{
_canStartAttack = canStartAttack
?? throw new ArgumentNullException(nameof(canStartAttack));
_sendAttack = sendAttack ?? throw new ArgumentNullException(nameof(sendAttack));
_prepareAttackRequest = prepareAttackRequest ?? (() => { });
_sendCancelAttack = sendCancelAttack ?? (() => { });
_isDualWield = isDualWield ?? (() => false);
_playerReadyForAttack = playerReadyForAttack ?? (() => true);
_autoRepeatAttack = autoRepeatAttack ?? (() => false);
}
public bool CanStartAttack() => _canStartAttack();
public void PrepareAttackRequest() => _prepareAttackRequest();
public bool SendAttack(AttackHeight height, float power) =>
_sendAttack(height, power);
public void SendCancelAttack() => _sendCancelAttack();
public bool IsDualWield => _isDualWield();
public bool PlayerReadyForAttack => _playerReadyForAttack();
public bool AutoRepeatAttack => _autoRepeatAttack();
}
/// <summary>
/// Owns retail's basic-combat attack request and power-bar state machine.
/// UI buttons and keyboard actions both enter through <see cref="PressAttack"/>
/// and <see cref="ReleaseAttack"/>; the wire send remains a host callback.
/// </summary>
/// <remarks>
/// Retail references: <c>ClientCombatSystem::Begin</c> (0x0056A460),
/// <c>StartPowerBarBuild</c> (0x0056ADB0), <c>GetPowerBarLevel</c>
/// (0x0056ADE0), <c>StartAttackRequest</c> (0x0056C040),
/// <c>EndAttackRequest</c> (0x0056C0E0), <c>UseTime</c> (0x0056C1F0),
/// <c>HandleAttackDoneEvent</c> (0x0056C500), and
/// <c>SetRequestedAttackHeight</c> (0x0056C8F0), and
/// <c>AbortAutomaticAttack</c> (0x0056AE90).
/// </remarks>
public sealed class CombatAttackController : IDisposable
{
public const double AttackPowerUpSeconds = CombatInputPlanner.AttackPowerUpSeconds;
public const double DualWieldPowerUpSeconds = CombatInputPlanner.DualWieldPowerUpSeconds;
public const float InitialDesiredPower = 0.5f;
public const float DesiredPowerStep = 1f / 6f;
private readonly CombatState _combat;
private readonly ICombatAttackOperations _operations;
private readonly Func<double> _now;
private bool _buildInProgress;
private double _buildStartTime;
private bool _attackRequestInProgress;
private bool _attackServerResponsePending;
private bool _attackWhenResponseReceived;
private float _attackWhenResponseReceivedPower;
private bool _currentBuildIsAutomatic;
private bool _repeatAttacking;
private float _requestedAttackPower;
private float _latestPowerBarLevel;
private bool _disposed;
public CombatAttackController(
CombatState combat,
Func<bool> canStartAttack,
Func<AttackHeight, float, bool> sendAttack,
Action? prepareAttackRequest = null,
Action? sendCancelAttack = null,
Func<bool>? isDualWield = null,
Func<bool>? playerReadyForAttack = null,
Func<bool>? autoRepeatAttack = null,
Func<double>? now = null)
: this(
combat,
new DelegateCombatAttackOperations(
canStartAttack,
sendAttack,
prepareAttackRequest,
sendCancelAttack,
isDualWield,
playerReadyForAttack,
autoRepeatAttack),
now)
{
}
internal CombatAttackController(
CombatState combat,
ICombatAttackOperations operations,
Func<double>? now = null)
{
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
_operations = operations ?? throw new ArgumentNullException(nameof(operations));
_now = now ?? (() => Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency);
_combat.CombatModeChanged += OnCombatModeChanged;
_combat.AttackCommenced += OnAttackCommenced;
_combat.AttackDone += OnAttackDone;
}
public AttackHeight RequestedHeight { get; private set; } = AttackHeight.Medium;
public float DesiredPower { get; private set; } = InitialDesiredPower;
public bool AttackRequestInProgress => _attackRequestInProgress;
public float RequestedAttackPower => _requestedAttackPower;
public bool BuildInProgress => _buildInProgress;
/// <summary>The level retail publishes to the embedded combat meter.</summary>
public float PowerBarLevel => _buildInProgress
? GetPowerBarLevel()
: _latestPowerBarLevel;
public event Action? StateChanged;
public bool HandleInputAction(InputAction action, ActivationType activation)
{
AttackHeight? height = action switch
{
InputAction.CombatLowAttack => AttackHeight.Low,
InputAction.CombatMediumAttack => AttackHeight.Medium,
InputAction.CombatHighAttack => AttackHeight.High,
_ => null,
};
if (height is not null)
{
if (activation == ActivationType.Press)
PressAttack(height.Value);
else if (activation == ActivationType.Release)
ReleaseAttack();
return true;
}
if (activation != ActivationType.Press)
return false;
if (action == InputAction.CombatDecreaseAttackPower)
{
StepDesiredPower(-1);
return true;
}
if (action == InputAction.CombatIncreaseAttackPower)
{
StepDesiredPower(1);
return true;
}
return false;
}
/// <summary>
/// Routes the semantic inputs that retail turns into a new forward-motion
/// command. Turns and sidesteps live in separate command lists and do not
/// call <c>HandleNewForwardMovement</c>. Jump has its own equivalent cancel
/// in <c>ClientCombatSystem::CommenceJump</c> (0x0056AF90).
/// </summary>
public void HandleMovementInput(InputAction action, ActivationType activation)
{
if (activation != ActivationType.Press)
return;
if (action is InputAction.MovementForward
or InputAction.MovementBackup
or InputAction.MovementRunLock
or InputAction.MovementJump)
{
AbortAutomaticAttack();
}
}
public void SetDesiredPower(float power)
{
float value = Math.Clamp(power, 0f, 1f);
if (Math.Abs(DesiredPower - value) < float.Epsilon)
return;
DesiredPower = value;
StateChanged?.Invoke();
}
public void PressAttack(AttackHeight height)
{
bool heightChanged = RequestedHeight != height;
RequestedHeight = height;
if (heightChanged || !_attackRequestInProgress)
StartAttackRequest();
StateChanged?.Invoke();
}
public void ReleaseAttack()
{
if (!_attackRequestInProgress)
return;
_attackRequestInProgress = false;
float currentPower = GetPowerBarLevel();
_requestedAttackPower = Math.Min(DesiredPower, currentPower);
if (_attackServerResponsePending)
{
_attackWhenResponseReceived = true;
_attackWhenResponseReceivedPower = _requestedAttackPower;
}
else if (DesiredPower <= currentPower || _repeatAttacking)
{
ExecuteAttack(RequestedHeight, setServerPending: true);
}
StateChanged?.Invoke();
}
/// <summary>
/// Retail <c>ClientCombatSystem::AbortAutomaticAttack</c> (0x0056AE90).
/// A new forward-movement command enters here through
/// <c>ACCmdInterp::HandleNewForwardMovement</c> (0x0058B1F0): notify the
/// server, end repeat mode, and hide an in-progress combat power build.
/// Request/pending flags are deliberately left for the normal server
/// response, matching retail.
/// </summary>
public void AbortAutomaticAttack()
{
if (!_attackServerResponsePending
&& !_attackRequestInProgress
&& !_repeatAttacking)
return;
_operations.SendCancelAttack();
_repeatAttacking = false;
if (_buildInProgress)
ResetPowerBar();
StateChanged?.Invoke();
}
/// <summary>
/// Retail <c>UseTime</c>: publishes the live build and commits a released
/// request once the ticking level reaches the power captured on release.
/// </summary>
public void Tick()
{
if (_attackRequestInProgress
&& !_buildInProgress
&& !_attackServerResponsePending)
AttemptStartBuildingAttack();
if (!_buildInProgress)
return;
if (!_operations.PlayerReadyForAttack)
{
if (_attackRequestInProgress)
{
StopBuild();
_latestPowerBarLevel = 0f;
}
else
{
_repeatAttacking = false;
ResetPowerBar();
}
StateChanged?.Invoke();
return;
}
float currentPower = GetPowerBarLevel();
_latestPowerBarLevel = currentPower;
if (!_attackRequestInProgress
&& currentPower >= _requestedAttackPower)
{
_latestPowerBarLevel = Math.Min(_requestedAttackPower, currentPower);
if (!_currentBuildIsAutomatic)
ExecuteAttack(RequestedHeight, setServerPending: true);
else
StopBuild();
}
StateChanged?.Invoke();
}
private void StepDesiredPower(int direction)
{
int sixth = (int)MathF.Round(DesiredPower / DesiredPowerStep);
SetDesiredPower((sixth + Math.Sign(direction)) * DesiredPowerStep);
}
private void StartAttackRequest()
{
if (!CombatInputPlanner.SupportsTargetedAttack(_combat.CurrentMode)
|| !_operations.CanStartAttack())
return;
// Retail StartAttackRequest (0x0056C040) stores request-in-progress
// and requested power first, then FinishJump and
// CommandInterpreter::MaybeStopCompletely. The host callback owns the
// player movement object and must run before any later attack send.
_attackRequestInProgress = true;
_requestedAttackPower = 1f;
_operations.PrepareAttackRequest();
_currentBuildIsAutomatic = false;
AttemptStartBuildingAttack();
}
private void AttemptStartBuildingAttack()
{
if (_buildInProgress
|| _attackServerResponsePending
|| !_operations.PlayerReadyForAttack)
return;
StartPowerBarBuild();
}
private void StartPowerBarBuild()
{
_buildInProgress = true;
_buildStartTime = _now();
_latestPowerBarLevel = 0f;
}
private float GetPowerBarLevel()
{
if (!_buildInProgress)
return 0f;
double duration = _operations.IsDualWield
? DualWieldPowerUpSeconds
: AttackPowerUpSeconds;
return (float)Math.Clamp((_now() - _buildStartTime) / duration, 0d, 1d);
}
private void ExecuteAttack(AttackHeight height, bool setServerPending)
{
StopBuild();
if (!_operations.SendAttack(
height,
Math.Clamp(_requestedAttackPower, 0f, 1f)))
{
ResetPowerBar();
return;
}
if (_operations.AutoRepeatAttack)
_repeatAttacking = true;
_attackServerResponsePending = setServerPending;
}
private void OnAttackCommenced()
{
_attackServerResponsePending = true;
if (!_attackRequestInProgress)
{
_latestPowerBarLevel = _requestedAttackPower;
StopBuild(preserveLevel: true);
}
StateChanged?.Invoke();
}
private void OnAttackDone(uint _, uint weenieError)
{
_attackServerResponsePending = false;
if (weenieError != 0)
_repeatAttacking = false;
if (!_attackRequestInProgress
&& _operations.AutoRepeatAttack
&& _repeatAttacking)
{
if (Math.Abs(_requestedAttackPower - DesiredPower) >= 0.01f)
_requestedAttackPower = DesiredPower;
ExecuteAttack(RequestedHeight, setServerPending: false);
}
if (!_operations.AutoRepeatAttack || !_repeatAttacking)
{
_repeatAttacking = false;
ResetPowerBar();
}
else if (_attackRequestInProgress)
{
AttemptStartBuildingAttack();
}
else
{
StartPowerBarBuild();
_currentBuildIsAutomatic = true;
}
if (_attackWhenResponseReceived)
{
float queuedPower = _attackWhenResponseReceivedPower;
_attackWhenResponseReceived = false;
_attackWhenResponseReceivedPower = 0f;
StartAttackRequest();
if (_attackRequestInProgress)
{
_requestedAttackPower = queuedPower;
_attackRequestInProgress = false;
ExecuteAttack(RequestedHeight, setServerPending: true);
}
}
StateChanged?.Invoke();
}
private void OnCombatModeChanged(CombatMode mode)
{
if (!CombatInputPlanner.SupportsTargetedAttack(mode))
Reset();
StateChanged?.Invoke();
}
private void StopBuild(bool preserveLevel = false)
{
if (!preserveLevel && _buildInProgress)
_latestPowerBarLevel = GetPowerBarLevel();
_buildInProgress = false;
_buildStartTime = 0d;
}
private void ResetPowerBar()
{
StopBuild();
_latestPowerBarLevel = 0f;
_currentBuildIsAutomatic = false;
}
private void Reset()
{
_attackRequestInProgress = false;
_attackServerResponsePending = false;
_attackWhenResponseReceived = false;
_attackWhenResponseReceivedPower = 0f;
_repeatAttacking = false;
_requestedAttackPower = 0f;
ResetPowerBar();
}
/// <summary>
/// Restore the process-lived attack controller to retail's new-session
/// defaults without sending a cancel packet through the displaced session.
/// Mirrors <c>ClientCombatSystem::Begin @ 0x0056A460</c>.
/// </summary>
public void ResetSession()
{
Reset();
RequestedHeight = AttackHeight.Medium;
DesiredPower = InitialDesiredPower;
StateChanged?.Invoke();
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_combat.CombatModeChanged -= OnCombatModeChanged;
_combat.AttackCommenced -= OnAttackCommenced;
_combat.AttackDone -= OnAttackDone;
}
}

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@ -1,73 +0,0 @@
using AcDream.Core.Combat;
using AcDream.Core.Physics;
using AcDream.Core.Selection;
namespace AcDream.App.Combat;
/// <summary>
/// Owns combat-target lifecycle around the shared selection state.
/// </summary>
/// <remarks>
/// Retail <c>ClientCombatSystem::RecvNotice_SelectionChanged</c>
/// (0x0056BD80) invokes <c>AutoTarget</c> when selection becomes zero while
/// Auto Target is enabled in Melee/Missile combat. Authoritative Dead motion
/// makes the selected combat object unavailable and enters that same notice
/// path.
/// </remarks>
public sealed class CombatTargetController : IDisposable
{
private readonly CombatState _combat;
private readonly SelectionState _selection;
private readonly Func<bool> _autoTarget;
private readonly Func<uint?> _selectClosestTarget;
private bool _disposed;
public CombatTargetController(
CombatState combat,
SelectionState selection,
Func<bool> autoTarget,
Func<uint?> selectClosestTarget)
{
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
_selection = selection ?? throw new ArgumentNullException(nameof(selection));
_autoTarget = autoTarget ?? throw new ArgumentNullException(nameof(autoTarget));
_selectClosestTarget = selectClosestTarget
?? throw new ArgumentNullException(nameof(selectClosestTarget));
_selection.Changed += OnSelectionChanged;
}
/// <summary>
/// Called after an accepted UpdateMotion has reached the entity's motion
/// table. Dead is a persistent substate, so CurrentMotion is the
/// authoritative availability signal rather than a damage prediction.
/// </summary>
public void OnMotionApplied(uint objectId, uint currentMotion)
{
if (currentMotion != MotionCommand.Dead
|| _selection.SelectedObjectId != objectId)
return;
_selection.Clear(
SelectionChangeSource.System,
SelectionChangeReason.CombatTargetDied);
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_selection.Changed -= OnSelectionChanged;
}
private void OnSelectionChanged(SelectionTransition transition)
{
if (transition.SelectedObjectId is not null
|| transition.Reason == SelectionChangeReason.SessionReset
|| !_autoTarget()
|| !CombatInputPlanner.SupportsTargetedAttack(_combat.CurrentMode))
return;
_selectClosestTarget();
}
}

View file

@ -1,6 +1,7 @@
using AcDream.App.Input;
using AcDream.App.Net;
using AcDream.Core.Combat;
using AcDream.Runtime.Gameplay;
using AcDream.UI.Abstractions.Panels.Settings;
namespace AcDream.App.Combat;
@ -54,11 +55,12 @@ internal sealed class CombatFeedbackSlot : ICombatFeedbackSink
public void Show(string message) => _viewModel?.AddToast(message);
}
internal sealed class CombatAttackOperationsSlot : ICombatAttackOperations
internal sealed class CombatAttackOperationsSlot
: IRuntimeCombatAttackOperations
{
private ICombatAttackOperations? _owner;
private IRuntimeCombatAttackOperations? _owner;
public void Bind(ICombatAttackOperations owner)
public void Bind(IRuntimeCombatAttackOperations owner)
{
ArgumentNullException.ThrowIfNull(owner);
if (_owner is not null && !ReferenceEquals(_owner, owner))
@ -67,7 +69,7 @@ internal sealed class CombatAttackOperationsSlot : ICombatAttackOperations
_owner = owner;
}
public IDisposable BindOwned(ICombatAttackOperations owner)
public IDisposable BindOwned(IRuntimeCombatAttackOperations owner)
{
ArgumentNullException.ThrowIfNull(owner);
if (_owner is not null)
@ -77,7 +79,7 @@ internal sealed class CombatAttackOperationsSlot : ICombatAttackOperations
return new Binding(this, owner);
}
private void Unbind(ICombatAttackOperations expected)
private void Unbind(IRuntimeCombatAttackOperations expected)
{
if (ReferenceEquals(_owner, expected))
_owner = null;
@ -95,11 +97,11 @@ internal sealed class CombatAttackOperationsSlot : ICombatAttackOperations
private sealed class Binding : IDisposable
{
private CombatAttackOperationsSlot? _slot;
private readonly ICombatAttackOperations _expected;
private readonly IRuntimeCombatAttackOperations _expected;
public Binding(
CombatAttackOperationsSlot slot,
ICombatAttackOperations expected)
IRuntimeCombatAttackOperations expected)
{
_slot = slot;
_expected = expected;
@ -114,7 +116,8 @@ internal sealed class CombatAttackOperationsSlot : ICombatAttackOperations
/// Production combat request dependencies. The attack state machine retains
/// this typed owner rather than callbacks into the application window.
/// </summary>
internal sealed class LiveCombatAttackOperations : ICombatAttackOperations
internal sealed class LiveCombatAttackOperations
: IRuntimeCombatAttackOperations
{
private readonly CombatState _combat;
private readonly ICombatAttackTargetSource _targets;

View file

@ -3,6 +3,7 @@ using AcDream.App.Net;
using AcDream.App.UI;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Session;
namespace AcDream.App.Combat;
@ -164,37 +165,96 @@ internal sealed class LiveCombatModeCommandSlot : ILiveCombatModeCommand
}
}
/// <summary>
/// Owns the input-facing combat-mode command. The choice itself remains the
/// retail port in <see cref="CombatInputPlanner"/>:
/// <c>ClientCombatSystem::GetDefaultCombatMode @ 0x0056B310</c> and
/// <c>ClientCombatSystem::ToggleCombatMode @ 0x0056C8C0</c>. ACE remains the
/// authority; the local state update preserves the accepted immediate toolbar
/// response while the server confirmation travels through the normal route.
/// </summary>
internal sealed class LiveCombatModeCommandController : ILiveCombatModeCommand
internal sealed class RuntimeCombatModeOperationsSlot
: IRuntimeCombatModeOperations
{
private IRuntimeCombatModeOperations? _owner;
public IDisposable BindOwned(IRuntimeCombatModeOperations owner)
{
ArgumentNullException.ThrowIfNull(owner);
if (_owner is not null)
throw new InvalidOperationException(
"Runtime combat-mode operations are already bound.");
_owner = owner;
return new Binding(this, owner);
}
private void Unbind(IRuntimeCombatModeOperations expected)
{
if (ReferenceEquals(_owner, expected))
_owner = null;
}
public bool IsInWorld => _owner?.IsInWorld == true;
public IReadOnlyList<ClientObject> GetOrderedEquipment() =>
_owner?.GetOrderedEquipment() ?? [];
public void NotifyExplicitCombatModeRequest() =>
_owner?.NotifyExplicitCombatModeRequest();
public void SendChangeCombatMode(CombatMode mode) =>
_owner?.SendChangeCombatMode(mode);
private sealed class Binding : IDisposable
{
private RuntimeCombatModeOperationsSlot? _slot;
private readonly IRuntimeCombatModeOperations _expected;
public Binding(
RuntimeCombatModeOperationsSlot slot,
IRuntimeCombatModeOperations expected)
{
_slot = slot;
_expected = expected;
}
public void Dispose() =>
Interlocked.Exchange(ref _slot, null)?.Unbind(_expected);
}
}
internal sealed class LiveCombatModeOperations
: IRuntimeCombatModeOperations
{
private readonly ILiveCombatModeAuthority _authority;
private readonly ICombatEquipmentSource _equipment;
private readonly CombatState _combat;
private readonly IExplicitCombatModeIntentSink _itemIntent;
public LiveCombatModeOperations(
ILiveCombatModeAuthority authority,
ICombatEquipmentSource equipment,
IExplicitCombatModeIntentSink itemIntent)
{
_authority = authority ?? throw new ArgumentNullException(nameof(authority));
_equipment = equipment ?? throw new ArgumentNullException(nameof(equipment));
_itemIntent = itemIntent ?? throw new ArgumentNullException(nameof(itemIntent));
}
public bool IsInWorld => _authority.IsInWorld;
public IReadOnlyList<ClientObject> GetOrderedEquipment() =>
_equipment.GetOrderedEquipment();
public void NotifyExplicitCombatModeRequest() =>
_itemIntent.NotifyExplicitCombatModeRequest();
public void SendChangeCombatMode(CombatMode mode) =>
_authority.SendChangeCombatMode(mode);
}
/// <summary>
/// App presentation adapter for Runtime's retail combat-mode decision.
/// </summary>
internal sealed class RuntimeCombatModeCommandAdapter : ILiveCombatModeCommand
{
private readonly RuntimeCombatModeState _owner;
private readonly Action<string> _log;
private readonly Action<string>? _toast;
private readonly Action<string> _systemMessage;
public LiveCombatModeCommandController(
ILiveCombatModeAuthority authority,
ICombatEquipmentSource equipment,
CombatState combat,
IExplicitCombatModeIntentSink itemIntent,
public RuntimeCombatModeCommandAdapter(
RuntimeCombatModeState owner,
Action<string>? log = null,
Action<string>? toast = null,
Action<string>? systemMessage = null)
{
_authority = authority ?? throw new ArgumentNullException(nameof(authority));
_equipment = equipment ?? throw new ArgumentNullException(nameof(equipment));
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
_itemIntent = itemIntent ?? throw new ArgumentNullException(nameof(itemIntent));
_owner = owner ?? throw new ArgumentNullException(nameof(owner));
_log = log ?? (_ => { });
_toast = toast;
_systemMessage = systemMessage ?? (_ => { });
@ -202,48 +262,19 @@ internal sealed class LiveCombatModeCommandController : ILiveCombatModeCommand
public void Toggle()
{
if (!_authority.IsInWorld)
RuntimeCombatModeRequestResult result = _owner.Toggle();
if (result.Status == RuntimeCombatModeRequestStatus.Inactive)
return;
// Every explicit user combat request supersedes an in-flight auto-wield
// settlement, including a request retail rejects before SetCombatMode.
_itemIntent.NotifyExplicitCombatModeRequest();
CombatMode currentMode = _combat.CurrentMode;
CombatMode nextMode;
if (currentMode != CombatMode.NonCombat)
if (result.Status == RuntimeCombatModeRequestStatus.Rejected)
{
// ToggleCombatMode @ 0x0056C8C0 immediately selects NonCombat and
// never queries default equipment on this branch.
nextMode = CombatMode.NonCombat;
}
else
{
DefaultCombatModeDecision defaultDecision =
CombatInputPlanner.GetDefaultCombatModeDecision(
_equipment.GetOrderedEquipment());
nextMode = CombatInputPlanner.ToggleMode(
currentMode,
defaultDecision.Mode);
// GetDefaultCombatMode prints this notice before SetCombatMode.
// SetCombatMode then sees NonCombat == NonCombat and does no work.
if (defaultDecision.IncompatibleHeldItem is { } held)
{
string notice =
$"You can't enter combat mode while wielding the {held.GetAppropriateName()}";
_log($"combat: {notice}");
_systemMessage(notice);
return;
}
string notice = result.Notice ?? string.Empty;
_log($"combat: {notice}");
_systemMessage(notice);
return;
}
// Preserve the accepted command order: explicit intent was published
// above, then send the request and publish local presentation.
_authority.SendChangeCombatMode(nextMode);
_combat.SetCombatMode(nextMode);
string message = $"Combat mode {nextMode}";
string message = $"Combat mode {result.Mode}";
_log($"combat: {message}");
_toast?.Invoke(message);
}

View file

@ -0,0 +1,63 @@
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Combat;
/// <summary>
/// Early Runtime construction seam for the App-owned closest-hostile query.
/// The slot owns no target identity or selection state.
/// </summary>
internal sealed class RuntimeCombatTargetOperationsSlot
: IRuntimeCombatTargetOperations
{
private IRuntimeCombatTargetOperations? _owner;
public IDisposable BindOwned(IRuntimeCombatTargetOperations owner)
{
ArgumentNullException.ThrowIfNull(owner);
if (_owner is not null)
throw new InvalidOperationException(
"Runtime combat-target operations are already bound.");
_owner = owner;
return new Binding(this, owner);
}
private void Unbind(IRuntimeCombatTargetOperations expected)
{
if (ReferenceEquals(_owner, expected))
_owner = null;
}
public bool AutoTarget => _owner?.AutoTarget == true;
public uint? SelectClosestTarget() => _owner?.SelectClosestTarget();
private sealed class Binding : IDisposable
{
private RuntimeCombatTargetOperationsSlot? _slot;
private readonly IRuntimeCombatTargetOperations _expected;
public Binding(
RuntimeCombatTargetOperationsSlot slot,
IRuntimeCombatTargetOperations expected)
{
_slot = slot;
_expected = expected;
}
public void Dispose() =>
Interlocked.Exchange(ref _slot, null)?.Unbind(_expected);
}
}
internal sealed class LiveCombatTargetOperations(
Func<bool> autoTarget,
Func<uint?> selectClosestTarget)
: IRuntimeCombatTargetOperations
{
private readonly Func<bool> _autoTarget = autoTarget
?? throw new ArgumentNullException(nameof(autoTarget));
private readonly Func<uint?> _selectClosestTarget = selectClosestTarget
?? throw new ArgumentNullException(nameof(selectClosestTarget));
public bool AutoTarget => _autoTarget();
public uint? SelectClosestTarget() => _selectClosestTarget();
}