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:
parent
81b31857c6
commit
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49 changed files with 1949 additions and 634 deletions
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@ -1,485 +0,0 @@
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using System.Diagnostics;
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using AcDream.Core.Combat;
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using AcDream.UI.Abstractions.Input;
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namespace AcDream.App.Combat;
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internal interface ICombatAttackOperations
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{
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bool CanStartAttack();
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void PrepareAttackRequest();
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bool SendAttack(AttackHeight height, float power);
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void SendCancelAttack();
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bool IsDualWield { get; }
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bool PlayerReadyForAttack { get; }
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bool AutoRepeatAttack { get; }
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}
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internal sealed class DelegateCombatAttackOperations : ICombatAttackOperations
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{
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private readonly Func<bool> _canStartAttack;
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private readonly Action _prepareAttackRequest;
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private readonly Func<AttackHeight, float, bool> _sendAttack;
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private readonly Action _sendCancelAttack;
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private readonly Func<bool> _isDualWield;
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private readonly Func<bool> _playerReadyForAttack;
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private readonly Func<bool> _autoRepeatAttack;
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public DelegateCombatAttackOperations(
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Func<bool> canStartAttack,
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Func<AttackHeight, float, bool> sendAttack,
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Action? prepareAttackRequest,
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Action? sendCancelAttack,
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Func<bool>? isDualWield,
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Func<bool>? playerReadyForAttack,
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Func<bool>? autoRepeatAttack)
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{
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_canStartAttack = canStartAttack
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?? throw new ArgumentNullException(nameof(canStartAttack));
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_sendAttack = sendAttack ?? throw new ArgumentNullException(nameof(sendAttack));
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_prepareAttackRequest = prepareAttackRequest ?? (() => { });
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_sendCancelAttack = sendCancelAttack ?? (() => { });
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_isDualWield = isDualWield ?? (() => false);
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_playerReadyForAttack = playerReadyForAttack ?? (() => true);
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_autoRepeatAttack = autoRepeatAttack ?? (() => false);
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}
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public bool CanStartAttack() => _canStartAttack();
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public void PrepareAttackRequest() => _prepareAttackRequest();
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public bool SendAttack(AttackHeight height, float power) =>
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_sendAttack(height, power);
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public void SendCancelAttack() => _sendCancelAttack();
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public bool IsDualWield => _isDualWield();
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public bool PlayerReadyForAttack => _playerReadyForAttack();
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public bool AutoRepeatAttack => _autoRepeatAttack();
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}
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/// <summary>
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/// Owns retail's basic-combat attack request and power-bar state machine.
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/// UI buttons and keyboard actions both enter through <see cref="PressAttack"/>
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/// and <see cref="ReleaseAttack"/>; the wire send remains a host callback.
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/// </summary>
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/// <remarks>
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/// Retail references: <c>ClientCombatSystem::Begin</c> (0x0056A460),
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/// <c>StartPowerBarBuild</c> (0x0056ADB0), <c>GetPowerBarLevel</c>
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/// (0x0056ADE0), <c>StartAttackRequest</c> (0x0056C040),
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/// <c>EndAttackRequest</c> (0x0056C0E0), <c>UseTime</c> (0x0056C1F0),
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/// <c>HandleAttackDoneEvent</c> (0x0056C500), and
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/// <c>SetRequestedAttackHeight</c> (0x0056C8F0), and
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/// <c>AbortAutomaticAttack</c> (0x0056AE90).
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/// </remarks>
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public sealed class CombatAttackController : IDisposable
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{
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public const double AttackPowerUpSeconds = CombatInputPlanner.AttackPowerUpSeconds;
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public const double DualWieldPowerUpSeconds = CombatInputPlanner.DualWieldPowerUpSeconds;
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public const float InitialDesiredPower = 0.5f;
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public const float DesiredPowerStep = 1f / 6f;
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private readonly CombatState _combat;
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private readonly ICombatAttackOperations _operations;
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private readonly Func<double> _now;
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private bool _buildInProgress;
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private double _buildStartTime;
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private bool _attackRequestInProgress;
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private bool _attackServerResponsePending;
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private bool _attackWhenResponseReceived;
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private float _attackWhenResponseReceivedPower;
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private bool _currentBuildIsAutomatic;
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private bool _repeatAttacking;
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private float _requestedAttackPower;
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private float _latestPowerBarLevel;
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private bool _disposed;
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public CombatAttackController(
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CombatState combat,
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Func<bool> canStartAttack,
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Func<AttackHeight, float, bool> sendAttack,
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Action? prepareAttackRequest = null,
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Action? sendCancelAttack = null,
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Func<bool>? isDualWield = null,
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Func<bool>? playerReadyForAttack = null,
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Func<bool>? autoRepeatAttack = null,
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Func<double>? now = null)
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: this(
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combat,
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new DelegateCombatAttackOperations(
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canStartAttack,
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sendAttack,
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prepareAttackRequest,
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sendCancelAttack,
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isDualWield,
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playerReadyForAttack,
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autoRepeatAttack),
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now)
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{
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}
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internal CombatAttackController(
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CombatState combat,
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ICombatAttackOperations operations,
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Func<double>? now = null)
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{
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_combat = combat ?? throw new ArgumentNullException(nameof(combat));
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_operations = operations ?? throw new ArgumentNullException(nameof(operations));
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_now = now ?? (() => Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency);
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_combat.CombatModeChanged += OnCombatModeChanged;
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_combat.AttackCommenced += OnAttackCommenced;
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_combat.AttackDone += OnAttackDone;
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}
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public AttackHeight RequestedHeight { get; private set; } = AttackHeight.Medium;
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public float DesiredPower { get; private set; } = InitialDesiredPower;
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public bool AttackRequestInProgress => _attackRequestInProgress;
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public float RequestedAttackPower => _requestedAttackPower;
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public bool BuildInProgress => _buildInProgress;
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/// <summary>The level retail publishes to the embedded combat meter.</summary>
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public float PowerBarLevel => _buildInProgress
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? GetPowerBarLevel()
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: _latestPowerBarLevel;
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public event Action? StateChanged;
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public bool HandleInputAction(InputAction action, ActivationType activation)
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{
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AttackHeight? height = action switch
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{
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InputAction.CombatLowAttack => AttackHeight.Low,
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InputAction.CombatMediumAttack => AttackHeight.Medium,
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InputAction.CombatHighAttack => AttackHeight.High,
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_ => null,
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};
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if (height is not null)
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{
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if (activation == ActivationType.Press)
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PressAttack(height.Value);
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else if (activation == ActivationType.Release)
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ReleaseAttack();
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return true;
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}
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if (activation != ActivationType.Press)
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return false;
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if (action == InputAction.CombatDecreaseAttackPower)
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{
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StepDesiredPower(-1);
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return true;
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}
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if (action == InputAction.CombatIncreaseAttackPower)
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{
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StepDesiredPower(1);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Routes the semantic inputs that retail turns into a new forward-motion
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/// command. Turns and sidesteps live in separate command lists and do not
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/// call <c>HandleNewForwardMovement</c>. Jump has its own equivalent cancel
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/// in <c>ClientCombatSystem::CommenceJump</c> (0x0056AF90).
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/// </summary>
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public void HandleMovementInput(InputAction action, ActivationType activation)
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{
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if (activation != ActivationType.Press)
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return;
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if (action is InputAction.MovementForward
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or InputAction.MovementBackup
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or InputAction.MovementRunLock
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or InputAction.MovementJump)
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{
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AbortAutomaticAttack();
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}
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}
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public void SetDesiredPower(float power)
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{
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float value = Math.Clamp(power, 0f, 1f);
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if (Math.Abs(DesiredPower - value) < float.Epsilon)
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return;
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DesiredPower = value;
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StateChanged?.Invoke();
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}
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public void PressAttack(AttackHeight height)
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{
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bool heightChanged = RequestedHeight != height;
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RequestedHeight = height;
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if (heightChanged || !_attackRequestInProgress)
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StartAttackRequest();
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StateChanged?.Invoke();
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}
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public void ReleaseAttack()
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{
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if (!_attackRequestInProgress)
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return;
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_attackRequestInProgress = false;
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float currentPower = GetPowerBarLevel();
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_requestedAttackPower = Math.Min(DesiredPower, currentPower);
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if (_attackServerResponsePending)
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{
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_attackWhenResponseReceived = true;
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_attackWhenResponseReceivedPower = _requestedAttackPower;
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}
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else if (DesiredPower <= currentPower || _repeatAttacking)
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{
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ExecuteAttack(RequestedHeight, setServerPending: true);
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}
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StateChanged?.Invoke();
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}
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/// <summary>
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/// Retail <c>ClientCombatSystem::AbortAutomaticAttack</c> (0x0056AE90).
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/// A new forward-movement command enters here through
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/// <c>ACCmdInterp::HandleNewForwardMovement</c> (0x0058B1F0): notify the
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/// server, end repeat mode, and hide an in-progress combat power build.
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/// Request/pending flags are deliberately left for the normal server
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/// response, matching retail.
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/// </summary>
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public void AbortAutomaticAttack()
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{
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if (!_attackServerResponsePending
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&& !_attackRequestInProgress
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&& !_repeatAttacking)
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return;
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_operations.SendCancelAttack();
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_repeatAttacking = false;
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if (_buildInProgress)
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ResetPowerBar();
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StateChanged?.Invoke();
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}
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/// <summary>
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/// Retail <c>UseTime</c>: publishes the live build and commits a released
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/// request once the ticking level reaches the power captured on release.
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/// </summary>
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public void Tick()
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{
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if (_attackRequestInProgress
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&& !_buildInProgress
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&& !_attackServerResponsePending)
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AttemptStartBuildingAttack();
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if (!_buildInProgress)
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return;
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if (!_operations.PlayerReadyForAttack)
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{
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if (_attackRequestInProgress)
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{
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StopBuild();
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_latestPowerBarLevel = 0f;
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}
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else
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{
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_repeatAttacking = false;
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ResetPowerBar();
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}
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StateChanged?.Invoke();
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return;
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}
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float currentPower = GetPowerBarLevel();
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_latestPowerBarLevel = currentPower;
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if (!_attackRequestInProgress
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&& currentPower >= _requestedAttackPower)
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{
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_latestPowerBarLevel = Math.Min(_requestedAttackPower, currentPower);
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if (!_currentBuildIsAutomatic)
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ExecuteAttack(RequestedHeight, setServerPending: true);
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else
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StopBuild();
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}
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StateChanged?.Invoke();
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}
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private void StepDesiredPower(int direction)
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{
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int sixth = (int)MathF.Round(DesiredPower / DesiredPowerStep);
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SetDesiredPower((sixth + Math.Sign(direction)) * DesiredPowerStep);
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}
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private void StartAttackRequest()
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{
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if (!CombatInputPlanner.SupportsTargetedAttack(_combat.CurrentMode)
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|| !_operations.CanStartAttack())
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return;
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// Retail StartAttackRequest (0x0056C040) stores request-in-progress
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// and requested power first, then FinishJump and
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// CommandInterpreter::MaybeStopCompletely. The host callback owns the
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// player movement object and must run before any later attack send.
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_attackRequestInProgress = true;
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_requestedAttackPower = 1f;
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_operations.PrepareAttackRequest();
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_currentBuildIsAutomatic = false;
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AttemptStartBuildingAttack();
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}
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private void AttemptStartBuildingAttack()
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{
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if (_buildInProgress
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|| _attackServerResponsePending
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|| !_operations.PlayerReadyForAttack)
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return;
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StartPowerBarBuild();
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}
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private void StartPowerBarBuild()
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{
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_buildInProgress = true;
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_buildStartTime = _now();
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_latestPowerBarLevel = 0f;
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}
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private float GetPowerBarLevel()
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{
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if (!_buildInProgress)
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return 0f;
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double duration = _operations.IsDualWield
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? DualWieldPowerUpSeconds
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: AttackPowerUpSeconds;
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return (float)Math.Clamp((_now() - _buildStartTime) / duration, 0d, 1d);
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}
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private void ExecuteAttack(AttackHeight height, bool setServerPending)
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{
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StopBuild();
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if (!_operations.SendAttack(
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height,
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Math.Clamp(_requestedAttackPower, 0f, 1f)))
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{
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ResetPowerBar();
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return;
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}
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if (_operations.AutoRepeatAttack)
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_repeatAttacking = true;
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_attackServerResponsePending = setServerPending;
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}
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private void OnAttackCommenced()
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{
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_attackServerResponsePending = true;
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if (!_attackRequestInProgress)
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{
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_latestPowerBarLevel = _requestedAttackPower;
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StopBuild(preserveLevel: true);
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}
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StateChanged?.Invoke();
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}
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private void OnAttackDone(uint _, uint weenieError)
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{
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_attackServerResponsePending = false;
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if (weenieError != 0)
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_repeatAttacking = false;
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if (!_attackRequestInProgress
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&& _operations.AutoRepeatAttack
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&& _repeatAttacking)
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{
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if (Math.Abs(_requestedAttackPower - DesiredPower) >= 0.01f)
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_requestedAttackPower = DesiredPower;
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ExecuteAttack(RequestedHeight, setServerPending: false);
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}
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if (!_operations.AutoRepeatAttack || !_repeatAttacking)
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{
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_repeatAttacking = false;
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ResetPowerBar();
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}
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else if (_attackRequestInProgress)
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{
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AttemptStartBuildingAttack();
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}
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else
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{
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StartPowerBarBuild();
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_currentBuildIsAutomatic = true;
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}
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if (_attackWhenResponseReceived)
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{
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float queuedPower = _attackWhenResponseReceivedPower;
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_attackWhenResponseReceived = false;
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_attackWhenResponseReceivedPower = 0f;
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StartAttackRequest();
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if (_attackRequestInProgress)
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{
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_requestedAttackPower = queuedPower;
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_attackRequestInProgress = false;
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ExecuteAttack(RequestedHeight, setServerPending: true);
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}
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}
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StateChanged?.Invoke();
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}
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private void OnCombatModeChanged(CombatMode mode)
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{
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if (!CombatInputPlanner.SupportsTargetedAttack(mode))
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Reset();
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StateChanged?.Invoke();
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}
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private void StopBuild(bool preserveLevel = false)
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{
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if (!preserveLevel && _buildInProgress)
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_latestPowerBarLevel = GetPowerBarLevel();
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_buildInProgress = false;
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_buildStartTime = 0d;
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}
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private void ResetPowerBar()
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{
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StopBuild();
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_latestPowerBarLevel = 0f;
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_currentBuildIsAutomatic = false;
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}
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private void Reset()
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{
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_attackRequestInProgress = false;
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_attackServerResponsePending = false;
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_attackWhenResponseReceived = false;
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_attackWhenResponseReceivedPower = 0f;
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_repeatAttacking = false;
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_requestedAttackPower = 0f;
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ResetPowerBar();
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}
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/// <summary>
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/// Restore the process-lived attack controller to retail's new-session
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/// defaults without sending a cancel packet through the displaced session.
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/// Mirrors <c>ClientCombatSystem::Begin @ 0x0056A460</c>.
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/// </summary>
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public void ResetSession()
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{
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Reset();
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RequestedHeight = AttackHeight.Medium;
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DesiredPower = InitialDesiredPower;
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StateChanged?.Invoke();
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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_combat.CombatModeChanged -= OnCombatModeChanged;
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_combat.AttackCommenced -= OnAttackCommenced;
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_combat.AttackDone -= OnAttackDone;
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}
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}
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