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>
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49 changed files with 1949 additions and 634 deletions
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@ -13,6 +13,7 @@ using AcDream.Core.Net.Messages;
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using AcDream.Core.Items;
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using AcDream.Core.Physics;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Gameplay;
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using AcDream.Core.Selection;
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using AcDream.Core.World;
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using DatReaderWriter;
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@ -48,7 +49,7 @@ internal sealed class LiveEntityNetworkUpdateController
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private readonly PhysicsEngine _physicsEngine;
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private readonly IDatReaderWriter _dats;
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private readonly IAnimationLoader _animLoader;
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private readonly CombatTargetController? _combatTargetController;
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private readonly RuntimeCombatTargetState? _combatTargetController;
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private readonly LiveWorldOriginState _origin;
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private readonly AcDream.App.Streaming.ILocalPlayerTeleportNetworkSink
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_localPlayerTeleport;
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@ -90,7 +91,7 @@ internal sealed class LiveEntityNetworkUpdateController
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PhysicsEngine physicsEngine,
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IDatReaderWriter dats,
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IAnimationLoader animLoader,
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CombatTargetController? combatTargetController,
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RuntimeCombatTargetState? combatTargetController,
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LiveWorldOriginState origin,
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AcDream.App.Streaming.ILocalPlayerTeleportNetworkSink localPlayerTeleport,
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ILocalPlayerControllerSource playerControllerSource,
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