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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@ -1,4 +1,3 @@
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using AcDream.App.Combat;
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using AcDream.App.Input;
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using AcDream.App.Interaction;
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using AcDream.App.Net;
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@ -43,8 +42,7 @@ internal sealed class CurrentGameRuntimeAdapter
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WorldRevealCoordinator worldReveal,
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IGameRuntimeClock clock,
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SelectionInteractionController selection,
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GameplayInputFrameController gameplayInput,
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ILiveCombatModeCommand combat)
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GameplayInputFrameController gameplayInput)
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{
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_view = new CurrentGameRuntimeViewAdapter(
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session,
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@ -75,7 +73,6 @@ internal sealed class CurrentGameRuntimeAdapter
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actions,
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selection,
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gameplayInput,
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combat,
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_events);
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}
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@ -95,6 +92,7 @@ internal sealed class CurrentGameRuntimeAdapter
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public IRuntimeSessionCommands Session => _commands;
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public IRuntimeSelectionCommands Selection => _commands;
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public IRuntimeCombatCommands Combat => _commands;
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public IRuntimeMagicCommands Magic => _commands;
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public IRuntimeMovementCommands MovementCommands => _commands;
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IRuntimeMovementCommands IGameRuntimeCommands.Movement => _commands;
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public IRuntimeChatCommands ChatCommands => _commands;
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