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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@ -1,9 +1,9 @@
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using AcDream.App.Rendering;
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using AcDream.App.Combat;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Runtime.Gameplay;
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using AcDream.UI.Abstractions.Panels.Settings;
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using DatReaderWriter;
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using AcDream.Content;
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@ -93,7 +93,7 @@ public static class FixtureProvider
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case CombatUiController.LayoutId:
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{
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var combat = new CombatState();
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var attacks = new CombatAttackController(
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var attacks = new RuntimeCombatAttackState(
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combat,
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canStartAttack: () => true,
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sendAttack: (_, _) => true,
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