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

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