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

@ -1,5 +1,5 @@
using AcDream.App.Combat;
using AcDream.Core.Combat;
using AcDream.Runtime.Gameplay;
using AcDream.UI.Abstractions.Panels.Settings;
namespace AcDream.App.UI.Layout;
@ -46,7 +46,7 @@ public sealed class CombatUiController : IRetainedPanelController
private readonly UiButton _autoTarget;
private readonly UiButton _keepInView;
private readonly CombatState _combat;
private readonly CombatAttackController _attacks;
private readonly RuntimeCombatAttackState _attacks;
private readonly Func<GameplaySettings> _gameplay;
private readonly Action<GameplaySettings> _setGameplay;
private readonly Action<bool> _setWindowVisible;
@ -64,7 +64,7 @@ public sealed class CombatUiController : IRetainedPanelController
UiButton autoTarget,
UiButton keepInView,
CombatState combat,
CombatAttackController attacks,
RuntimeCombatAttackState attacks,
Func<GameplaySettings> gameplay,
Action<GameplaySettings> setGameplay,
CombatUiLabels labels,
@ -125,7 +125,7 @@ public sealed class CombatUiController : IRetainedPanelController
public static CombatUiController? Bind(
ImportedLayout layout,
CombatState combat,
CombatAttackController attacks,
RuntimeCombatAttackState attacks,
Func<GameplaySettings> gameplay,
Action<GameplaySettings> setGameplay,
CombatUiLabels labels,

View file

@ -6,6 +6,7 @@ using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Spells;
using AcDream.Core.Selection;
using AcDream.Runtime.Gameplay;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.UI.Layout;
@ -13,7 +14,7 @@ namespace AcDream.App.UI.Layout;
/// <summary>
/// Retail gmSpellcastingUI binding for the authored magic page inside combat
/// LayoutDesc 0x21000073. Favorites remain server-persisted; casting emits one
/// request through <see cref="SpellCastingController"/>.
/// request through <see cref="RuntimeSpellCastState"/>.
/// </summary>
public sealed class SpellcastingUiController : IRetainedPanelController
{
@ -37,7 +38,7 @@ public sealed class SpellcastingUiController : IRetainedPanelController
];
private readonly Spellbook _spellbook;
private readonly SpellCastingController _casting;
private readonly RuntimeSpellCastState _casting;
private readonly SelectionState _selection;
private readonly ClientObjectTable _objects;
private readonly Func<uint> _playerGuid;
@ -69,7 +70,7 @@ public sealed class SpellcastingUiController : IRetainedPanelController
private SpellcastingUiController(
ImportedLayout layout,
Spellbook spellbook,
SpellCastingController casting,
RuntimeSpellCastState casting,
ClientObjectTable objects,
Func<uint> playerGuid,
Func<uint, uint> resolveSpellIcon,
@ -158,7 +159,7 @@ public sealed class SpellcastingUiController : IRetainedPanelController
public static SpellcastingUiController? Bind(
ImportedLayout layout,
Spellbook spellbook,
SpellCastingController casting,
RuntimeSpellCastState casting,
ClientObjectTable objects,
Func<uint> playerGuid,
Func<uint, uint> resolveSpellIcon,

View file

@ -12,6 +12,7 @@ using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Selection;
using AcDream.Core.Spells;
using AcDream.Runtime.Gameplay;
using AcDream.Content;
using AcDream.UI.Abstractions;
using AcDream.UI.Abstractions.Panels.Chat;
@ -44,13 +45,13 @@ public sealed record RadarRuntimeBindings(
public sealed record CombatRuntimeBindings(
CombatState State,
CombatAttackController Attacks,
RuntimeCombatAttackState Attacks,
Func<GameplaySettings> Gameplay,
Action<GameplaySettings> SetGameplay);
public sealed record MagicRuntimeBindings(
Spellbook Spellbook,
SpellCastingController Casting,
RuntimeSpellCastState Casting,
ClientObjectTable Objects,
Func<uint> PlayerGuid,
IReadOnlyDictionary<uint, SpellComponentDescriptor> Components,