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