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

@ -112,6 +112,19 @@ public interface IRuntimeCombatCommands
RuntimeCommandResult Execute(
RuntimeGenerationToken expectedGeneration,
RuntimeCombatCommand command);
RuntimeCommandResult ExecuteAttack(
RuntimeGenerationToken expectedGeneration,
in Gameplay.RuntimeCombatAttackInput command);
}
public readonly record struct RuntimeMagicCommand(uint SpellId);
public interface IRuntimeMagicCommands
{
RuntimeCommandResult Execute(
RuntimeGenerationToken expectedGeneration,
in RuntimeMagicCommand command);
}
public interface IRuntimeMovementCommands
@ -251,6 +264,8 @@ public interface IGameRuntimeCommands
IRuntimeCombatCommands Combat { get; }
IRuntimeMagicCommands Magic { get; }
IRuntimeMovementCommands Movement { get; }
IRuntimeChatCommands Chat { get; }