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

@ -1,6 +1,7 @@
using AcDream.App.Combat;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.Combat;
@ -148,11 +149,13 @@ public sealed class LiveCombatModeCommandControllerTests
Authority = new FakeAuthority(Calls);
Equipment = new FakeEquipment();
Intent = new FakeIntent(Calls);
Controller = new LiveCombatModeCommandController(
var operations = new LiveCombatModeOperations(
Authority,
Equipment,
Combat,
Intent,
Intent);
Runtime = new RuntimeCombatModeState(Combat, operations);
Controller = new RuntimeCombatModeCommandAdapter(
Runtime,
line => Calls.Add($"log:{line}"),
line => Calls.Add($"toast:{line}"),
line => Calls.Add($"system:{line}"));
@ -163,7 +166,8 @@ public sealed class LiveCombatModeCommandControllerTests
public FakeEquipment Equipment { get; }
public CombatState Combat { get; } = new();
public FakeIntent Intent { get; }
public LiveCombatModeCommandController Controller { get; }
public RuntimeCombatModeState Runtime { get; }
public RuntimeCombatModeCommandAdapter Controller { get; }
}
private sealed class FakeAuthority(List<string> calls)