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

@ -2,6 +2,7 @@ using AcDream.App.Combat;
using AcDream.App.Diagnostics;
using AcDream.App.Input;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Tests.Input;
@ -184,6 +185,13 @@ public sealed class GameplayInputCommandControllerTests
RuntimeCommandStatus.Accepted,
expectedGeneration);
}
public RuntimeCommandResult ExecuteAttack(
RuntimeGenerationToken expectedGeneration,
in RuntimeCombatAttackInput command) =>
new(
RuntimeCommandStatus.Unsupported,
expectedGeneration);
}
private sealed class FakeRuntimeView : IGameRuntimeView