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.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Combat;
using AcDream.Runtime.Gameplay;
using AcDream.UI.Abstractions.Panels.Settings;
namespace AcDream.App.Tests.UI.Layout;
@ -33,7 +34,7 @@ public sealed class CombatUiControllerTests
Assert.False(high.Selected);
Assert.True(medium.Selected);
Assert.False(low.Selected);
Assert.Equal(CombatAttackController.InitialDesiredPower, power.ScalarPosition);
Assert.Equal(RuntimeCombatAttackState.InitialDesiredPower, power.ScalarPosition);
}
[Fact]
@ -123,7 +124,7 @@ public sealed class CombatUiControllerTests
"Speed", "Power", "Repeat Attacks", "Auto Target", "Keep in View",
"High", "Medium", "Low");
private static CombatAttackController CreateAttacks(
private static RuntimeCombatAttackState CreateAttacks(
CombatState combat,
Func<double> now,
List<(AttackHeight Height, float Power)> sent)

View file

@ -184,7 +184,7 @@ public class SelectedObjectControllerTests
h.StackMap[Replacement] = 1u;
h.Selection.Select(Dead, SelectionChangeSource.World);
// CombatTargetController is registered before the retained toolbar in
// RuntimeCombatTargetState is registered before the retained toolbar in
// production. Its clear handler selects a replacement reentrantly.
h.Selection.Changed += transition =>
{

View file

@ -4,6 +4,7 @@ using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using AcDream.Core.Selection;
using AcDream.Core.Spells;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.UI.Layout;
@ -330,14 +331,17 @@ public sealed class SpellcastingUiControllerTests
SelectionState? selection = null,
Action<uint>? examineSpell = null)
{
var casting = new SpellCastingController(
spellbook, () => null, () => 1u, () => { }, _ => { }, (_, _) => { }, _ => { });
SelectionState selectionState = selection ?? new SelectionState();
var casting = new RuntimeSpellCastState(
spellbook,
selectionState,
new NoopSpellCastOperations());
return SpellcastingUiController.Bind(
layout, spellbook, casting, objects, () => 1u,
spellId => spellId,
item => item.ObjectId,
useItem,
selection ?? new SelectionState(),
selectionState,
(tab, position, spellId) =>
{
spellbook.SetFavorite(tab, position, spellId);
@ -349,6 +353,22 @@ public sealed class SpellcastingUiControllerTests
examineSpell);
}
private sealed class NoopSpellCastOperations : IRuntimeSpellCastOperations
{
public uint LocalPlayerId => 1u;
public bool CanSend => true;
public bool HasRequiredComponents(uint spellId) => true;
public bool IsTargetCompatible(
uint targetId,
SpellMetadata spell,
bool showMessage) => true;
public void StopCompletely() { }
public void SendUntargeted(uint spellId) { }
public void SendTargeted(uint targetId, uint spellId) { }
public void DisplayMessage(string message) { }
public void IncrementBusy() { }
}
private static void ApplyAnchors(UiElement parent)
{
foreach (UiElement child in parent.Children)