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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@ -2,6 +2,7 @@ using AcDream.App.Combat;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Combat;
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using AcDream.Runtime.Gameplay;
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using AcDream.UI.Abstractions.Panels.Settings;
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namespace AcDream.App.Tests.UI.Layout;
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@ -33,7 +34,7 @@ public sealed class CombatUiControllerTests
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Assert.False(high.Selected);
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Assert.True(medium.Selected);
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Assert.False(low.Selected);
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Assert.Equal(CombatAttackController.InitialDesiredPower, power.ScalarPosition);
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Assert.Equal(RuntimeCombatAttackState.InitialDesiredPower, power.ScalarPosition);
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}
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[Fact]
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@ -123,7 +124,7 @@ public sealed class CombatUiControllerTests
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"Speed", "Power", "Repeat Attacks", "Auto Target", "Keep in View",
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"High", "Medium", "Low");
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private static CombatAttackController CreateAttacks(
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private static RuntimeCombatAttackState CreateAttacks(
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CombatState combat,
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Func<double> now,
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List<(AttackHeight Height, float Power)> sent)
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