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