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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@ -597,11 +597,11 @@ public sealed class UpdateFrameOrchestratorTests
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field => field.FieldType == typeof(Silk.NET.Input.IMouse));
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FieldInfo combatOperations = Assert.Single(
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typeof(AcDream.App.Combat.CombatAttackController).GetFields(
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typeof(AcDream.Runtime.Gameplay.RuntimeCombatAttackState).GetFields(
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BindingFlags.Instance | BindingFlags.NonPublic),
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field => field.Name == "_operations");
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Assert.Equal(
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typeof(AcDream.App.Combat.ICombatAttackOperations),
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typeof(AcDream.Runtime.Gameplay.IRuntimeCombatAttackOperations),
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combatOperations.FieldType);
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Assert.DoesNotContain(
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typeof(AcDream.App.Combat.LiveCombatAttackOperations).GetFields(
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