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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@ -192,7 +192,8 @@ public sealed class GameRuntimeContractTests
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Assert.Contains("social=9:10:11", entry.Text);
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Assert.Contains(
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"actions=14:50000001:15:4:1:16:1:00000000:0:00000000:" +
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"00000000:00000000:00000000:0:0",
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"00000000:00000000:00000000:0:0:0:0:00000000:00000000:" +
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"False:False:00000000:0:00000000:00000000",
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entry.Text);
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}
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@ -208,6 +209,10 @@ public sealed class GameRuntimeContractTests
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typeof(RuntimeMovementSkillState),
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typeof(RuntimeActionState),
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typeof(InteractionState),
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typeof(RuntimeCombatAttackState),
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typeof(RuntimeCombatTargetState),
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typeof(RuntimeCombatModeState),
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typeof(RuntimeSpellCastState),
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];
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foreach (Type owner in owners)
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