feat(combat): Phase E.4 AttackTargetRequest + combat notification pipeline
Completes the client-side combat loop: send attacks, receive server's damage broadcasts, maintain per-entity health state for HP bars + damage floaters. All atop Phase F.1's GameEvent dispatcher. Wire layer: - AttackTargetRequest (0x0008 C→S, inside 0xF7B1): targetGuid + powerLevel + accuracyLevel + attackHeight. 28-byte body. - GameEvents parsers for all combat notifications from r08 §4: - VictimNotification (0x01AC) — you got hit, full details - KillerNotification (0x01AD) — you killed X - AttackerNotification (0x01B1) — you hit X for Y (damage%) - DefenderNotification (0x01B2) — X hit you - EvasionAttackerNotification (0x01B3) — X evaded - EvasionDefenderNotification (0x01B4) — you evaded X - AttackDone (0x01A7) — attack sequence completed Core layer: - CombatState: per-entity health-percent cache + typed events (HealthChanged, DamageTaken, DamageDealtAccepted, EvadedIncoming, MissedOutgoing, AttackDone). Each event carries enough detail for the UI to render damage floaters, HP bars, and a combat log panel. Server is authoritative; client only mirrors state. The server computes damage (armor, resist, crit, hit-chance); the client only displays results. Predictive UI like "estimated damage at 0.75 power" still works via the existing CombatMath helper class that was in the scaffold (r02 §5 formulas). Tests (13 new): - AttackTargetRequest byte-exact wire encoding - VictimNotification / AttackerNotification / EvasionAttacker / AttackDone round-trip parse. - CombatState: UpdateHealth caches + fires, Victim fires DamageTaken, Attacker fires DamageDealt, Evasion routes to right event, AttackDone carries sequence+error, Clear resets cache. Build green, 544 tests pass (up from 532). Ref: r02 §7 (wire formats), r08 §4 (event payloads), ACE GameEvent*Notification.cs families. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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tests/AcDream.Core.Tests/Combat/CombatStateTests.cs
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tests/AcDream.Core.Tests/Combat/CombatStateTests.cs
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using AcDream.Core.Combat;
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using Xunit;
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namespace AcDream.Core.Tests.Combat;
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public sealed class CombatStateTests
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{
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[Fact]
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public void OnUpdateHealth_CachesPercent_AndFiresEvent()
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{
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var state = new CombatState();
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uint seenGuid = 0;
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float seenPct = 0;
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state.HealthChanged += (g, p) => { seenGuid = g; seenPct = p; };
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state.OnUpdateHealth(0xBEEF, 0.33f);
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Assert.Equal(0xBEEFu, seenGuid);
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Assert.Equal(0.33f, seenPct, 4);
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Assert.Equal(0.33f, state.GetHealthPercent(0xBEEF), 4);
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}
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[Fact]
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public void GetHealthPercent_Unknown_ReturnsFullHealth()
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{
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var state = new CombatState();
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Assert.Equal(1f, state.GetHealthPercent(0xDEAD));
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}
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[Fact]
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public void OnVictimNotification_FiresDamageTaken()
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{
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var state = new CombatState();
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CombatState.DamageIncoming seen = default;
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state.DamageTaken += d => seen = d;
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state.OnVictimNotification("Drudge", 0xAA, 1, 42, 3, 1, 8);
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Assert.Equal("Drudge", seen.AttackerName);
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Assert.Equal(42u, seen.Damage);
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Assert.True(seen.Critical);
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}
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[Fact]
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public void OnAttackerNotification_FiresDamageDealt()
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{
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var state = new CombatState();
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CombatState.DamageDealt seen = default;
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state.DamageDealtAccepted += d => seen = d;
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state.OnAttackerNotification("Drudge", 1, 30, 0.15f);
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Assert.Equal("Drudge", seen.DefenderName);
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Assert.Equal(30u, seen.Damage);
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Assert.Equal(0.15f, seen.DamagePercent, 4);
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}
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[Fact]
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public void OnEvasionNotification_FiresCorrectEvent()
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{
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var state = new CombatState();
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string? evaded = null, missed = null;
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state.EvadedIncoming += a => evaded = a;
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state.MissedOutgoing += d => missed = d;
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state.OnEvasionDefenderNotification("Rat"); // you evaded rat
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state.OnEvasionAttackerNotification("Tusker"); // tusker evaded you
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Assert.Equal("Rat", evaded);
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Assert.Equal("Tusker", missed);
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}
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[Fact]
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public void OnAttackDone_FiresAttackDone()
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{
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var state = new CombatState();
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uint seenSeq = 0, seenErr = 999;
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state.AttackDone += (s, e) => { seenSeq = s; seenErr = e; };
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state.OnAttackDone(5, 0);
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Assert.Equal(5u, seenSeq);
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Assert.Equal(0u, seenErr);
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}
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[Fact]
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public void Clear_ResetsHealthCache()
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{
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var state = new CombatState();
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state.OnUpdateHealth(1, 0.5f);
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state.OnUpdateHealth(2, 0.8f);
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state.Clear();
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Assert.Equal(1f, state.GetHealthPercent(1)); // back to default
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Assert.Equal(0, state.TrackedTargetCount);
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}
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}
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