fix #436: combat no-target refusal reaches the SpewBox with retail's exact text
Attacking with no valid target has told the player nothing since Campaign V slice V11 orphaned the DebugVM toast the message was wired to (#434 found the drop; this closes it retail-faithfully). Ground truth from the Ghidra decompile of ClientCombatSystem::ExecuteAttack (0x0056bb70): retail writes "You must select a valid combat target before attacking" via ClientSystem::AddTextToScroll(..., 0x1A, true, 0) — the ClientLocal SpewBox channel this codebase already routes every other client-local refusal through. And retail has ONE message, not the two we carried: attacking outside melee/missile modes is silent (ExecuteAttack is unreachable there), so the invented "Enter melee or missile combat first" text is deleted rather than rerouted, and the invented "No monster target" is replaced by the retail string, which joins ClientTextRefusals with its decomp citation. Wiring: CombatFeedbackSlot gains the sibling BindOwned session-lifetime shape, and SessionPlayerComposition.CompleteSessionPlayer binds it to RuntimeCommunicationState.AddText(ClientLocal) with session-owned teardown — a torn-down session's slot returns to its silent unbound state. A binding-seam test (CompleteSessionPlayerBindsCombatFeedbackToTheClientLocalSpewBoxRoute) inspects the compiled composition for the BindOwned call and its AddText-routing lambda, so the slot can never again pass its unit tests while production leaves it unbound — the exact failure mode that hid this defect. The two tests that pinned the invented strings now pin the retail contract (exact string; silence for the unsupported-mode case). Full hermetic suite 15,325 passed / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -138,9 +138,29 @@ id list), so deletion order matters.
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## #436 — Combat refusal text ("No monster target") is silently dropped
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## #436 — CLOSED: Combat refusal text ("No monster target") is silently dropped
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**Status:** OPEN
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**Status:** CLOSED 2026-08-24, retail-faithfully. Ghidra decompile of
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`ClientCombatSystem::ExecuteAttack` (0x0056bb70) settled both open
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questions: (1) retail's exact string is **"You must select a valid combat
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target before attacking"**, routed via
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`ClientSystem::AddTextToScroll(..., 0x1A, true, 0)` — the ClientLocal
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SpewBox channel our chat pipeline already owns; (2) retail has ONE message,
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not two — attacking while not in melee/missile mode is silent (that path is
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unreachable in retail's dispatch), so the invented "Enter melee or missile
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combat first" text is deleted rather than rerouted. Implementation: the
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string joined `ClientTextRefusals` with its decomp citation;
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`CombatFeedbackSlot` gained the sibling `BindOwned` session-lifetime shape;
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`SessionPlayerComposition.CompleteSessionPlayer` binds it to
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`RuntimeCommunicationState.AddText(ClientLocal)` with session-owned
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teardown. Coverage includes a binding-seam test
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(`CompleteSessionPlayerBindsCombatFeedbackToTheClientLocalSpewBoxRoute`)
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so the slot can never again pass its unit tests while production leaves it
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unbound — the exact failure mode that hid this for months.
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**Original report follows.**
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**Status (original):** OPEN
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**Severity:** MEDIUM (missing user feedback on a common action)
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**Filed:** 2026-08-24 (exposed by #434's dead-code removal)
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**Component:** combat / chat presentation
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