docs(runtime): close combat and magic intent
Record the exact J5.3 owner boundary, retail ordering, Release and connected evidence, rollback, and J5.4 handoff across architecture, roadmap, milestones, agent instructions, and durable memory. Co-authored-by: Codex <noreply@openai.com>
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11 changed files with 124 additions and 41 deletions
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@ -143,11 +143,13 @@ move back into `GameWindow.OnLoad`.
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Magic follows the same boundary. Core `Spellbook` is the one learned/favorite/
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desired/enchantment state projection; Core.Net owns exact manifest and live
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message parsing; App `SpellCastingController` owns validated cast intent; and
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the retained spell bar, spell/component book, and effects controllers only
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project that state and invoke supplied actions. ACE remains authoritative after
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the targeted/untargeted request for turning, animation, mana/components,
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fizzle, impact, damage, and completion.
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message parsing; Runtime `RuntimeActionState.SpellCast` owns validated cast
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intent and last-request state; App `MagicRuntime` owns DAT formula/component
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policy, live-object target queries, transport, and presentation binding. The
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retained spell bar, spell/component book, and effects controllers only project
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that state and invoke supplied actions. ACE remains authoritative after the
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targeted/untargeted request for turning, animation, mana/components, fizzle,
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impact, damage, and completion.
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The shared LayoutDesc importer resolves inherited controller trees with retail
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`LayoutDesc::InqFullDesc`/`ElementDesc::Incorporate` child identity semantics;
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panel controllers never reconstruct missing inherited widgets by hand.
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@ -224,12 +226,12 @@ src/
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transaction/session-state owner
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RuntimeCharacterState.cs -> coupled spellbook/local-player plus
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character-option/run-jump owner
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RuntimeActionState.cs -> exact selection/combat/target-mode and
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interaction-transaction owner
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RuntimeActionState.cs -> exact selection/interaction plus combat and
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spell-cast intent owner
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InteractionState.cs -> presentation-free cursor-target mode state
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RuntimeInteractionTransactionState.cs -> use/appraisal/pickup FIFO,
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exact approach and busy borrower
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-> J3–J4 and J5.1–J5.2 complete; J5.3 combat/magic intent active
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-> J3–J4 and J5.1–J5.3 complete; J5.4 local movement/cadence active
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-> may reference Core, Core.Net, Content, and Plugin.Abstractions only
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-> must never reference App, UI, Silk.NET, OpenAL, Arch, or ImGui
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@ -497,8 +499,12 @@ J4 inventory busy/request gate. App supplies picking, movement installation,
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wire transport, toasts, and retained drag/pending-slot presentation. Hidden,
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delete/GUID reuse, reset, disposal, callback re-entry, and transport failure
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all converge without retaining a second owner or changing retail's press-time
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order (`f5f7b417`). J5.3 next moves combat and spell-cast intent under this
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same action root.
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order (`f5f7b417`). The same root now owns the exact combat-attack,
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combat-target, combat-mode, and spell-cast intent children. Retained bars and
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graphical input adapters borrow those exact owners, while direct Runtime
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commands drive the same operations and snapshots. App retains world/content
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queries, transport, animation, sound, particles, and response text
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(`20df9d15`). J5.4 next moves canonical local movement and outbound cadence.
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`GpuWorldState` owns spatial buckets only and retains the exact projection key
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through loaded/pending movement, landblock retirement/reload, origin recenter,
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