refactor(runtime): own world environment state

This commit is contained in:
Erik 2026-07-26 16:45:04 +02:00
parent b972f539f7
commit 902076c0a4
27 changed files with 886 additions and 295 deletions

View file

@ -23,6 +23,7 @@ using AcDream.Runtime;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Session;
using AcDream.Runtime.World;
using AcDream.UI.Abstractions;
using AcDream.UI.Abstractions.Input;
@ -783,6 +784,7 @@ public sealed class CurrentGameRuntimeAdapterTests
_combatModeBinding =
CombatModeOperations.BindOwned(CombatMode);
MovementState = new RuntimeLocalPlayerMovementState();
Environment = new RuntimeWorldEnvironmentState();
MovementInput = new DispatcherMovementInputSource(MovementState);
GameplayInput = new GameplayInputFrameController(
dispatcher: null,
@ -833,6 +835,7 @@ public sealed class CurrentGameRuntimeAdapterTests
Communication,
Actions,
MovementState,
Environment,
WorldReveal,
Clock,
selectionController);
@ -853,6 +856,7 @@ public sealed class CurrentGameRuntimeAdapterTests
public RuntimeActionState Actions { get; }
public SelectionState Selection => Actions.Selection;
public RuntimeLocalPlayerMovementState MovementState { get; }
public RuntimeWorldEnvironmentState Environment { get; }
public DispatcherMovementInputSource MovementInput { get; }
public GameplayInputFrameController GameplayInput { get; }
public RecordingCombatModeOperations CombatMode { get; }