fix(combat): persist death and retarget on kill

Keep the velocity-only NPC adaptation inside the locomotion family so authoritative Dead motion remains persistent. Route selection clears through a dedicated combat target controller that reacquires the closest eligible creature when retail Auto Target conditions apply.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-12 09:19:38 +02:00
parent 5276a83087
commit 9b97102c67
10 changed files with 281 additions and 19 deletions

View file

@ -463,9 +463,10 @@ include dungeons.
press/hold/release attack-request owner across DAT buttons and keybindings.
Retail x86 resolves full charge to 1.0 s (0.8 s dual wield), also retiring the
guessed jump-charge timing. The corrective gate ports the right-to-left red
meter, silent AttackDone control status, persistent corpse motion, and
target-frame Keep in View with retained manual orbit. See
`docs/research/2026-07-11-combat-live-gate-corrections-pseudocode.md`.
meter, silent AttackDone control status, target-frame Keep in View with
retained manual orbit, persistent corpse motion protected from the AP-80
velocity adaptation, and post-death nearest-target acquisition when Auto
Target is enabled. See `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`.
- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
**Freeze on landing:**