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

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# Persistent death and post-death Auto Target pseudocode
Sources: Sept 2013 EoR named retail client.
- `ClientCombatSystem::AutoTarget` (`0x0056BC80`)
- `ClientCombatSystem::RecvNotice_SelectionChanged` (`0x0056BD80`)
- `CPlayerSystem::SelectNext` (`0x0055F9A0`)
- `MovementManager::unpack_movement` (`0x00524440`)
- `CPhysicsObj::MoveOrTeleport` (`0x00516330`)
## Animation authority
```text
on UpdateMotion(interpretedState):
pass the state through MovementManager and CMotionInterp
Dead is a persistent substate selected by the motion table
on UpdatePosition(position, velocity):
update the physics pose and velocity
do not select Ready, Walk, Run, or any other animation
```
acdream retains a documented AP-80 adaptation for ACE actors that move only
through position snapshots: velocity may choose a visible locomotion cycle.
That adaptation is now restricted to replacing only Ready/Walk/Run-family
states. An authoritative action or substate such as attack, hit reaction, or
Dead always wins. This preserves the adaptation without allowing a late
position delta to make a corpse stand again.
## Auto Target after the selected creature dies
```text
when authoritative Dead motion is applied to the selected object:
clear selected object
publish SelectionChanged
RecvNotice_SelectionChanged():
update target tracking
if selected object is zero
and combat mode is Melee or Missile
and Auto Target is enabled:
AutoTarget()
AutoTarget():
if a recent valid last-attacked object exists:
select it
else:
SelectNext(forward=true, includeCurrent=true, COMPASS_ITEM)
SelectNext(... COMPASS_ITEM) while in Melee/Missile:
reject non-attackable, fellowship, hidden, and out-of-radar candidates
rank eligible candidates by the retail weighted spatial distance
select the best candidate
```
The current M2 world-state projection has no retail `lastAttacked` instance-id
quality, so its existing closest eligible creature scan implements the
fallback branch. The important lifecycle behavior is exact: authoritative
death clears selection, and the SelectionChanged consumer reacquires only
when Auto Target is enabled in Melee/Missile combat.