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

@ -0,0 +1,72 @@
using AcDream.Core.Combat;
using AcDream.Core.Physics;
using AcDream.Core.Selection;
namespace AcDream.App.Combat;
/// <summary>
/// Owns combat-target lifecycle around the shared selection state.
/// </summary>
/// <remarks>
/// Retail <c>ClientCombatSystem::RecvNotice_SelectionChanged</c>
/// (0x0056BD80) invokes <c>AutoTarget</c> when selection becomes zero while
/// Auto Target is enabled in Melee/Missile combat. Authoritative Dead motion
/// makes the selected combat object unavailable and enters that same notice
/// path.
/// </remarks>
public sealed class CombatTargetController : IDisposable
{
private readonly CombatState _combat;
private readonly SelectionState _selection;
private readonly Func<bool> _autoTarget;
private readonly Func<uint?> _selectClosestTarget;
private bool _disposed;
public CombatTargetController(
CombatState combat,
SelectionState selection,
Func<bool> autoTarget,
Func<uint?> selectClosestTarget)
{
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
_selection = selection ?? throw new ArgumentNullException(nameof(selection));
_autoTarget = autoTarget ?? throw new ArgumentNullException(nameof(autoTarget));
_selectClosestTarget = selectClosestTarget
?? throw new ArgumentNullException(nameof(selectClosestTarget));
_selection.Changed += OnSelectionChanged;
}
/// <summary>
/// Called after an accepted UpdateMotion has reached the entity's motion
/// table. Dead is a persistent substate, so CurrentMotion is the
/// authoritative availability signal rather than a damage prediction.
/// </summary>
public void OnMotionApplied(uint objectId, uint currentMotion)
{
if (currentMotion != MotionCommand.Dead
|| _selection.SelectedObjectId != objectId)
return;
_selection.Clear(
SelectionChangeSource.System,
SelectionChangeReason.CombatTargetDied);
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_selection.Changed -= OnSelectionChanged;
}
private void OnSelectionChanged(SelectionTransition transition)
{
if (transition.SelectedObjectId is not null
|| !_autoTarget()
|| !CombatInputPlanner.SupportsTargetedAttack(_combat.CurrentMode))
return;
_selectClosestTarget();
}
}