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

@ -61,6 +61,21 @@ public static class ServerControlledLocomotion
true);
}
/// <summary>
/// Limits the AP-80 position-velocity adaptation to the locomotion state
/// family it exists to supply. Retail UpdatePosition never selects a
/// motion at all; therefore an authoritative action/substate such as Dead
/// must never be replaced by this adaptation.
/// </summary>
public static bool CanApplyVelocityCycle(uint currentMotion)
=> currentMotion == MotionCommand.Ready || IsLocomotion(currentMotion);
public static bool IsLocomotion(uint motion)
{
uint low = motion & 0xFFu;
return low is 0x05 or 0x06 or 0x07 or 0x0F or 0x10;
}
public readonly record struct LocomotionCycle(
uint Motion,
float SpeedMod,