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

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using AcDream.App.Combat;
using AcDream.Core.Combat;
using AcDream.Core.Physics;
using AcDream.Core.Selection;
namespace AcDream.App.Tests.Combat;
public sealed class CombatTargetControllerTests
{
[Fact]
public void DeadSelectedTarget_AutoTargetEnabled_SelectsClosestReplacement()
{
var combat = new CombatState();
combat.SetCombatMode(CombatMode.Melee);
var selection = new SelectionState();
selection.Select(0x50000001u, SelectionChangeSource.World);
int calls = 0;
using var controller = new CombatTargetController(
combat,
selection,
autoTarget: () => true,
selectClosestTarget: () =>
{
calls++;
selection.Select(0x50000002u, SelectionChangeSource.System);
return 0x50000002u;
});
controller.OnMotionApplied(0x50000001u, MotionCommand.Dead);
Assert.Equal(1, calls);
Assert.Equal(0x50000002u, selection.SelectedObjectId);
}
[Fact]
public void DeadSelectedTarget_AutoTargetDisabled_LeavesSelectionClear()
{
var combat = new CombatState();
combat.SetCombatMode(CombatMode.Melee);
var selection = new SelectionState();
selection.Select(0x50000001u, SelectionChangeSource.World);
int calls = 0;
using var controller = new CombatTargetController(
combat, selection, () => false, () => { calls++; return null; });
controller.OnMotionApplied(0x50000001u, MotionCommand.Dead);
Assert.Equal(0, calls);
Assert.Null(selection.SelectedObjectId);
}
[Fact]
public void DeadSelectedTarget_NonCombatMode_DoesNotAutoTarget()
{
var combat = new CombatState();
var selection = new SelectionState();
selection.Select(0x50000001u, SelectionChangeSource.World);
int calls = 0;
using var controller = new CombatTargetController(
combat, selection, () => true, () => { calls++; return null; });
controller.OnMotionApplied(0x50000001u, MotionCommand.Dead);
Assert.Equal(0, calls);
Assert.Null(selection.SelectedObjectId);
}
[Fact]
public void DeadUnselectedObject_DoesNotDisturbCurrentTarget()
{
var combat = new CombatState();
combat.SetCombatMode(CombatMode.Missile);
var selection = new SelectionState();
selection.Select(0x50000002u, SelectionChangeSource.World);
using var controller = new CombatTargetController(
combat, selection, () => true, () => throw new InvalidOperationException());
controller.OnMotionApplied(0x50000001u, MotionCommand.Dead);
Assert.Equal(0x50000002u, selection.SelectedObjectId);
}
}