feat(plugins): MossTank — a self-buffing plugin, and the automation surface it needed
First consumer of acdream's plugin automation surface, and the first slice of the VTank-class plugin milestone (docs/research/2026-07-29-vtank-plugin-automation-requirements.md). MossTank shows a panel with a Buff button; clicking it casts every self-buff the character is missing, skips what is already in force at an equal or higher tier, and refreshes what is nearly expired. The host/plugin line is the load-bearing decision here. The host publishes spell DATA -- family, tier, difficulty, mana, duration -- plus a cast primitive with a preflight gate. The plugin owns the POLICY. That is the architectural conclusion the requirements research reached: VTank's engine lived in plugin-land, built on Decal's primitives, and baking "best buff for skill X" into the host would start pulling the engine inward one convenience at a time. Why the plan is driven off the spellbook rather than off trained skills, which is the obvious reading of "buff every trained and specialised skill": the client cannot honestly make that mapping. The link between a spell and the stat it modifies arrives from the SERVER in the enchantment message and is absent from the client's own spell table. What the client does know is which spells the character has learned -- and a character only learns buffs for the skills they use, so the spellbook reaches the same set without inventing a mapping the client has no grounds for. Surface added, all BCL-only so Plugin.Abstractions keeps its zero project references: * ICharacterInfo, ISpellCatalog, IMagicCommands, grouped behind one IAutomationSurface so IPluginHost grows by one member rather than three. * IEvents.Tick. Automation is sequences, not single calls -- a buff pass casts several spells and must wait between them. Without a host tick a plugin would need its own timer thread re-entering the host off its update thread. * NoOpAutomationSurface for hosts with no live session, so a plugin keeps one code path and checks IsAvailable. Markup gained <button> and <label>; it previously supported only <meter>, with a comment promising the rest. Buttons bind onclick to an Action property and FAIL THE PANEL LOAD if it does not resolve -- a silently dead button is worse than a panel that refuses to load, because the user clicks and there is nothing to diagnose. Labels bind through a Func so a status line tracks its binding instead of freezing at build time. Enchantment reads use EnchantmentsInEffectSnapshot rather than the raw active set: retail leaves a weaker same-family enchantment in the registry while a stronger one is in force, and a plugin asking "am I buffed?" means in force. BuffPlan is a pure function of (known buffs, active enchantments) precisely so it can be tested without a session; 9 tests cover tier supersede, the family-0 no-stack bucket that must not be de-duplicated, expiry refresh, and plan stability across the rebuilds the tick loop performs. Solution builds clean; 14,421 tests pass on the standard hermetic lane filter, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -50,8 +50,34 @@ internal sealed class HeadlessPluginHost
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public IGameState State => this;
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public IEvents Events => this;
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public ISelectionService Selection => _runtime.ActionOwner.Selection;
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/// <summary>
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/// No live-session projection is bound on this host yet, so automation is
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/// inert rather than absent -- a plugin keeps one code path and checks
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/// IsAvailable.
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/// </summary>
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public IAutomationSurface Automation => NoOpAutomationSurface.Instance;
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public IUiRegistry Ui => NoOpUiRegistry.Instance;
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/// <summary>
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/// Accepted but never raised on this host: the headless bot loop drives its
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/// policies through Runtime's own scheduler, not through a plugin tick, so
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/// there is no update to forward. A plugin written against the graphical
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/// host therefore loads and runs here, it simply never ticks. Wiring it is a
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/// Slice-K scheduler change rather than a plugin-API one.
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/// </summary>
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/// <remarks>
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/// Written with explicit accessors rather than as a field-like event on
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/// purpose: a field-like event that is never raised is a compiler warning,
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/// and this project builds warnings as errors. Discarding here states the
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/// intent instead of suppressing the diagnostic.
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/// </remarks>
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public event Action<double> Tick
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{
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add { _ = value; }
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remove { _ = value; }
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}
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/// <summary>Test-only barrier invoked after the first replay item is
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/// captured while Runtime's exact active-membership read lease is still
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/// held.</summary>
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