refactor(runtime): own canonical action state

Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-26 10:44:09 +02:00
parent bb45afef33
commit b298f99f91
38 changed files with 711 additions and 93 deletions

View file

@ -1,6 +1,7 @@
using System;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.UI;
@ -74,6 +75,7 @@ public sealed class ItemInteractionController : IDisposable
public ItemInteractionController(
ClientObjectTable objects,
InventoryTransactionState transactions,
InteractionState interactionState,
Func<uint> playerGuid,
Action<uint>? sendUse,
Action<uint, uint>? sendUseWithTarget,
@ -82,7 +84,6 @@ public sealed class ItemInteractionController : IDisposable
Action<uint>? sendExamine = null,
Func<long>? nowMs = null,
Action<string>? toast = null,
InteractionState? interactionState = null,
Func<bool>? readyForInventoryRequest = null,
Func<uint>? activeVendorId = null,
Func<uint>? groundObjectId = null,
@ -133,7 +134,8 @@ public sealed class ItemInteractionController : IDisposable
_dragOnPlayerOpensSecureTrade = dragOnPlayerOpensSecureTrade ?? (() => true);
_systemMessage = systemMessage;
_requestUse = requestUse;
_interactionState = interactionState ?? new InteractionState();
_interactionState = interactionState
?? throw new ArgumentNullException(nameof(interactionState));
_transactions = transactions
?? throw new ArgumentNullException(nameof(transactions));
if (!ReferenceEquals(_transactions.Objects, _objects))