refactor(runtime): expose canonical gameplay state

Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-26 09:12:30 +02:00
parent 9d0d9b07e0
commit dcb61efb5a
34 changed files with 2076 additions and 103 deletions

View file

@ -140,38 +140,21 @@ internal sealed class LocalPlayerModeState : ILocalPlayerModeSource
/// delivery and player-mode construction share this owner so rebuilding the
/// local physics controller cannot fall back to stale defaults.
/// </summary>
internal sealed class LocalPlayerSkillState
internal static class LocalPlayerSkillProjection
{
public int RunSkill { get; private set; } = -1;
public int JumpSkill { get; private set; } = -1;
public bool IsComplete => RunSkill >= 0 && JumpSkill >= 0;
public void Update(
int runSkill,
int jumpSkill,
public static bool ApplyTo(
AcDream.Runtime.Gameplay.RuntimeMovementSkillState skills,
PlayerMovementController? controller)
{
if (runSkill >= 0)
RunSkill = runSkill;
if (jumpSkill >= 0)
JumpSkill = jumpSkill;
ApplyTo(controller);
}
public bool ApplyTo(PlayerMovementController? controller)
{
if (controller is null || !IsComplete)
ArgumentNullException.ThrowIfNull(skills);
AcDream.Runtime.Gameplay.RuntimeMovementSkillSnapshot snapshot =
skills.Snapshot;
if (controller is null || !snapshot.IsComplete)
return false;
controller.SetCharacterSkills(RunSkill, JumpSkill);
controller.SetCharacterSkills(snapshot.RunSkill, snapshot.JumpSkill);
return true;
}
public void ResetSession()
{
RunSkill = -1;
JumpSkill = -1;
}
}
internal interface IViewportAspectSource