Erik
20df9d155d
refactor(runtime): own combat and magic intent
...
Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage.
Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:56:40 +02:00
Erik
826f9ea9b5
refactor(app): complete session startup composition
...
Move the live-session reset and routing graph, combat and diagnostic command targets, and the sole gameplay input subscriber into Phase 7 before frame publication. Add exact retryable ownership for late bindings so partial startup cannot strand session or component teardown edges.
Co-authored-by: Codex <codex@openai.com>
2026-07-22 18:49:31 +02:00
Erik
4eae9b4f5a
refactor(input): own gameplay action routing
...
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup.
Co-authored-by: Codex <codex@openai.com>
2026-07-22 12:43:05 +02:00