using AcDream.Core.Combat;
using AcDream.Core.Physics;
using AcDream.Core.Selection;
namespace AcDream.App.Combat;
///
/// Owns combat-target lifecycle around the shared selection state.
///
///
/// Retail ClientCombatSystem::RecvNotice_SelectionChanged
/// (0x0056BD80) invokes AutoTarget when selection becomes zero while
/// Auto Target is enabled in Melee/Missile combat. Authoritative Dead motion
/// makes the selected combat object unavailable and enters that same notice
/// path.
///
public sealed class CombatTargetController : IDisposable
{
private readonly CombatState _combat;
private readonly SelectionState _selection;
private readonly Func _autoTarget;
private readonly Func _selectClosestTarget;
private bool _disposed;
public CombatTargetController(
CombatState combat,
SelectionState selection,
Func autoTarget,
Func selectClosestTarget)
{
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
_selection = selection ?? throw new ArgumentNullException(nameof(selection));
_autoTarget = autoTarget ?? throw new ArgumentNullException(nameof(autoTarget));
_selectClosestTarget = selectClosestTarget
?? throw new ArgumentNullException(nameof(selectClosestTarget));
_selection.Changed += OnSelectionChanged;
}
///
/// Called after an accepted UpdateMotion has reached the entity's motion
/// table. Dead is a persistent substate, so CurrentMotion is the
/// authoritative availability signal rather than a damage prediction.
///
public void OnMotionApplied(uint objectId, uint currentMotion)
{
if (currentMotion != MotionCommand.Dead
|| _selection.SelectedObjectId != objectId)
return;
_selection.Clear(
SelectionChangeSource.System,
SelectionChangeReason.CombatTargetDied);
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_selection.Changed -= OnSelectionChanged;
}
private void OnSelectionChanged(SelectionTransition transition)
{
if (transition.SelectedObjectId is not null
|| transition.Reason == SelectionChangeReason.SessionReset
|| !_autoTarget()
|| !CombatInputPlanner.SupportsTargetedAttack(_combat.CurrentMode))
return;
_selectClosestTarget();
}
}