acdream/tests/AcDream.Runtime.Tests/Gameplay
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
..
InteractionStateTests.cs refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
RuntimeActionStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeActionTestFactory.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCharacterStateTests.cs refactor(runtime): close canonical gameplay ownership 2026-07-26 09:48:51 +02:00
RuntimeCombatAttackStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatModeStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatTargetStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCommunicationStateTests.cs refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
RuntimeGameplayOwnershipTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeInteractionTransactionStateTests.cs refactor(runtime): own interaction transactions 2026-07-26 11:13:09 +02:00
RuntimeInventoryStateTests.cs refactor(runtime): close canonical gameplay ownership 2026-07-26 09:48:51 +02:00
RuntimeSpellCastStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00