Add an engine-free capability event contract
Fork L (docs/headless-playground-cut.md): pickup, impact absorption, melee blade and propulsion are separate item capabilities that a future simulation will own; presentations subscribe and decide nothing. This stands up the wire shape only -- AbsorbEvent/GrabEvent/MeleeEvent/ThrustEvent plus a per-entity CapabilityEvents source (UniRx Subject<T> per kind, matching the idiom already used on Entity) -- with no publisher wired up yet. Compiles into the headless Aetheria.Shared build with no Unity dependency. AbsorbEvent carries the hit's DamageType (operator, 2026-09-17) so a future presenter can vary visuals per type; the damage-type mask itself belongs to the absorb capability's own data and is out of scope here. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Assets/Scripts/ServerShared/CapabilityEvents.cs.meta
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Assets/Scripts/ServerShared/CapabilityEvents.cs.meta
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