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fix: stabilize city guard combat and dialogue behavior

•By Moh•changelogdawn
Changelog

- Make routed guards jump repeatedly into melee range without resuming patrol during combat cooldowns

- Clear stale dialog state while preserving concurrent per-player NPC interaction leases

- Block new guard dialogue during hostile engagement and close every lease when combat starts

- Include GuildFlag NPC activation and migrate configured city guards to the stock attackable NPC type

- Cover shared leases, final-close resume, combat interruption, and repeated jump pursuit