feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's template-list mechanism and OP3's OptionPage model: 6 authored group headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK death messages", AP-193) in research doc §2's authored order, each row resolved by PlayerOption id through CharacterOptionTable, seeded from live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable. ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption @0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm the directive was followed), labels/tooltips resolved by name from string table 0x23000003 (never hard-coded English), and registered with OptionsPanelController.CharacterPage. Apply/Reset/Defaults (0x100001FC/FD/FE) are now wired per-page via a scoped subtree search (UiElement.FindDescendant, promoted from UiTabPanel) since Character/ Chat/Config each author their own physical instance under the SAME element ids. Consumers: Group A (29 ids) wire+store only via the existing SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display Timestamps prefixes new transcript lines (RuntimeCommunicationState. DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off (WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as Default Movement inverts the walk-mode modifier's default (RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget (CharacterOptionCombatSettingsSource), VividTargetingIndicator/ CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local GameplaySettings record to the canonical server bit — closing two previously-unfiled divergences where AutoRepeatAttack and AcceptCorpseLootingPermissions never reached the wire despite being retail auto-save ids. TS-73 narrowed to its two still-open cases; TS-75..TS-80 file the genuine gaps (no day/night force, no weather- particle/profanity-filter/salvage/housing/pickup-preference subsystem, fellowship-create's unaudited client-sourced field) rather than inventing stand-ins. Conformance: CharacterOptionsPageControllerTests pins all 50 rows against CharacterOptionTable in both directions (an invented or dropped row fails the build), the authored group/order row-by-row, and the build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against the committed fixture. 52 new tests; full solution suite 13,008 passed / 4 skipped / 0 failed (was 12,956/4/0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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25 changed files with 1674 additions and 41 deletions
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@ -596,7 +596,11 @@ internal sealed class FrameRootCompositionPhase
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session.LocalPlayerFrame,
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session.LiveSpatialReconciler,
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new AcDream.App.Combat.CombatCameraTargetSource(
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d.Settings,
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// D7 Group-C re-point (Campaign OP OP4): server bit, not
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// the client-local GameplaySettings record — see
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// CharacterOptionCombatSettingsSource's doc comment.
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new AcDream.App.Combat.CharacterOptionCombatSettingsSource(
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d.Runtime.CharacterOwner.Options),
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d.Combat,
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d.Selection,
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live.SelectionQuery));
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@ -283,7 +283,10 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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InteractionRetainedUiDependencies d,
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DeferredSelectionUiAuthority selection) =>
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d.CombatTargetOperations.BindOwned(new LiveCombatTargetOperations(
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autoTarget: () => d.Settings.Gameplay.AutoTarget,
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// D7 Group-C re-point (Campaign OP OP4, 2026-08-11): server
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// bit — see CharacterOptionCombatSettingsSource's doc comment.
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autoTarget: () => d.Character.Options.GetOptionBit(
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CharacterOptionId.AutoTarget),
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selectClosestTarget: () =>
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selection.SelectClosestCombatTarget(showToast: false)));
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@ -474,7 +477,15 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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checkpoint(InteractionRetainedUiCompositionPoint.UiHostAcquired);
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inputCapture = d.RetainedInputCapture.Bind(host.Root);
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checkpoint(InteractionRetainedUiCompositionPoint.InputCaptureBound);
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host.Root.UiLocked = d.Settings.Gameplay.LockUI;
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// D7 Group-C re-point (Campaign OP OP4, 2026-08-11): server
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// bit at mount time — see CharacterOptionCombatSettingsSource's
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// doc comment. Live toggling afterward still flows through
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// RuntimeSettingsController.SetUiLocked's existing
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// _runtimeTargets?.ApplyUiLock push (ToggleUiLock's Bindings
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// site, LiveSessionRuntimeFactory.cs, now also sends the wire
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// bit — see its own comment).
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host.Root.UiLocked = d.Character.Options.GetOptionBit(
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CharacterOptionId.LockUI);
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var cursorFeedback = new CursorFeedbackController(
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itemInteraction,
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@ -673,7 +684,14 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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VividTarget: new VividTargetRuntimeBindings(
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d.Actions.Selection,
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() => d.PlayerIdentity.ServerGuid,
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() => d.Settings.Gameplay.VividTargetingIndicator,
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// D7 Group-C re-point (Campaign OP OP4, 2026-08-11):
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// server bit, not the client-local GameplaySettings
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// record — CH3 precedent (server-authoritative,
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// local-write-then-send; the Character-tab panel row
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// writes through RuntimeCharacterOptionsState.
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// TrySetOption before this read can observe it).
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() => d.Character.Options.GetOptionBit(
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CharacterOptionId.VividTargetingIndicator),
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late.Selection.ResolveVividTargetInfo,
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late.SelectionCamera.UiSnapshot),
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Indicators: new IndicatorRuntimeBindings(
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@ -838,7 +856,10 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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DisplayMouseTurningMacroLine: text =>
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d.Communication.AddText(text, RetailLogTextType.Magic),
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LoadCameraTurning: d.Settings.LoadCameraTurning,
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SaveCameraTurning: d.Settings.SaveCameraTurning),
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SaveCameraTurning: d.Settings.SaveCameraTurning,
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// Campaign OP slice OP4 (2026-08-11): the Character-tab
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// panel's row-seed source.
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CurrentCharacterOption: id => d.Character.Options.GetOptionBit(id)),
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StackSplitQuantity: d.StackSplitQuantity,
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Plugins: d.UiRegistry,
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Persistence: persistence,
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@ -19,6 +19,7 @@ using AcDream.App.World;
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using AcDream.Core.Audio;
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using AcDream.Core.Items;
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using AcDream.Core.Lighting;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.Plugins;
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using AcDream.Core.Rendering;
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@ -27,6 +28,7 @@ using AcDream.Core.Vfx;
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using AcDream.Core.World;
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using AcDream.Runtime;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.World;
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using AcDream.UI.Abstractions.Panels.SpewBox;
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using DatReaderWriter;
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@ -83,6 +85,8 @@ internal sealed record LivePresentationDependencies(
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public RuntimeLocalPlayerMovementState PlayerController =>
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Runtime.MovementOwner;
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public RuntimeCharacterState Character => Runtime.CharacterOwner;
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}
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internal sealed record LivePresentationResult(
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@ -833,8 +837,14 @@ internal sealed class LivePresentationCompositionPhase
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playerYawRadians: () => d.PlayerController.Controller?.Yaw ?? 0f,
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playerCellId: () => d.PlayerController.Controller?.CellId ?? 0u,
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selectedGuid: () => d.Selection.SelectedObjectId,
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coordinatesOnRadar: () => d.Settings.Gameplay.CoordinatesOnRadar,
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uiLocked: () => d.Settings.Gameplay.LockUI,
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// D7 Group-C re-point (Campaign OP OP4, 2026-08-11): server
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// bit, not the client-local GameplaySettings record — see
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// CharacterOptionCombatSettingsSource's doc comment
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// (AcDream.App.Combat).
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coordinatesOnRadar: () => d.Character.Options.GetOptionBit(
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CharacterOptionId.CoordinatesOnRadar),
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uiLocked: () => d.Character.Options.GetOptionBit(
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CharacterOptionId.LockUI),
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spatialQuery: () => worldState);
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bindings.Adopt(
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"radar snapshot",
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@ -767,7 +767,10 @@ internal sealed class SessionPlayerCompositionPhase
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live.LiveEntities,
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d.EntityObjects.Objects,
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d.PlayerIdentity),
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d.Settings,
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// D7 Group-C re-point (Campaign OP OP4): server bit,
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// not the client-local GameplaySettings record — see
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// CharacterOptionCombatSettingsSource's doc comment.
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new CharacterOptionCombatSettingsSource(d.Character.Options),
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d.PlayerController,
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d.PlayerOutbound,
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liveSessionSource,
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