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>
This commit is contained in:
Erik 2026-08-11 04:31:34 +02:00
parent 7e9f372ce8
commit 22b86b9ff4
25 changed files with 1674 additions and 41 deletions

View file

@ -74,7 +74,14 @@ internal sealed class DispatcherMovementInputSource : IMovementInputSource
// applies to ordinary held-key movement. Recomputing `!walking`
// unconditionally let a walk-mode toggle demote an active autorun
// to walking — impossible in retail.
Run: !walking || AutoRunActive,
//
// Campaign OP slice OP4 (2026-08-11): `!walking` was a hardcoded
// "run by default" assumption. PlayerOption RunAsDefaultMovement
// (retail default ON, matching the prior hardcoded behavior
// exactly) now supplies the default; the walk-mode modifier
// still temporarily INVERTS whichever default is active, same
// as before.
Run: (_movement.RunAsDefaultMovement != walking) || AutoRunActive,
Jump: dispatcher.IsActionHeld(InputAction.MovementJump));
}