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

@ -646,6 +646,22 @@ public sealed class GameWindow :
alphaScratchBudgets.QueueBytes);
WorldTime = _worldEnvironment.WorldTime;
Weather = _worldEnvironment.Weather;
// Campaign OP slice OP4 (2026-08-11): PlayerOption
// DisableDistanceFog, polled — see WeatherSystem.
// DisableDistanceFogSource's doc comment. Bound once here (not
// per-session): _runtime.CharacterOwner is the ONE canonical
// RuntimeCharacterOptionsState instance for this GameRuntime's
// whole lifetime, reused (not replaced) across reconnects.
Weather.DisableDistanceFogSource = () =>
_runtime.CharacterOwner.Options.GetOptionBit(
AcDream.Core.Net.Messages.CharacterOptionId.DisableDistanceFog);
// Campaign OP slice OP4 (2026-08-11): PlayerOption
// DisplayTimeStamps, polled — see RuntimeCommunicationState.
// DisplayTimestampsSource's doc comment. Same one-time,
// whole-lifetime bind as the two above.
_runtime.CommunicationOwner.DisplayTimestampsSource = () =>
_runtime.CharacterOwner.Options.GetOptionBit(
AcDream.Core.Net.Messages.CharacterOptionId.DisplayTimeStamps);
_retainedInputCapture = new AcDream.App.Input.RetainedUiInputCaptureSlot();
_inputCapture = new AcDream.App.Input.CompositeInputCaptureSource(
new AcDream.App.Input.DevToolsInputCaptureSource(options.DevTools),
@ -653,6 +669,13 @@ public sealed class GameWindow :
_movementInput = new AcDream.App.Input.DispatcherMovementInputSource(
_playerControllerSlot,
_inputCapture);
// Campaign OP slice OP4 (2026-08-11): PlayerOption
// RunAsDefaultMovement, polled — see RuntimeLocalPlayerMovementState.
// RunAsDefaultMovementSource's doc comment. Same one-time,
// whole-lifetime bind as DisableDistanceFogSource above.
_playerControllerSlot.RunAsDefaultMovementSource = () =>
_runtime.CharacterOwner.Options.GetOptionBit(
AcDream.Core.Net.Messages.CharacterOptionId.ToggleRun);
_framebufferResize = new FramebufferResizeController(_viewportAspect);
_datDir = options.DatDir;
_worldGameState = worldGameState;