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

@ -195,7 +195,11 @@ public sealed record OptionsRuntimeBindings(
Action<string> DisplaySystemMessage,
Action<string> DisplayMouseTurningMacroLine,
Func<CameraTurningSettings> LoadCameraTurning,
Action<CameraTurningSettings> SaveCameraTurning);
Action<CameraTurningSettings> SaveCameraTurning,
// Campaign OP slice OP4 (2026-08-11): reads a live character-option
// bit by its linear id (RuntimeCharacterOptionsState.GetOptionBit) —
// the Character-tab panel's row-seed source.
Func<uint, bool> CurrentCharacterOption);
public sealed record InventoryRuntimeBindings(
ClientObjectTable Objects,
@ -1992,6 +1996,42 @@ public sealed class RetailUiRuntime : IDisposable
}
OptionsPanelController = controller;
// Campaign OP slice OP4 (2026-08-11): the Character tab's 6
// headers + 50 rows. Runs BEFORE ActivateTabs (below) so the
// Character page's model is fully populated before the default
// tab's OnShown fires. Needs a SECOND dat-lock scope — resolving
// each row's template (property 0x64 on the ListBox) is a live
// DAT read per row, unlike the already-built tree the block above
// only wires callbacks into.
lock (_bindings.Assets.DatLock)
{
var strings = new DatStringResolver(_bindings.Assets.Dats);
bool bound = Layout.CharacterOptionsPageController.Bind(
layout,
controller.CharacterPage,
templateResolver: (templateLayoutId, templateElementId) =>
{
ElementInfo? info = LayoutImporter.ImportInfos(
_bindings.Assets.Dats, templateLayoutId, templateElementId);
return info is null
? null
: LayoutImporter.Build(
info,
_bindings.Assets.ResolveSprite,
_bindings.Assets.DefaultFont,
_bindings.Assets.ResolveFont,
strings.Resolve).Root;
},
resolveString: (tableId, stringId) => strings.Resolve(tableId, stringId),
new Layout.CharacterOptionsPageController.Bindings(
CurrentValue: id => _bindings.Options.CurrentCharacterOption((uint)id),
SetOption: (id, value) => _bindings.Options.CommandBus().Publish(
new SetSingleCharacterOptionRuntimeCmd((uint)id, value))));
if (!bound)
Console.WriteLine("[UI] options panel: Character tab rows did not bind.");
}
controller.ActivateTabs();
RetailWindowHandle handle = RetailWindowFrame.Mount(