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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@ -309,6 +309,32 @@ public abstract class UiElement
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InvalidateChildOrder();
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}
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/// <summary>
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/// Retail's <c>GetChildRecursive</c>: a depth-first search of
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/// <paramref name="root"/> and every descendant (not just direct
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/// children) for a widget carrying <paramref name="datElementId"/>.
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/// Shared by <see cref="UiTabPanel"/>'s tab-table resolution and any
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/// controller that needs to resolve an element that may be
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/// DUPLICATED (same numeric id) across sibling subtrees — e.g. the
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/// Options panel's Apply/Reset/Defaults buttons, which the
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/// Character/Chat/Config pages each author under the SAME ids
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/// (Campaign OP research doc §3.1), so a flat
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/// <see cref="ImportedLayout.FindElement"/> id lookup over the whole
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/// panel tree cannot reliably pick the right page's own instance —
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/// scoping the search to one page's subtree root can.
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/// </summary>
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public static UiElement? FindDescendant(UiElement root, uint datElementId)
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{
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ArgumentNullException.ThrowIfNull(root);
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if (root.DatElementId == datElementId) return root;
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foreach (UiElement child in root.Children)
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{
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UiElement? found = FindDescendant(child, datElementId);
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if (found is not null) return found;
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}
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return null;
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}
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public virtual bool RemoveChild(UiElement child)
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{
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if (!_children.Contains(child)) return false;
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