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

@ -125,6 +125,19 @@ public sealed class WeatherSystem
// SetKindFromDayGroupName, the internal RollKind hash is disabled.
private bool _externallyDriven;
/// <summary>
/// Campaign OP slice OP4 (2026-08-11): retail <c>PlayerOption
/// DisableDistanceFog</c> — <c>CPlayerModule::OnChanged @0x0059A8E0</c>
/// case <c>0x30</c> writes <c>LScape::m_fFogEnabled = !value</c>. Polled
/// (not pushed) so the App composition layer only needs to bind this
/// ONCE per session to a live <c>RuntimeCharacterOptionsState.GetOptionBit</c>
/// reader — every later toggle (the panel row, a bot, a slash command)
/// is reflected with no separate notify/resync wiring. Null (the
/// default) means the option was never bound — fog stays enabled,
/// matching retail's <c>m_fFogEnabled</c> ctor default.
/// </summary>
public Func<bool>? DisableDistanceFogSource { get; set; }
public WeatherSystem(Random? rng = null)
{
// The random-seed ctor argument remains for test API compat,
@ -295,6 +308,7 @@ public sealed class WeatherSystem
Vector3 fogColor = kf.FogColor;
float fogStart = kf.FogStart;
float fogEnd = kf.FogEnd;
FogMode fogMode = kf.FogMode;
// AdminEnvirons server override: replace fog COLOR only.
// Keyframe distances unchanged until we find evidence retail
@ -304,13 +318,21 @@ public sealed class WeatherSystem
if (_override != EnvironOverride.None)
fogColor = EnvironOverrideColor(_override);
// OP4 (2026-08-11): PlayerOption DisableDistanceFog ->
// LScape::m_fFogEnabled = !value (see DisableDistanceFogSource's
// doc comment). Forces FogMode.Off regardless of the keyframe's
// own authored mode; distances are left alone since the shader
// never reads them once fog is off.
if (DisableDistanceFogSource?.Invoke() == true)
fogMode = FogMode.Off;
return new AtmosphereSnapshot(
Kind: _kind, // informational
Intensity: 1f, // no per-Kind easing in retail
FogColor: fogColor,
FogStart: fogStart,
FogEnd: fogEnd,
FogMode: kf.FogMode,
FogMode: fogMode,
LightningFlash: _flashLevel, // 0 in production; TriggerFlash hook for tests
Override: _override);
}