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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@ -286,6 +286,45 @@ public sealed class RuntimeCharacterStateTests
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Assert.Equal(beforeRevision, options.Revision);
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}
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// ── OP4 (Campaign OP, 2026-08-11): GetOptionBit — the read
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// counterpart every Character-tab row seed and every re-pointed
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// Group-C consumer polls.
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[Theory]
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[InlineData(CharacterOptionId.AutoTarget)]
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[InlineData(CharacterOptionId.ViewCombatTarget)]
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[InlineData(CharacterOptionId.ListenToGeneralChat)]
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[InlineData(CharacterOptionId.DisableDistanceFog)]
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public void GetOptionBit_RoundTripsWithSetOptionBit(CharacterOptionId id)
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{
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var options = new RuntimeCharacterOptionsState();
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options.SetOptionBit((uint)id, true);
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Assert.True(options.GetOptionBit(id));
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Assert.True(options.GetOptionBit((uint)id));
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options.SetOptionBit((uint)id, false);
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Assert.False(options.GetOptionBit(id));
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}
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[Fact]
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public void GetOptionBit_UnrecognizedId_ReturnsFalse()
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{
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var options = new RuntimeCharacterOptionsState();
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Assert.False(options.GetOptionBit(0xFFFFu));
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}
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[Fact]
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public void GetOptionBit_ReflectsReplace_NotJustSetOptionBit()
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{
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var options = new RuntimeCharacterOptionsState();
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Assert.True(options.GetOptionBit(CharacterOptionId.ListenToGeneralChat)); // default ON
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options.Replace(options.Options1, 0u); // every Options2 bit off, incl. ListenToGeneralChat
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Assert.False(options.GetOptionBit(CharacterOptionId.ListenToGeneralChat));
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}
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// ── OP1 (Campaign OP, 2026-08-10): TrySetOption — the shared
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// local-write-then-send/dirty seam, + the dirty/flush state machine ────
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