feat(ui): Character tab — per-toon settings; Phase L.0 complete
Phase L.0 (final) — last tab on the Settings shell. Per-toon preferences keyed by toon name in settings.json under character[<toonName>]. With this commit the L.0 build order finishes and every approved tab is implemented. CharacterSettings record (4 fields): · DefaultChatChannel (string — Local / Allegiance / Fellowship / etc) · AutoAttack (bool — continue swinging until target dies) · ConfirmSalvage (bool — prompt before salvaging valuable items) · ShowPickupMessages (bool — pickup lines in chat) AvailableChannels static list exposes the 7 retail-routing targets for the dropdown. SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey) using JsonNode/JsonObject for the nested-toon write — the existing SaveSection raw-text-preservation pattern handles top-level keys but doesn't fit the nested per-toon mutation. The character map preserves every other toon's settings on save, and other top-level sections (display / audio / gameplay / chat) are preserved too. SettingsVM grows the parallel character state machine. The host owns the toonKey (currently hard-coded to "default" in GameWindow because we don't have a current-character source plumbed yet) — the VM just edits whatever bag the host loaded. SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder — a Combo for default chat channel + 3 Checkboxes for AutoAttack / ConfirmSalvage / ShowPickupMessages. The RenderPlaceholder helper is now removed (no callers); the old "Placeholder_tabs_render_coming_soon_text_when_active" test is replaced by an "all six tabs are implemented" guard test that fails if any future commit adds a placeholder back. GameWindow loads/saves character settings under toonKey "default" with a TODO comment to swap in the real toon name once CharacterList plumbing exposes a currentCharacter source. 18 new tests: · CharacterSettings record (4) — defaults pinned, AvailableChannels list shape, value equality, with-expressions · SettingsStore character (6) — missing-file / toon-not-in-file → defaults, round-trip, multi-toon preservation, preserves other top-level sections, all five sections coexist · SettingsVM character (5) — initial draft, SetCharacter marks dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults covers · SettingsPanel character tab (3 net, after removing the placeholder test) — combo+checkboxes render only when active, channel combo uses AvailableChannels, all six tabs are now non-placeholder Phase L.0 final tally: · 5 commits on feature/settings-retail (shell + 5 tabs) · 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character · 5 settings sections in settings.json (display/audio/gameplay/chat/character), coexisting non-destructively + a sixth file (keybinds.json) on the side. dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green (243 Core.Net + 391 UI.Abstractions + 673 Core). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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namespace AcDream.UI.Abstractions.Panels.Settings;
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/// <summary>
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/// Per-character preferences persisted to <c>settings.json</c> under
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/// <c>character[toonName]</c>. Settings on this tab are scoped to a
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/// single toon; switching characters loads a different bag.
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///
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/// <para>
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/// L.0 scope: <b>local-only</b>. The settings here describe how the
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/// client UI behaves for the active toon — they don't yet flow to the
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/// server. When server-sync ships, options like <see cref="AutoAttack"/>
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/// would be pushed via the retail Player-Options packet.
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/// </para>
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///
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/// <para>
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/// MVP shape — four settings only. Easy to grow when more per-toon
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/// preferences land. Each is value-typed so equality and Cancel-revert
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/// behave like the other tabs' records.
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/// </para>
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/// </summary>
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public sealed record CharacterSettings(
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string DefaultChatChannel, // "Local" / "Allegiance" / "Fellowship" / "General" / etc.
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bool AutoAttack, // Tap-to-attack continues swinging until target dies
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bool ConfirmSalvage, // Prompt before salvaging valuable items
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bool ShowPickupMessages) // "You picked up X" lines in chat
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{
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/// <summary>Defaults applied to a fresh character (no settings.json
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/// entry yet). Conservative — opt-in for AutoAttack, opt-in for
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/// confirmation prompts, pickup messages on by default.</summary>
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public static CharacterSettings Default { get; } = new(
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DefaultChatChannel: "Local",
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AutoAttack: false,
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ConfirmSalvage: true,
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ShowPickupMessages: true);
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/// <summary>Channel-name presets exposed in the dropdown. Order
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/// roughly matches retail's chat-channel routing.</summary>
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public static System.Collections.Generic.IReadOnlyList<string> AvailableChannels { get; } = new[]
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{
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"Local",
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"Allegiance",
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"Fellowship",
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"General",
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"Trade",
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"LFG",
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"Roleplay",
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};
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}
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