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>
This commit is contained in:
Erik 2026-04-26 18:27:07 +02:00
parent 356b5f219e
commit 73749d176a
9 changed files with 555 additions and 96 deletions

View file

@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Text.Json;
using System.Text.Json.Nodes;
namespace AcDream.UI.Abstractions.Panels.Settings;
@ -203,6 +204,90 @@ public sealed class SettingsStore
public void SaveChat(ChatSettings chat)
=> SaveSection("chat", BuildChatObject(chat));
/// <summary>
/// Load per-character settings keyed by <paramref name="toonKey"/>.
/// Missing file or missing toon entry → <see cref="CharacterSettings.Default"/>.
/// </summary>
public CharacterSettings LoadCharacter(string toonKey)
{
if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
if (!File.Exists(_path)) return CharacterSettings.Default;
try
{
var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
var toon = root?["character"]?[toonKey] as JsonObject;
if (toon is null) return CharacterSettings.Default;
var d = CharacterSettings.Default;
return new CharacterSettings(
DefaultChatChannel: toon["defaultChatChannel"]?.GetValue<string>() ?? d.DefaultChatChannel,
AutoAttack: toon["autoAttack"]?.GetValue<bool>() ?? d.AutoAttack,
ConfirmSalvage: toon["confirmSalvage"]?.GetValue<bool>() ?? d.ConfirmSalvage,
ShowPickupMessages: toon["showPickupMessages"]?.GetValue<bool>() ?? d.ShowPickupMessages);
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return CharacterSettings.Default;
}
}
/// <summary>
/// Save per-character settings under <paramref name="toonKey"/>.
/// Preserves every other toon's settings + every other top-level
/// section. Uses <see cref="JsonNode"/> rather than the raw-text
/// preservation pattern of <see cref="SaveSection"/> because the
/// per-toon write needs to mutate a nested map, not just replace a
/// top-level key.
/// </summary>
public void SaveCharacter(string toonKey, CharacterSettings settings)
{
if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
if (settings is null) throw new ArgumentNullException(nameof(settings));
var dir = Path.GetDirectoryName(_path);
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
// Read existing file as a mutable JsonObject (or start fresh).
JsonObject root;
if (File.Exists(_path))
{
try
{
root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject();
}
catch
{
root = new JsonObject();
}
}
else
{
root = new JsonObject();
}
// Build the toon's payload.
var toonObj = new JsonObject
{
["autoAttack"] = settings.AutoAttack,
["confirmSalvage"] = settings.ConfirmSalvage,
["defaultChatChannel"] = settings.DefaultChatChannel,
["showPickupMessages"] = settings.ShowPickupMessages,
};
// Slot it under character[toonKey], creating the character map if
// necessary. Other toons in the map are preserved.
if (root["character"] is not JsonObject characterMap)
{
characterMap = new JsonObject();
root["character"] = characterMap;
}
characterMap[toonKey] = toonObj;
root["version"] = CurrentSchemaVersion;
File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
}
private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
=> new(StringComparer.Ordinal)
{