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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9 changed files with 555 additions and 96 deletions
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@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text.Json;
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using System.Text.Json.Nodes;
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namespace AcDream.UI.Abstractions.Panels.Settings;
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@ -203,6 +204,90 @@ public sealed class SettingsStore
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public void SaveChat(ChatSettings chat)
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=> SaveSection("chat", BuildChatObject(chat));
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/// <summary>
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/// Load per-character settings keyed by <paramref name="toonKey"/>.
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/// Missing file or missing toon entry → <see cref="CharacterSettings.Default"/>.
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/// </summary>
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public CharacterSettings LoadCharacter(string toonKey)
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{
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if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
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if (!File.Exists(_path)) return CharacterSettings.Default;
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try
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{
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var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
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var toon = root?["character"]?[toonKey] as JsonObject;
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if (toon is null) return CharacterSettings.Default;
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var d = CharacterSettings.Default;
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return new CharacterSettings(
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DefaultChatChannel: toon["defaultChatChannel"]?.GetValue<string>() ?? d.DefaultChatChannel,
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AutoAttack: toon["autoAttack"]?.GetValue<bool>() ?? d.AutoAttack,
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ConfirmSalvage: toon["confirmSalvage"]?.GetValue<bool>() ?? d.ConfirmSalvage,
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ShowPickupMessages: toon["showPickupMessages"]?.GetValue<bool>() ?? d.ShowPickupMessages);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return CharacterSettings.Default;
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}
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}
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/// <summary>
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/// Save per-character settings under <paramref name="toonKey"/>.
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/// Preserves every other toon's settings + every other top-level
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/// section. Uses <see cref="JsonNode"/> rather than the raw-text
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/// preservation pattern of <see cref="SaveSection"/> because the
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/// per-toon write needs to mutate a nested map, not just replace a
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/// top-level key.
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/// </summary>
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public void SaveCharacter(string toonKey, CharacterSettings settings)
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{
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if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
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if (settings is null) throw new ArgumentNullException(nameof(settings));
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var dir = Path.GetDirectoryName(_path);
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if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
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// Read existing file as a mutable JsonObject (or start fresh).
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JsonObject root;
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if (File.Exists(_path))
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{
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try
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{
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root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject();
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}
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catch
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{
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root = new JsonObject();
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}
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}
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else
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{
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root = new JsonObject();
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}
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// Build the toon's payload.
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var toonObj = new JsonObject
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{
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["autoAttack"] = settings.AutoAttack,
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["confirmSalvage"] = settings.ConfirmSalvage,
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["defaultChatChannel"] = settings.DefaultChatChannel,
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["showPickupMessages"] = settings.ShowPickupMessages,
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};
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// Slot it under character[toonKey], creating the character map if
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// necessary. Other toons in the map are preserved.
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if (root["character"] is not JsonObject characterMap)
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{
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characterMap = new JsonObject();
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root["character"] = characterMap;
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}
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characterMap[toonKey] = toonObj;
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root["version"] = CurrentSchemaVersion;
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File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
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}
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private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
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=> new(StringComparer.Ordinal)
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{
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