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

@ -51,6 +51,11 @@ public sealed class SettingsVM
private ChatSettings _chatDraft;
private readonly Action<ChatSettings> _onSaveChat;
// L.0 — Character tab (per-toon, host-keyed by toon name).
private CharacterSettings _characterPersisted;
private CharacterSettings _characterDraft;
private readonly Action<CharacterSettings> _onSaveCharacter;
/// <summary>The action currently being rebound, or null when idle.</summary>
public InputAction? RebindInProgress { get; private set; }
@ -73,10 +78,11 @@ public sealed class SettingsVM
/// rebinds are pending.</summary>
public bool HasUnsavedChanges
=> !KeyBindingsEqual(_persisted, _draft)
|| _displayPersisted != _displayDraft
|| _audioPersisted != _audioDraft
|| _gameplayPersisted != _gameplayDraft
|| _chatPersisted != _chatDraft;
|| _displayPersisted != _displayDraft
|| _audioPersisted != _audioDraft
|| _gameplayPersisted != _gameplayDraft
|| _chatPersisted != _chatDraft
|| _characterPersisted != _characterDraft;
/// <summary>The current Display draft. Panel reads from here;
/// mutation goes through <see cref="SetDisplay"/>.</summary>
@ -94,6 +100,11 @@ public sealed class SettingsVM
/// mutation goes through <see cref="SetChat"/>.</summary>
public ChatSettings ChatDraft => _chatDraft;
/// <summary>The current Character draft (per-toon — host owns the
/// toon-name key). Panel reads from here; mutation goes through
/// <see cref="SetCharacter"/>.</summary>
public CharacterSettings CharacterDraft => _characterDraft;
public SettingsVM(
KeyBindings persisted,
InputDispatcher dispatcher,
@ -105,24 +116,29 @@ public sealed class SettingsVM
GameplaySettings persistedGameplay,
Action<GameplaySettings> onSaveGameplay,
ChatSettings persistedChat,
Action<ChatSettings> onSaveChat)
Action<ChatSettings> onSaveChat,
CharacterSettings persistedCharacter,
Action<CharacterSettings> onSaveCharacter)
{
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
_audioDraft = persistedAudio;
_gameplayDraft = persistedGameplay;
_chatDraft = persistedChat;
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
_characterPersisted = persistedCharacter ?? throw new ArgumentNullException(nameof(persistedCharacter));
_onSaveCharacter = onSaveCharacter ?? throw new ArgumentNullException(nameof(onSaveCharacter));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
_audioDraft = persistedAudio;
_gameplayDraft = persistedGameplay;
_chatDraft = persistedChat;
_characterDraft = persistedCharacter;
}
/// <summary>
@ -170,6 +186,16 @@ public sealed class SettingsVM
_chatDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// Replace the entire Character draft with <paramref name="value"/>.
/// Per-toon — the host knows which toon's bag we're editing because
/// it owned the toonKey when constructing the VM.
/// </summary>
public void SetCharacter(CharacterSettings value)
{
_characterDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// Begin rebinding <paramref name="action"/>. The supplied
/// <paramref name="original"/> binding will be removed when the new
@ -277,11 +303,12 @@ public sealed class SettingsVM
/// </summary>
public void ResetAllToDefaults()
{
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
_audioDraft = AudioSettings.Default;
_gameplayDraft = GameplaySettings.Default;
_chatDraft = ChatSettings.Default;
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
_audioDraft = AudioSettings.Default;
_gameplayDraft = GameplaySettings.Default;
_chatDraft = ChatSettings.Default;
_characterDraft = CharacterSettings.Default;
}
/// <summary>
@ -299,11 +326,13 @@ public sealed class SettingsVM
_onSaveAudio(_audioDraft);
_onSaveGameplay(_gameplayDraft);
_onSaveChat(_chatDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
_audioPersisted = _audioDraft;
_gameplayPersisted = _gameplayDraft;
_chatPersisted = _chatDraft;
_onSaveCharacter(_characterDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
_audioPersisted = _audioDraft;
_gameplayPersisted = _gameplayDraft;
_chatPersisted = _chatDraft;
_characterPersisted = _characterDraft;
}
/// <summary>
@ -313,11 +342,12 @@ public sealed class SettingsVM
/// </summary>
public void Cancel()
{
_draft = CloneBindings(_persisted);
_displayDraft = _displayPersisted;
_audioDraft = _audioPersisted;
_gameplayDraft = _gameplayPersisted;
_chatDraft = _chatPersisted;
_draft = CloneBindings(_persisted);
_displayDraft = _displayPersisted;
_audioDraft = _audioPersisted;
_gameplayDraft = _gameplayPersisted;
_chatDraft = _chatPersisted;
_characterDraft = _characterPersisted;
CancelRebind();
}