feat(ui): Gameplay tab — 14 retail CharacterOption-derived toggles

Phase L.0 (cont.) — third tab on the Settings shell, in the Easy-wins
build order. Subset of retail's CharacterOption + CharacterOptions2
bitfield flags ported as bools (see acclient.h:3404+ enum). Local-
only this phase per the brainstorm — server sync deferred to a
later phase that will marshal the draft into the retail
CharacterOption packet.

GameplaySettings record exposes 14 named flags grouped by usage:

 · Combat: AutoTarget, AutoRepeatAttack, ToggleRun, AdvancedCombatUI,
   VividTargetingIndicator
 · Display: ShowTooltips, SideBySideVitals, CoordinatesOnRadar,
   SpellDuration, ShowHelm, ShowCloak
 · Interface: AllowGive, LockUI, UseMouseTurning

Retail names + bit values are documented in field-level comments so
the future server-sync phase has a 1:1 mapping. Defaults are
typical-user starting points (NOT bit-exact to retail's
0x50C4A54A / 0x948700 masks); class-level remarks call out that
defaults will be re-anchored to retail values once the wire-format
is the load-bearing source.

SettingsStore grows LoadGameplay / SaveGameplay using the existing
SaveSection generic helper (added in the audio commit). All three
non-keybind sections (display, audio, gameplay) now coexist in
settings.json with non-destructive cross-section saves — verified
by a new "all three sections coexist" round-trip test.

SettingsVM grows the parallel gameplay state machine
(gameplayPersisted / gameplayDraft / SetGameplay / onSaveGameplay).
HasUnsavedChanges, Save, Cancel, ResetAllToDefaults all cover
gameplay too. Constructor signature adds two more params; existing
call sites (App startup + tests) updated.

SettingsPanel.RenderGameplayTab replaces the L.0-shell placeholder —
14 Checkbox calls grouped under three Text+Separator headers, plus
a footer note explaining the local-only-this-phase scope. The
"Coming soon" placeholder test was retargeted from "Gameplay" to
"Chat" since Gameplay is no longer a placeholder.

GameWindow construction site loads gameplay on startup + writes via
the SettingsStore on Save. Server-sync packet wiring is left as a
TODO comment in the onSaveGameplay callback (next phase, after the
protocol round-trip is in place).

14 new tests:
 · GameplaySettings record (3) — defaults pinned, value equality,
   with-expressions
 · SettingsStore gameplay (4) — missing-file → defaults, round-trip,
   partial-file fallback, all-three-sections coexist
 · SettingsVM gameplay (5) — initial draft, SetGameplay marks dirty,
   Save invokes callback, Cancel reverts, ResetAllToDefaults covers
 · SettingsPanel gameplay tab (2) — 8 spot-checked Checkboxes render
   only when active

dotnet build green (0 warnings); dotnet test 1,276 / 1,276 green
(243 Core.Net + 360 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 18:05:07 +02:00
parent 53b1878c5c
commit b7165e5b17
9 changed files with 539 additions and 59 deletions

View file

@ -906,8 +906,9 @@ public sealed class GameWindow : IDisposable
// which keeps its own load/save path.
var settingsStore = new AcDream.UI.Abstractions.Panels.Settings.SettingsStore(
AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
var persistedDisplay = settingsStore.LoadDisplay();
var persistedAudio = settingsStore.LoadAudio();
var persistedDisplay = settingsStore.LoadDisplay();
var persistedAudio = settingsStore.LoadAudio();
var persistedGameplay = settingsStore.LoadGameplay();
// Apply persisted audio to the engine BEFORE the panel
// host starts pushing per-frame so the first frame uses
@ -968,6 +969,24 @@ public sealed class GameWindow : IDisposable
{
Console.WriteLine($"settings: audio save failed: {ex.Message}");
}
},
persistedGameplay: persistedGameplay,
onSaveGameplay: gameplay =>
{
try
{
settingsStore.SaveGameplay(gameplay);
Console.WriteLine(
"settings: gameplay saved to "
+ AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
// Local-only this phase. Server-sync packet
// (CharacterOption bitmask) goes in here when
// the protocol round-trip is in place.
}
catch (Exception ex)
{
Console.WriteLine($"settings: gameplay save failed: {ex.Message}");
}
});
_settingsPanel = new AcDream.UI.Abstractions.Panels.Settings.SettingsPanel(_settingsVm);
_panelHost.Register(_settingsPanel);

View file

@ -0,0 +1,61 @@
namespace AcDream.UI.Abstractions.Panels.Settings;
/// <summary>
/// Gameplay-related preferences persisted to <c>settings.json</c>.
/// Mirrors a subset of retail's <c>CharacterOption</c> + <c>CharacterOptions2</c>
/// bitfield flags (see <c>docs/research/named-retail/acclient.h:3404+</c>).
/// Retail names are kept verbatim so future server-sync packs these
/// into the wire-format bitmask without renaming.
///
/// <para>
/// L.0 scope: <b>local-only</b>. The brainstorm explicitly deferred
/// server sync — on Save these values are persisted to <c>settings.json</c>
/// only. A later phase will marshal them into the retail
/// <c>CharacterOption</c> packet (<c>0x...</c>) when the protocol work
/// for player-options round-trip is in place.
/// </para>
///
/// <para>
/// Defaults below are chosen as the typical-user starting point, NOT
/// pinned bit-exact to retail's <c>0x50C4A54A</c> / <c>0x948700</c>
/// masks (those will become the defaults once server-sync ships and
/// the bitmask round-trip is the load-bearing wire format).
/// </para>
/// </summary>
public sealed record GameplaySettings(
// CharacterOption (32-bit) subset — most-used gameplay toggles.
bool AutoTarget, // 0x2000 — combat: auto-acquire target on attack
bool AutoRepeatAttack, // 0x2 — combat: keep attacking after first hit
bool ToggleRun, // 0x400 — run-mode is tap-once vs hold-to-run
bool AdvancedCombatUI, // 0x1000 — show extra combat tooltips/panels
bool ShowTooltips, // 0x100 — show item tooltips on hover
bool VividTargetingIndicator, // 0x8000 — bright targeting reticle
bool SideBySideVitals, // 0x200000 — health/stam/mana side-by-side vs stacked
bool CoordinatesOnRadar, // 0x400000 — show NS/EW coords on radar
bool SpellDuration, // 0x800000 — show remaining duration on enchantment icons
bool AllowGive, // 0x40 — accept items handed by other players
// CharacterOptions2 (32-bit) subset.
bool ShowHelm, // 0x100000 — render helm overlay on character
bool ShowCloak, // 0x800000 — render cloak on character
bool LockUI, // 0x1000000 — disable panel drag/resize
bool UseMouseTurning) // 0x400000 — turn character when right-mouse drags
{
/// <summary>Sensible starting values for first launch. NOT bit-exact
/// to retail's <c>Default_CharacterOption = 0x50C4A54A</c> +
/// <c>Default_CharacterOptions2 = 0x948700</c> — see class remarks.</summary>
public static GameplaySettings Default { get; } = new(
AutoTarget: true,
AutoRepeatAttack: true,
ToggleRun: true,
AdvancedCombatUI: false,
ShowTooltips: true,
VividTargetingIndicator: false,
SideBySideVitals: false,
CoordinatesOnRadar: false,
SpellDuration: true,
AllowGive: true,
ShowHelm: true,
ShowCloak: true,
LockUI: false,
UseMouseTurning: false);
}

View file

@ -93,7 +93,7 @@ public sealed class SettingsPanel : IPanel
}
if (renderer.BeginTabItem("Gameplay"))
{
RenderPlaceholder(renderer, "Gameplay");
RenderGameplayTab(renderer);
renderer.EndTabItem();
}
if (renderer.BeginTabItem("Chat"))
@ -272,6 +272,90 @@ public sealed class SettingsPanel : IPanel
+ "values to settings.json; Cancel reverts to the saved values.");
}
/// <summary>
/// Render the Gameplay tab — ~14 toggles ported from retail's
/// CharacterOption + CharacterOptions2 bitfields. Local-only this
/// phase (no server sync). Grouped into Combat / Display / Interface
/// for first-run discoverability.
/// </summary>
private void RenderGameplayTab(IPanelRenderer renderer)
{
var g = _vm.GameplayDraft;
renderer.Text("Combat");
renderer.Separator();
bool autoTarget = g.AutoTarget;
if (renderer.Checkbox("Auto-target on attack", ref autoTarget))
_vm.SetGameplay(g with { AutoTarget = autoTarget });
bool autoRepeat = g.AutoRepeatAttack;
if (renderer.Checkbox("Auto-repeat attacks", ref autoRepeat))
_vm.SetGameplay(g with { AutoRepeatAttack = autoRepeat });
bool toggleRun = g.ToggleRun;
if (renderer.Checkbox("Run mode is toggle (vs hold)", ref toggleRun))
_vm.SetGameplay(g with { ToggleRun = toggleRun });
bool advCombat = g.AdvancedCombatUI;
if (renderer.Checkbox("Show advanced combat UI", ref advCombat))
_vm.SetGameplay(g with { AdvancedCombatUI = advCombat });
bool vivid = g.VividTargetingIndicator;
if (renderer.Checkbox("Vivid targeting indicator", ref vivid))
_vm.SetGameplay(g with { VividTargetingIndicator = vivid });
renderer.Spacing();
renderer.Text("Display");
renderer.Separator();
bool tooltips = g.ShowTooltips;
if (renderer.Checkbox("Show item tooltips", ref tooltips))
_vm.SetGameplay(g with { ShowTooltips = tooltips });
bool sideBySide = g.SideBySideVitals;
if (renderer.Checkbox("Side-by-side vital orbs", ref sideBySide))
_vm.SetGameplay(g with { SideBySideVitals = sideBySide });
bool coords = g.CoordinatesOnRadar;
if (renderer.Checkbox("Show coordinates on radar", ref coords))
_vm.SetGameplay(g with { CoordinatesOnRadar = coords });
bool spellDur = g.SpellDuration;
if (renderer.Checkbox("Show spell duration on enchantments", ref spellDur))
_vm.SetGameplay(g with { SpellDuration = spellDur });
bool helm = g.ShowHelm;
if (renderer.Checkbox("Show helm on character", ref helm))
_vm.SetGameplay(g with { ShowHelm = helm });
bool cloak = g.ShowCloak;
if (renderer.Checkbox("Show cloak on character", ref cloak))
_vm.SetGameplay(g with { ShowCloak = cloak });
renderer.Spacing();
renderer.Text("Interface");
renderer.Separator();
bool allowGive = g.AllowGive;
if (renderer.Checkbox("Accept items handed by other players", ref allowGive))
_vm.SetGameplay(g with { AllowGive = allowGive });
bool lockUI = g.LockUI;
if (renderer.Checkbox("Lock UI (disable panel drag/resize)", ref lockUI))
_vm.SetGameplay(g with { LockUI = lockUI });
bool mouseTurn = g.UseMouseTurning;
if (renderer.Checkbox("Use mouse turning", ref mouseTurn))
_vm.SetGameplay(g with { UseMouseTurning = mouseTurn });
renderer.Spacing();
renderer.TextWrapped(
"Local-only this phase — values persist to settings.json but "
+ "don't yet sync to the server. Server sync arrives in a "
+ "follow-up phase.");
}
private void RenderSection(IPanelRenderer renderer, string label, InputAction[] actions)
{
// Movement defaults open; other sections collapsed for first-run UX.

View file

@ -123,6 +123,69 @@ public sealed class SettingsStore
public void SaveAudio(AudioSettings audio)
=> SaveSection("audio", BuildAudioObject(audio));
/// <summary>
/// Load Gameplay settings (subset of retail CharacterOption flags).
/// Same fall-back behaviour as <see cref="LoadDisplay"/>.
/// </summary>
public GameplaySettings LoadGameplay()
{
if (!File.Exists(_path)) return GameplaySettings.Default;
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
var root = doc.RootElement;
if (!root.TryGetProperty("gameplay", out var gp)
|| gp.ValueKind != JsonValueKind.Object)
return GameplaySettings.Default;
var d = GameplaySettings.Default;
return new GameplaySettings(
AutoTarget: ReadBool(gp, "autoTarget", d.AutoTarget),
AutoRepeatAttack: ReadBool(gp, "autoRepeatAttack", d.AutoRepeatAttack),
ToggleRun: ReadBool(gp, "toggleRun", d.ToggleRun),
AdvancedCombatUI: ReadBool(gp, "advancedCombatUI", d.AdvancedCombatUI),
ShowTooltips: ReadBool(gp, "showTooltips", d.ShowTooltips),
VividTargetingIndicator: ReadBool(gp, "vividTargetingIndicator", d.VividTargetingIndicator),
SideBySideVitals: ReadBool(gp, "sideBySideVitals", d.SideBySideVitals),
CoordinatesOnRadar: ReadBool(gp, "coordinatesOnRadar", d.CoordinatesOnRadar),
SpellDuration: ReadBool(gp, "spellDuration", d.SpellDuration),
AllowGive: ReadBool(gp, "allowGive", d.AllowGive),
ShowHelm: ReadBool(gp, "showHelm", d.ShowHelm),
ShowCloak: ReadBool(gp, "showCloak", d.ShowCloak),
LockUI: ReadBool(gp, "lockUI", d.LockUI),
UseMouseTurning: ReadBool(gp, "useMouseTurning", d.UseMouseTurning));
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return GameplaySettings.Default;
}
}
/// <summary>Save Gameplay settings, preserving all other top-level keys.</summary>
public void SaveGameplay(GameplaySettings gameplay)
=> SaveSection("gameplay", BuildGameplayObject(gameplay));
private static SortedDictionary<string, object> BuildGameplayObject(GameplaySettings g)
=> new(StringComparer.Ordinal)
{
["advancedCombatUI"] = g.AdvancedCombatUI,
["allowGive"] = g.AllowGive,
["autoRepeatAttack"] = g.AutoRepeatAttack,
["autoTarget"] = g.AutoTarget,
["coordinatesOnRadar"] = g.CoordinatesOnRadar,
["lockUI"] = g.LockUI,
["showCloak"] = g.ShowCloak,
["showHelm"] = g.ShowHelm,
["showTooltips"] = g.ShowTooltips,
["sideBySideVitals"] = g.SideBySideVitals,
["spellDuration"] = g.SpellDuration,
["toggleRun"] = g.ToggleRun,
["useMouseTurning"] = g.UseMouseTurning,
["vividTargetingIndicator"] = g.VividTargetingIndicator,
};
private static SortedDictionary<string, object> BuildDisplayObject(DisplaySettings d)
=> new(StringComparer.Ordinal)
{

View file

@ -41,6 +41,11 @@ public sealed class SettingsVM
private AudioSettings _audioDraft;
private readonly Action<AudioSettings> _onSaveAudio;
// L.0 — Gameplay tab (subset of retail CharacterOption flags).
private GameplaySettings _gameplayPersisted;
private GameplaySettings _gameplayDraft;
private readonly Action<GameplaySettings> _onSaveGameplay;
/// <summary>The action currently being rebound, or null when idle.</summary>
public InputAction? RebindInProgress { get; private set; }
@ -63,8 +68,9 @@ public sealed class SettingsVM
/// rebinds are pending.</summary>
public bool HasUnsavedChanges
=> !KeyBindingsEqual(_persisted, _draft)
|| _displayPersisted != _displayDraft
|| _audioPersisted != _audioDraft;
|| _displayPersisted != _displayDraft
|| _audioPersisted != _audioDraft
|| _gameplayPersisted != _gameplayDraft;
/// <summary>The current Display draft. Panel reads from here;
/// mutation goes through <see cref="SetDisplay"/>.</summary>
@ -74,6 +80,10 @@ public sealed class SettingsVM
/// mutation goes through <see cref="SetAudio"/>.</summary>
public AudioSettings AudioDraft => _audioDraft;
/// <summary>The current Gameplay draft. Panel reads from here;
/// mutation goes through <see cref="SetGameplay"/>.</summary>
public GameplaySettings GameplayDraft => _gameplayDraft;
public SettingsVM(
KeyBindings persisted,
InputDispatcher dispatcher,
@ -81,18 +91,23 @@ public sealed class SettingsVM
DisplaySettings persistedDisplay,
Action<DisplaySettings> onSaveDisplay,
AudioSettings persistedAudio,
Action<AudioSettings> onSaveAudio)
Action<AudioSettings> onSaveAudio,
GameplaySettings persistedGameplay,
Action<GameplaySettings> onSaveGameplay)
{
_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));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
_audioDraft = persistedAudio;
_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));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
_audioDraft = persistedAudio;
_gameplayDraft = persistedGameplay;
}
/// <summary>
@ -117,6 +132,18 @@ public sealed class SettingsVM
_audioDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// Replace the entire Gameplay draft with <paramref name="value"/>.
/// Local-only this phase — values persist on Save but don't yet
/// flow to the server. When server-sync ships, the host's
/// <c>onSaveGameplay</c> callback will marshal the draft into the
/// retail <c>CharacterOption</c> wire bitmask.
/// </summary>
public void SetGameplay(GameplaySettings value)
{
_gameplayDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// Begin rebinding <paramref name="action"/>. The supplied
/// <paramref name="original"/> binding will be removed when the new
@ -224,9 +251,10 @@ public sealed class SettingsVM
/// </summary>
public void ResetAllToDefaults()
{
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
_audioDraft = AudioSettings.Default;
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
_audioDraft = AudioSettings.Default;
_gameplayDraft = GameplaySettings.Default;
}
/// <summary>
@ -242,9 +270,11 @@ public sealed class SettingsVM
_onSave(_draft);
_onSaveDisplay(_displayDraft);
_onSaveAudio(_audioDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
_audioPersisted = _audioDraft;
_onSaveGameplay(_gameplayDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
_audioPersisted = _audioDraft;
_gameplayPersisted = _gameplayDraft;
}
/// <summary>
@ -254,9 +284,10 @@ public sealed class SettingsVM
/// </summary>
public void Cancel()
{
_draft = CloneBindings(_persisted);
_displayDraft = _displayPersisted;
_audioDraft = _audioPersisted;
_draft = CloneBindings(_persisted);
_displayDraft = _displayPersisted;
_audioDraft = _audioPersisted;
_gameplayDraft = _gameplayPersisted;
CancelRebind();
}