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:
parent
53b1878c5c
commit
b7165e5b17
9 changed files with 539 additions and 59 deletions
|
|
@ -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)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue