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

@ -0,0 +1,54 @@
using AcDream.UI.Abstractions.Panels.Settings;
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
/// <summary>
/// L.0: <see cref="GameplaySettings"/> default-pin tests + value-equality
/// guarantees. Defaults are intentionally NOT bit-exact to retail's
/// <c>0x50C4A54A</c> mask — see GameplaySettings remarks for rationale.
/// </summary>
public sealed class GameplaySettingsTests
{
[Fact]
public void Default_values_are_typical_user_friendly()
{
// These defaults are reviewed in the L.0 brainstorm — typical-user
// starting point, not retail-bitmask. A change to any of these
// should be a deliberate decision, not a drive-by.
var d = GameplaySettings.Default;
Assert.True(d.AutoTarget);
Assert.True(d.AutoRepeatAttack);
Assert.True(d.ToggleRun);
Assert.False(d.AdvancedCombatUI);
Assert.True(d.ShowTooltips);
Assert.False(d.VividTargetingIndicator);
Assert.False(d.SideBySideVitals);
Assert.False(d.CoordinatesOnRadar);
Assert.True(d.SpellDuration);
Assert.True(d.AllowGive);
Assert.True(d.ShowHelm);
Assert.True(d.ShowCloak);
Assert.False(d.LockUI);
Assert.False(d.UseMouseTurning);
}
[Fact]
public void Equality_is_value_based()
{
var a = GameplaySettings.Default;
var b = GameplaySettings.Default with { AutoTarget = false };
var c = GameplaySettings.Default with { AutoTarget = false };
Assert.NotEqual(a, b);
Assert.Equal(b, c);
}
[Fact]
public void With_expression_clones_one_field()
{
var d = GameplaySettings.Default with { LockUI = true };
Assert.True(d.LockUI);
// Other fields untouched.
Assert.Equal(GameplaySettings.Default.AutoTarget, d.AutoTarget);
Assert.Equal(GameplaySettings.Default.ShowHelm, d.ShowHelm);
}
}

View file

@ -32,7 +32,8 @@ public sealed class SettingsPanelTests
var vm = new SettingsVM(
persisted, dispatcher, _ => { },
DisplaySettings.Default, _ => { },
AudioSettings.Default, _ => { });
AudioSettings.Default, _ => { },
GameplaySettings.Default, _ => { });
var panel = new SettingsPanel(vm);
return (panel, vm, kb, dispatcher);
}
@ -227,17 +228,17 @@ public sealed class SettingsPanelTests
[Fact]
public void Placeholder_tabs_render_coming_soon_text_when_active()
{
// Gameplay is still a placeholder (next in build order). Display
// and Audio have shipped — they have real widgets, not "coming
// soon" text.
// Chat is still a placeholder (next in build order). Display,
// Audio, and Gameplay have shipped — they have real widgets,
// not "coming soon" text.
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Gameplay" };
var r = new FakePanelRenderer { ActiveTabLabel = "Chat" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(wrapped, t => t.Contains("Gameplay settings coming soon"));
Assert.Contains(wrapped, t => t.Contains("Chat settings coming soon"));
}
// -- Display tab content ---------------------------------------------
@ -320,6 +321,44 @@ public sealed class SettingsPanelTests
Assert.DoesNotContain("Music", sliders);
}
// -- Gameplay tab content --------------------------------------------
[Fact]
public void Gameplay_tab_when_active_renders_expected_checkboxes()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Gameplay" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var checks = r.Calls.Where(c => c.Method == "Checkbox")
.Select(c => (string)c.Args[0]!).ToList();
// Spot check the major retail-named toggles. Don't assert exact
// count — adding new toggles shouldn't break this test.
Assert.Contains("Auto-target on attack", checks);
Assert.Contains("Auto-repeat attacks", checks);
Assert.Contains("Run mode is toggle (vs hold)", checks);
Assert.Contains("Show item tooltips", checks);
Assert.Contains("Show helm on character", checks);
Assert.Contains("Show cloak on character", checks);
Assert.Contains("Lock UI (disable panel drag/resize)", checks);
Assert.Contains("Use mouse turning", checks);
}
[Fact]
public void Gameplay_tab_does_not_render_when_a_different_tab_is_active()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var checks = r.Calls.Where(c => c.Method == "Checkbox")
.Select(c => (string)c.Args[0]!).ToList();
Assert.DoesNotContain("Auto-target on attack", checks);
Assert.DoesNotContain("Lock UI (disable panel drag/resize)", checks);
}
[Fact]
public void Audio_sliders_are_clamped_to_zero_one_range()
{

View file

@ -180,4 +180,64 @@ public sealed class SettingsStoreTests : System.IDisposable
Assert.Equal(0.1f, store.LoadAudio().Music);
Assert.True(store.LoadDisplay().ShowFps);
}
// -- Gameplay section round-trip --------------------------------------
[Fact]
public void LoadGameplay_returns_defaults_when_file_is_missing()
{
var store = new SettingsStore(_tempPath);
Assert.Equal(GameplaySettings.Default, store.LoadGameplay());
}
[Fact]
public void SaveGameplay_then_LoadGameplay_round_trips_all_fields()
{
var store = new SettingsStore(_tempPath);
var original = GameplaySettings.Default with
{
AutoTarget = false,
AdvancedCombatUI = true,
ShowHelm = false,
LockUI = true,
UseMouseTurning = true,
};
store.SaveGameplay(original);
var loaded = store.LoadGameplay();
Assert.Equal(original, loaded);
}
[Fact]
public void LoadGameplay_falls_back_per_field_when_keys_missing()
{
File.WriteAllText(_tempPath, """
{
"version": 1,
"gameplay": { "lockUI": true }
}
""");
var store = new SettingsStore(_tempPath);
var loaded = store.LoadGameplay();
Assert.True(loaded.LockUI);
Assert.Equal(GameplaySettings.Default.AutoTarget, loaded.AutoTarget);
Assert.Equal(GameplaySettings.Default.ShowHelm, loaded.ShowHelm);
}
[Fact]
public void All_three_sections_coexist_in_one_settings_json()
{
var store = new SettingsStore(_tempPath);
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
// All three load correctly from the same file.
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
Assert.Equal(0.5f, store.LoadAudio().Master);
Assert.True(store.LoadGameplay().LockUI);
}
}

View file

@ -16,8 +16,8 @@ namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
/// </summary>
public sealed class SettingsVMTests
{
private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory, System.Collections.Generic.List<DisplaySettings> savedDisplayHistory, System.Collections.Generic.List<AudioSettings> savedAudioHistory)
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null)
private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory, System.Collections.Generic.List<DisplaySettings> savedDisplayHistory, System.Collections.Generic.List<AudioSettings> savedAudioHistory, System.Collections.Generic.List<GameplaySettings> savedGameplayHistory)
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null)
{
persisted ??= MakeMinimalBindings();
var kb = new FakeKeyboardSource();
@ -26,14 +26,17 @@ public sealed class SettingsVMTests
var savedHistory = new System.Collections.Generic.List<KeyBindings>();
var savedDisplayHistory = new System.Collections.Generic.List<DisplaySettings>();
var savedAudioHistory = new System.Collections.Generic.List<AudioSettings>();
var savedGameplayHistory = new System.Collections.Generic.List<GameplaySettings>();
var vm = new SettingsVM(
persisted, dispatcher,
b => savedHistory.Add(b),
persistedDisplay ?? DisplaySettings.Default,
d => savedDisplayHistory.Add(d),
persistedAudio ?? AudioSettings.Default,
a => savedAudioHistory.Add(a));
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory);
a => savedAudioHistory.Add(a),
persistedGameplay ?? GameplaySettings.Default,
g => savedGameplayHistory.Add(g));
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory);
}
private static KeyBindings MakeMinimalBindings()
@ -48,7 +51,7 @@ public sealed class SettingsVMTests
[Fact]
public void Constructor_clones_persisted_into_draft()
{
var (vm, _, _, persisted, _, _, _) = Build();
var (vm, _, _, persisted, _, _, _, _) = Build();
Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
Assert.False(vm.HasUnsavedChanges);
}
@ -56,7 +59,7 @@ public sealed class SettingsVMTests
[Fact]
public void BeginRebind_enters_capture_mode()
{
var (vm, _, dispatcher, _, _, _, _) = Build();
var (vm, _, dispatcher, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
@ -69,7 +72,7 @@ public sealed class SettingsVMTests
[Fact]
public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
{
var (vm, kb, _, _, _, _, _) = Build();
var (vm, kb, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
@ -87,7 +90,7 @@ public sealed class SettingsVMTests
[Fact]
public void BeginRebind_then_Escape_cancels_with_no_change()
{
var (vm, kb, _, _, _, _, _) = Build();
var (vm, kb, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
@ -104,7 +107,7 @@ public sealed class SettingsVMTests
[Fact]
public void BeginRebind_with_conflict_surfaces_PendingConflict()
{
var (vm, kb, _, _, _, _, _) = Build();
var (vm, kb, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
@ -124,7 +127,7 @@ public sealed class SettingsVMTests
[Fact]
public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
{
var (vm, kb, _, _, _, _, _) = Build();
var (vm, kb, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
@ -145,7 +148,7 @@ public sealed class SettingsVMTests
[Fact]
public void ResolveConflict_replace_false_cancels_rebind()
{
var (vm, kb, _, _, _, _, _) = Build();
var (vm, kb, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
@ -167,7 +170,7 @@ public sealed class SettingsVMTests
{
// Build a draft that's been mutated for MovementForward; ensure
// ResetActionToDefault restores W (and Up-arrow per retail).
var (vm, kb, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
var (vm, kb, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
@ -187,7 +190,7 @@ public sealed class SettingsVMTests
[Fact]
public void ResetAllToDefaults_replaces_entire_draft()
{
var (vm, _, _, _, _, _, _) = Build();
var (vm, _, _, _, _, _, _, _) = Build();
vm.ResetAllToDefaults();
// Should now include retail-default size set (~149 bindings).
@ -198,7 +201,7 @@ public sealed class SettingsVMTests
[Fact]
public void Save_invokes_callback_with_draft()
{
var (vm, kb, _, _, savedHistory, _, _) = Build();
var (vm, kb, _, _, savedHistory, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.Q, ModifierMask.None);
@ -214,7 +217,7 @@ public sealed class SettingsVMTests
[Fact]
public void Cancel_reverts_draft_to_persisted()
{
var (vm, kb, _, _, _, _, _) = Build();
var (vm, kb, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.Q, ModifierMask.None);
@ -230,7 +233,7 @@ public sealed class SettingsVMTests
[Fact]
public void Cancel_during_active_capture_clears_dispatcher_capture_state()
{
var (vm, _, dispatcher, _, _, _, _) = Build();
var (vm, _, dispatcher, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
@ -243,7 +246,7 @@ public sealed class SettingsVMTests
[Fact]
public void HasUnsavedChanges_false_initially_and_after_save_sync()
{
var (vm, _, _, _, _, _, _) = Build();
var (vm, _, _, _, _, _, _, _) = Build();
Assert.False(vm.HasUnsavedChanges);
}
@ -253,7 +256,7 @@ public sealed class SettingsVMTests
public void DisplayDraft_initial_value_matches_persisted()
{
var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
var (vm, _, _, _, _, _, _) = Build(persistedDisplay: custom);
var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
Assert.Equal(custom, vm.DisplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
@ -261,7 +264,7 @@ public sealed class SettingsVMTests
[Fact]
public void SetDisplay_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _) = Build();
var (vm, _, _, _, _, _, _, _) = Build();
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
Assert.True(vm.HasUnsavedChanges);
}
@ -269,7 +272,7 @@ public sealed class SettingsVMTests
[Fact]
public void Save_invokes_display_callback_with_draft()
{
var (vm, _, _, _, _, savedDisplayHistory, _) = Build();
var (vm, _, _, _, _, savedDisplayHistory, _, _) = Build();
vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
vm.Save();
@ -284,7 +287,7 @@ public sealed class SettingsVMTests
public void Cancel_reverts_display_draft_to_persisted()
{
var custom = DisplaySettings.Default with { FieldOfView = 90f };
var (vm, _, _, _, _, _, _) = Build(persistedDisplay: custom);
var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
Assert.True(vm.HasUnsavedChanges);
@ -298,7 +301,7 @@ public sealed class SettingsVMTests
public void ResetAllToDefaults_resets_display_to_default()
{
var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
var (vm, _, _, _, _, _, _) = Build(persistedDisplay: custom);
var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
vm.ResetAllToDefaults();
@ -313,7 +316,7 @@ public sealed class SettingsVMTests
// After Save the persisted snapshot equals the draft, so Cancel
// is a no-op. This guards the Save/Cancel ordering — a regression
// would surface as Cancel reverting to pre-Save values.
var (vm, _, _, _, _, _, _) = Build();
var (vm, _, _, _, _, _, _, _) = Build();
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
vm.Save();
Assert.False(vm.HasUnsavedChanges);
@ -330,7 +333,7 @@ public sealed class SettingsVMTests
public void AudioDraft_initial_value_matches_persisted()
{
var custom = AudioSettings.Default with { Master = 0.3f, Music = 0.1f };
var (vm, _, _, _, _, _, _) = Build(persistedAudio: custom);
var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
Assert.Equal(custom, vm.AudioDraft);
Assert.False(vm.HasUnsavedChanges);
}
@ -338,7 +341,7 @@ public sealed class SettingsVMTests
[Fact]
public void SetAudio_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _) = Build();
var (vm, _, _, _, _, _, _, _) = Build();
vm.SetAudio(vm.AudioDraft with { Master = 0.5f });
Assert.True(vm.HasUnsavedChanges);
}
@ -346,7 +349,7 @@ public sealed class SettingsVMTests
[Fact]
public void Save_invokes_audio_callback_with_draft()
{
var (vm, _, _, _, _, _, savedAudioHistory) = Build();
var (vm, _, _, _, _, _, savedAudioHistory, _) = Build();
vm.SetAudio(vm.AudioDraft with { Master = 0.4f, Sfx = 0.6f });
vm.Save();
@ -361,7 +364,7 @@ public sealed class SettingsVMTests
public void Cancel_reverts_audio_draft_to_persisted()
{
var custom = AudioSettings.Default with { Music = 0.2f };
var (vm, _, _, _, _, _, _) = Build(persistedAudio: custom);
var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
vm.SetAudio(vm.AudioDraft with { Music = 0.9f, Master = 0.3f });
Assert.True(vm.HasUnsavedChanges);
@ -375,7 +378,7 @@ public sealed class SettingsVMTests
public void ResetAllToDefaults_resets_audio_to_default()
{
var custom = AudioSettings.Default with { Master = 0.1f };
var (vm, _, _, _, _, _, _) = Build(persistedAudio: custom);
var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
Assert.NotEqual(AudioSettings.Default, vm.AudioDraft);
vm.ResetAllToDefaults();
@ -383,4 +386,70 @@ public sealed class SettingsVMTests
Assert.Equal(AudioSettings.Default, vm.AudioDraft);
Assert.True(vm.HasUnsavedChanges);
}
// -- Gameplay tab state -----------------------------------------------
[Fact]
public void GameplayDraft_initial_value_matches_persisted()
{
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
Assert.Equal(custom, vm.GameplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetGameplay_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _) = Build();
vm.SetGameplay(vm.GameplayDraft with { LockUI = true });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_gameplay_callback_with_draft()
{
var (vm, _, _, _, _, _, _, savedGameplayHistory) = Build();
vm.SetGameplay(vm.GameplayDraft with
{
AutoTarget = false,
ShowTooltips = false,
UseMouseTurning = true,
});
vm.Save();
Assert.Single(savedGameplayHistory);
Assert.False(savedGameplayHistory[0].AutoTarget);
Assert.False(savedGameplayHistory[0].ShowTooltips);
Assert.True(savedGameplayHistory[0].UseMouseTurning);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_gameplay_draft_to_persisted()
{
var custom = GameplaySettings.Default with { LockUI = true };
var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
vm.SetGameplay(vm.GameplayDraft with { LockUI = false, ShowHelm = false });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.GameplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_gameplay_to_default()
{
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
Assert.NotEqual(GameplaySettings.Default, vm.GameplayDraft);
vm.ResetAllToDefaults();
Assert.Equal(GameplaySettings.Default, vm.GameplayDraft);
Assert.True(vm.HasUnsavedChanges);
}
}