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>
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9 changed files with 539 additions and 59 deletions
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@ -180,4 +180,64 @@ public sealed class SettingsStoreTests : System.IDisposable
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Assert.Equal(0.1f, store.LoadAudio().Music);
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Assert.True(store.LoadDisplay().ShowFps);
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}
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// -- Gameplay section round-trip --------------------------------------
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[Fact]
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public void LoadGameplay_returns_defaults_when_file_is_missing()
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{
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var store = new SettingsStore(_tempPath);
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Assert.Equal(GameplaySettings.Default, store.LoadGameplay());
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}
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[Fact]
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public void SaveGameplay_then_LoadGameplay_round_trips_all_fields()
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{
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var store = new SettingsStore(_tempPath);
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var original = GameplaySettings.Default with
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{
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AutoTarget = false,
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AdvancedCombatUI = true,
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ShowHelm = false,
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LockUI = true,
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UseMouseTurning = true,
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};
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store.SaveGameplay(original);
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var loaded = store.LoadGameplay();
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Assert.Equal(original, loaded);
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}
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[Fact]
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public void LoadGameplay_falls_back_per_field_when_keys_missing()
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{
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File.WriteAllText(_tempPath, """
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{
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"version": 1,
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"gameplay": { "lockUI": true }
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}
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""");
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var store = new SettingsStore(_tempPath);
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var loaded = store.LoadGameplay();
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Assert.True(loaded.LockUI);
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Assert.Equal(GameplaySettings.Default.AutoTarget, loaded.AutoTarget);
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Assert.Equal(GameplaySettings.Default.ShowHelm, loaded.ShowHelm);
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}
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[Fact]
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public void All_three_sections_coexist_in_one_settings_json()
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{
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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// All three load correctly from the same file.
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.5f, store.LoadAudio().Master);
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Assert.True(store.LoadGameplay().LockUI);
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}
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}
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