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

@ -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);
}
}