fix(ui): OP8 round-2 residuals — inert-row conflict exclusion, DAT-default display, injectivity pin
R1 (code half): store-only rows (MappedAction null) are excluded from the conflict universe — they never reach the InputDispatcher, so a chord they display cannot collide; counting them made the ten Camera Alternate arrow-key defaults trip a false N-way confirm on any arrow rebind. Mapped cross-context sharing (retail's ConflictingMaps — the combat cluster) remains deferred as ISSUES #373 with the OP8 gate script now carrying the explicit do-not-file warning. SHOULD: unmapped rows with no persisted chords display their DAT defaults (retail shows the arrow keys; blank read as 'unbound') — display-only, the store is untouched until the row itself is edited; the independence test updated to pin the new display semantics while keeping its storage-isolation asserts. Injectivity of RetailActionIdentityTable is now test-enforced (load-bearing for both M1's per-row activation capture and M2's de-alias). R2: AP-203 addendum names the ten same-verb-sibling-live rows and the conflict exclusion. Full Release suite in this worktree: 13,155 passed / 4 skips / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -855,6 +855,22 @@ Three live runs against local ACE (`127.0.0.1:9000`, `+Acdream`,
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## OP8 — Configure Keyboard
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**Known, tracked behaviors — do NOT file as defects (read before testing):**
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- **Shared combat keys prompt a false conflict (ISSUES #373).** Retail
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legitimately shares Insert/Delete/End/PageUp/PageDown across the three
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combat contexts (Melee/Missile/Magic) via the DAT's `ConflictingMaps`
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table, which acdream does not read yet. Rebinding any of those keys — or
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any chord one combat context already holds — will show a conflict
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confirmation retail would not. DECLINE the prompt and move on; the
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binding you declined stays untouched. Report only if declining CHANGES a
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binding anyway.
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- **Camera Alternate Controls rows are display/store-only (AP-203).** They
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show retail's authored arrow-key defaults and accept edits, but do not
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drive the camera — only the primary Camera scheme is live. Verify they
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RENDER (arrow keys visible); do not expect camera behavior from them.
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The screen is retail's own separate full-screen window (`gmKeyboardUI`,
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LayoutDesc `0x21000009`), NOT a fifth tab of the Options panel. It opens
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from the Gameplay tab's Configure Keyboard button — **the OP3 INERT
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