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