acdream/tests/AcDream.App.Tests/Combat/CharacterOptionCombatSettingsSourceTests.cs
Erik 22b86b9ff4 feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's
template-list mechanism and OP3's OptionPage model: 6 authored group
headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK
death messages", AP-193) in research doc §2's authored order, each row
resolved by PlayerOption id through CharacterOptionTable, seeded from
live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable.
ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption
@0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm
the directive was followed), labels/tooltips resolved by name from
string table 0x23000003 (never hard-coded English), and registered with
OptionsPanelController.CharacterPage. Apply/Reset/Defaults
(0x100001FC/FD/FE) are now wired per-page via a scoped subtree search
(UiElement.FindDescendant, promoted from UiTabPanel) since Character/
Chat/Config each author their own physical instance under the SAME
element ids.

Consumers: Group A (29 ids) wire+store only via the existing
SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display
Timestamps prefixes new transcript lines (RuntimeCommunicationState.
DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off
(WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as
Default Movement inverts the walk-mode modifier's default
(RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C
re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget
(CharacterOptionCombatSettingsSource), VividTargetingIndicator/
CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local
GameplaySettings record to the canonical server bit — closing two
previously-unfiled divergences where AutoRepeatAttack and
AcceptCorpseLootingPermissions never reached the wire despite being
retail auto-save ids. TS-73 narrowed to its two still-open cases;
TS-75..TS-80 file the genuine gaps (no day/night force, no weather-
particle/profanity-filter/salvage/housing/pickup-preference subsystem,
fellowship-create's unaudited client-sourced field) rather than
inventing stand-ins.

Conformance: CharacterOptionsPageControllerTests pins all 50 rows
against CharacterOptionTable in both directions (an invented or dropped
row fails the build), the authored group/order row-by-row, and the
build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against
the committed fixture. 52 new tests; full solution suite 13,008 passed /
4 skipped / 0 failed (was 12,956/4/0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 04:31:34 +02:00

62 lines
2.4 KiB
C#

using AcDream.App.Combat;
using AcDream.Core.Net.Messages;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.Combat;
/// <summary>
/// Campaign OP slice OP4 (2026-08-11) — D7 Group-C re-point:
/// <see cref="CharacterOptionCombatSettingsSource"/> reads
/// AutoTarget/AutoRepeatAttack/ViewCombatTarget from the canonical
/// <see cref="RuntimeCharacterOptionsState"/> instead of the client-local
/// <c>GameplaySettings</c> record <see cref="GameplaySettingsState"/> used
/// to be the only implementation of.
/// </summary>
public sealed class CharacterOptionCombatSettingsSourceTests
{
[Fact]
public void ReadsLiveBits_NotAConstructionTimeSnapshot()
{
var options = new RuntimeCharacterOptionsState();
options.SetOptionBit((uint)CharacterOptionId.AutoTarget, false);
options.SetOptionBit((uint)CharacterOptionId.AutoRepeatAttack, false);
options.SetOptionBit((uint)CharacterOptionId.ViewCombatTarget, false);
var source = new CharacterOptionCombatSettingsSource(options);
Assert.False(source.AutoTarget);
Assert.False(source.AutoRepeatAttack);
Assert.False(source.ViewCombatTarget);
// Live: a later write is observed with no re-construction, matching
// ICombatGameplaySettingsSource's poll-per-call contract.
options.SetOptionBit((uint)CharacterOptionId.AutoTarget, true);
Assert.True(source.AutoTarget);
Assert.False(source.AutoRepeatAttack);
Assert.False(source.ViewCombatTarget);
options.SetOptionBit((uint)CharacterOptionId.AutoRepeatAttack, true);
options.SetOptionBit((uint)CharacterOptionId.ViewCombatTarget, true);
Assert.True(source.AutoRepeatAttack);
Assert.True(source.ViewCombatTarget);
}
[Fact]
public void ReflectsClientDefaults_ForAFreshCharacterOptionsState()
{
// CharacterOptionTable's byte-verified client-Defaults column:
// AutoTarget/AutoRepeatAttack ON, ViewCombatTarget OFF.
var options = new RuntimeCharacterOptionsState();
var source = new CharacterOptionCombatSettingsSource(options);
Assert.True(source.AutoTarget);
Assert.True(source.AutoRepeatAttack);
Assert.False(source.ViewCombatTarget);
}
[Fact]
public void Constructor_RejectsNull()
{
Assert.Throws<ArgumentNullException>(
static () => new CharacterOptionCombatSettingsSource(null!));
}
}