acdream/tests/AcDream.UI.Abstractions.Tests/Panels/Settings/SettingsVMTests.cs
Erik 73749d176a feat(ui): Character tab — per-toon settings; Phase L.0 complete
Phase L.0 (final) — last tab on the Settings shell. Per-toon
preferences keyed by toon name in settings.json under
character[<toonName>]. With this commit the L.0 build order
finishes and every approved tab is implemented.

CharacterSettings record (4 fields):
 · DefaultChatChannel (string — Local / Allegiance / Fellowship / etc)
 · AutoAttack (bool — continue swinging until target dies)
 · ConfirmSalvage (bool — prompt before salvaging valuable items)
 · ShowPickupMessages (bool — pickup lines in chat)

AvailableChannels static list exposes the 7 retail-routing targets
for the dropdown.

SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey)
using JsonNode/JsonObject for the nested-toon write — the existing
SaveSection raw-text-preservation pattern handles top-level keys
but doesn't fit the nested per-toon mutation. The character map
preserves every other toon's settings on save, and other top-level
sections (display / audio / gameplay / chat) are preserved too.

SettingsVM grows the parallel character state machine. The host
owns the toonKey (currently hard-coded to "default" in GameWindow
because we don't have a current-character source plumbed yet) —
the VM just edits whatever bag the host loaded.

SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder
— a Combo for default chat channel + 3 Checkboxes for
AutoAttack / ConfirmSalvage / ShowPickupMessages. The
RenderPlaceholder helper is now removed (no callers); the old
"Placeholder_tabs_render_coming_soon_text_when_active" test is
replaced by an "all six tabs are implemented" guard test that
fails if any future commit adds a placeholder back.

GameWindow loads/saves character settings under toonKey "default"
with a TODO comment to swap in the real toon name once
CharacterList plumbing exposes a currentCharacter source.

18 new tests:
 · CharacterSettings record (4) — defaults pinned, AvailableChannels
   list shape, value equality, with-expressions
 · SettingsStore character (6) — missing-file / toon-not-in-file →
   defaults, round-trip, multi-toon preservation, preserves other
   top-level sections, all five sections coexist
 · SettingsVM character (5) — initial draft, SetCharacter marks
   dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults
   covers
 · SettingsPanel character tab (3 net, after removing the
   placeholder test) — combo+checkboxes render only when active,
   channel combo uses AvailableChannels, all six tabs are now
   non-placeholder

Phase L.0 final tally:
 · 5 commits on feature/settings-retail (shell + 5 tabs)
 · 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character
 · 5 settings sections in settings.json (display/audio/gameplay/chat/character),
   coexisting non-destructively + a sixth file (keybinds.json) on the side.

dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green
(243 Core.Net + 391 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 18:27:07 +02:00

587 lines
22 KiB
C#

using System.IO;
using System.Linq;
using AcDream.UI.Abstractions.Input;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.UI.Abstractions.Tests.Input;
using Silk.NET.Input;
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
/// <summary>
/// K.3: <see cref="SettingsVM"/> owns the click-to-rebind state machine
/// for the Settings panel. It holds a <b>draft</b> copy of the active
/// <see cref="KeyBindings"/>; rebinds modify the draft. Save commits to
/// the supplied callback (which writes to disk + replaces the live
/// dispatcher's table); Cancel reverts the draft.
/// </summary>
public sealed class SettingsVMTests
{
private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory, System.Collections.Generic.List<DisplaySettings> savedDisplayHistory, System.Collections.Generic.List<AudioSettings> savedAudioHistory, System.Collections.Generic.List<GameplaySettings> savedGameplayHistory, System.Collections.Generic.List<ChatSettings> savedChatHistory, System.Collections.Generic.List<CharacterSettings> savedCharacterHistory)
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null, ChatSettings? persistedChat = null, CharacterSettings? persistedCharacter = null)
{
persisted ??= MakeMinimalBindings();
var kb = new FakeKeyboardSource();
var mouse = new FakeMouseSource();
var dispatcher = new InputDispatcher(kb, mouse, persisted);
var savedHistory = new System.Collections.Generic.List<KeyBindings>();
var savedDisplayHistory = new System.Collections.Generic.List<DisplaySettings>();
var savedAudioHistory = new System.Collections.Generic.List<AudioSettings>();
var savedGameplayHistory = new System.Collections.Generic.List<GameplaySettings>();
var savedChatHistory = new System.Collections.Generic.List<ChatSettings>();
var savedCharacterHistory = new System.Collections.Generic.List<CharacterSettings>();
var vm = new SettingsVM(
persisted, dispatcher,
b => savedHistory.Add(b),
persistedDisplay ?? DisplaySettings.Default,
d => savedDisplayHistory.Add(d),
persistedAudio ?? AudioSettings.Default,
a => savedAudioHistory.Add(a),
persistedGameplay ?? GameplaySettings.Default,
g => savedGameplayHistory.Add(g),
persistedChat ?? ChatSettings.Default,
c => savedChatHistory.Add(c),
persistedCharacter ?? CharacterSettings.Default,
ch => savedCharacterHistory.Add(ch));
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory, savedChatHistory, savedCharacterHistory);
}
private static KeyBindings MakeMinimalBindings()
{
var b = new KeyBindings();
b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
b.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
b.Add(new Binding(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementStop));
return b;
}
[Fact]
public void Constructor_clones_persisted_into_draft()
{
var (vm, _, _, persisted, _, _, _, _, _, _) = Build();
Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void BeginRebind_enters_capture_mode()
{
var (vm, _, dispatcher, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
Assert.True(dispatcher.IsCapturing);
Assert.Equal(InputAction.MovementForward, vm.RebindInProgress);
Assert.Equal(original, vm.RebindOriginal);
}
[Fact]
public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
{
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
// User presses Q — not bound to anything in our minimal table.
kb.EmitKeyDown(Key.Q, ModifierMask.None);
Assert.Null(vm.RebindInProgress);
Assert.Null(vm.PendingConflict);
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Single(binds);
Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), binds[0].Chord);
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void BeginRebind_then_Escape_cancels_with_no_change()
{
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.Escape, ModifierMask.None);
Assert.Null(vm.RebindInProgress);
Assert.Null(vm.PendingConflict);
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Single(binds);
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void BeginRebind_with_conflict_surfaces_PendingConflict()
{
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.A, ModifierMask.None);
Assert.NotNull(vm.PendingConflict);
var c = vm.PendingConflict!.Value;
Assert.Equal(InputAction.MovementForward, c.NewAction);
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), c.NewChord);
Assert.Equal(InputAction.MovementTurnLeft, c.ConflictingAction);
// Rebind has NOT been applied yet — still on W.
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
}
[Fact]
public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
{
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.A, ModifierMask.None);
vm.ResolveConflict(replace: true);
Assert.Null(vm.PendingConflict);
Assert.Null(vm.RebindInProgress);
// MovementForward now bound to A.
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Single(fwd);
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), fwd[0].Chord);
// MovementTurnLeft no longer bound to A (conflict removed).
var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
Assert.Empty(left);
}
[Fact]
public void ResolveConflict_replace_false_cancels_rebind()
{
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.A, ModifierMask.None);
vm.ResolveConflict(replace: false);
Assert.Null(vm.PendingConflict);
Assert.Null(vm.RebindInProgress);
// MovementForward still bound to W.
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
// MovementTurnLeft still bound to A.
var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), left[0].Chord);
}
[Fact]
public void ResetActionToDefault_restores_single_action_to_RetailDefaults()
{
// Build a draft that's been mutated for MovementForward; ensure
// ResetActionToDefault restores W (and Up-arrow per retail).
var (vm, kb, _, _, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
// pick it deliberately to avoid triggering a conflict prompt that
// would block the rebind from applying.
kb.EmitKeyDown(Key.F7, ModifierMask.None);
Assert.True(vm.HasUnsavedChanges);
vm.ResetActionToDefault(InputAction.MovementForward);
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.W, ModifierMask.None));
Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.Up, ModifierMask.None));
}
[Fact]
public void ResetAllToDefaults_replaces_entire_draft()
{
var (vm, _, _, _, _, _, _, _, _, _) = Build();
vm.ResetAllToDefaults();
// Should now include retail-default size set (~149 bindings).
Assert.True(vm.Draft.All.Count >= 100);
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_callback_with_draft()
{
var (vm, kb, _, _, savedHistory, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.Q, ModifierMask.None);
vm.Save();
Assert.Single(savedHistory);
var saved = savedHistory[0];
var fwd = saved.ForAction(InputAction.MovementForward).ToList();
Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), fwd[0].Chord);
}
[Fact]
public void Cancel_reverts_draft_to_persisted()
{
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.Q, ModifierMask.None);
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.False(vm.HasUnsavedChanges);
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
}
[Fact]
public void Cancel_during_active_capture_clears_dispatcher_capture_state()
{
var (vm, _, dispatcher, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
Assert.True(dispatcher.IsCapturing);
vm.Cancel();
Assert.False(dispatcher.IsCapturing);
Assert.Null(vm.RebindInProgress);
}
[Fact]
public void HasUnsavedChanges_false_initially_and_after_save_sync()
{
var (vm, _, _, _, _, _, _, _, _, _) = Build();
Assert.False(vm.HasUnsavedChanges);
}
// -- Display tab state ------------------------------------------------
[Fact]
public void DisplayDraft_initial_value_matches_persisted()
{
var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
Assert.Equal(custom, vm.DisplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetDisplay_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _, _, _) = Build();
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_display_callback_with_draft()
{
var (vm, _, _, _, _, savedDisplayHistory, _, _, _, _) = Build();
vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
vm.Save();
Assert.Single(savedDisplayHistory);
Assert.Equal("2560x1440", savedDisplayHistory[0].Resolution);
Assert.Equal(100f, savedDisplayHistory[0].FieldOfView);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_display_draft_to_persisted()
{
var custom = DisplaySettings.Default with { FieldOfView = 90f };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.DisplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_display_to_default()
{
var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
vm.ResetAllToDefaults();
Assert.Equal(DisplaySettings.Default, vm.DisplayDraft);
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_then_Cancel_does_not_revert()
{
// After Save the persisted snapshot equals the draft, so Cancel
// is a no-op. This guards the Save/Cancel ordering — a regression
// would surface as Cancel reverting to pre-Save values.
var (vm, _, _, _, _, _, _, _, _, _) = Build();
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
vm.Save();
Assert.False(vm.HasUnsavedChanges);
vm.Cancel();
Assert.True(vm.DisplayDraft.ShowFps);
Assert.False(vm.HasUnsavedChanges);
}
// -- Audio tab state --------------------------------------------------
[Fact]
public void AudioDraft_initial_value_matches_persisted()
{
var custom = AudioSettings.Default with { Master = 0.3f, Music = 0.1f };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
Assert.Equal(custom, vm.AudioDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetAudio_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _, _, _) = Build();
vm.SetAudio(vm.AudioDraft with { Master = 0.5f });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_audio_callback_with_draft()
{
var (vm, _, _, _, _, _, savedAudioHistory, _, _, _) = Build();
vm.SetAudio(vm.AudioDraft with { Master = 0.4f, Sfx = 0.6f });
vm.Save();
Assert.Single(savedAudioHistory);
Assert.Equal(0.4f, savedAudioHistory[0].Master);
Assert.Equal(0.6f, savedAudioHistory[0].Sfx);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_audio_draft_to_persisted()
{
var custom = AudioSettings.Default with { Music = 0.2f };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
vm.SetAudio(vm.AudioDraft with { Music = 0.9f, Master = 0.3f });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.AudioDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_audio_to_default()
{
var custom = AudioSettings.Default with { Master = 0.1f };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
Assert.NotEqual(AudioSettings.Default, vm.AudioDraft);
vm.ResetAllToDefaults();
Assert.Equal(AudioSettings.Default, vm.AudioDraft);
Assert.True(vm.HasUnsavedChanges);
}
// -- Gameplay tab state -----------------------------------------------
[Fact]
public void GameplayDraft_initial_value_matches_persisted()
{
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
Assert.Equal(custom, vm.GameplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetGameplay_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _, _, _) = Build();
vm.SetGameplay(vm.GameplayDraft with { LockUI = true });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_gameplay_callback_with_draft()
{
var (vm, _, _, _, _, _, _, savedGameplayHistory, _, _) = Build();
vm.SetGameplay(vm.GameplayDraft with
{
AutoTarget = false,
ShowTooltips = false,
UseMouseTurning = true,
});
vm.Save();
Assert.Single(savedGameplayHistory);
Assert.False(savedGameplayHistory[0].AutoTarget);
Assert.False(savedGameplayHistory[0].ShowTooltips);
Assert.True(savedGameplayHistory[0].UseMouseTurning);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_gameplay_draft_to_persisted()
{
var custom = GameplaySettings.Default with { LockUI = true };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
vm.SetGameplay(vm.GameplayDraft with { LockUI = false, ShowHelm = false });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.GameplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_gameplay_to_default()
{
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
Assert.NotEqual(GameplaySettings.Default, vm.GameplayDraft);
vm.ResetAllToDefaults();
Assert.Equal(GameplaySettings.Default, vm.GameplayDraft);
Assert.True(vm.HasUnsavedChanges);
}
// -- Chat tab state ---------------------------------------------------
[Fact]
public void ChatDraft_initial_value_matches_persisted()
{
var custom = ChatSettings.Default with { HearTradeChat = false, FontSize = 14f };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
Assert.Equal(custom, vm.ChatDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetChat_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _, _, _) = Build();
vm.SetChat(vm.ChatDraft with { FontSize = 16f });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_chat_callback_with_draft()
{
var (vm, _, _, _, _, _, _, _, savedChatHistory, _) = Build();
vm.SetChat(vm.ChatDraft with { HearTradeChat = false, ShowTimestamps = false });
vm.Save();
Assert.Single(savedChatHistory);
Assert.False(savedChatHistory[0].HearTradeChat);
Assert.False(savedChatHistory[0].ShowTimestamps);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_chat_draft_to_persisted()
{
var custom = ChatSettings.Default with { HearLFGChat = false };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
vm.SetChat(vm.ChatDraft with { HearLFGChat = true, AppearOffline = true });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.ChatDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_chat_to_default()
{
var custom = ChatSettings.Default with { HearGeneralChat = false, FontSize = 18f };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
Assert.NotEqual(ChatSettings.Default, vm.ChatDraft);
vm.ResetAllToDefaults();
Assert.Equal(ChatSettings.Default, vm.ChatDraft);
Assert.True(vm.HasUnsavedChanges);
}
// -- Character tab state ----------------------------------------------
[Fact]
public void CharacterDraft_initial_value_matches_persisted()
{
var custom = CharacterSettings.Default with { AutoAttack = true, DefaultChatChannel = "Allegiance" };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
Assert.Equal(custom, vm.CharacterDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetCharacter_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _, _, _) = Build();
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = true });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_character_callback_with_draft()
{
var (vm, _, _, _, _, _, _, _, _, savedCharacterHistory) = Build();
vm.SetCharacter(vm.CharacterDraft with
{
DefaultChatChannel = "Fellowship",
AutoAttack = true,
ConfirmSalvage = false,
});
vm.Save();
Assert.Single(savedCharacterHistory);
Assert.Equal("Fellowship", savedCharacterHistory[0].DefaultChatChannel);
Assert.True(savedCharacterHistory[0].AutoAttack);
Assert.False(savedCharacterHistory[0].ConfirmSalvage);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_character_draft_to_persisted()
{
var custom = CharacterSettings.Default with { AutoAttack = true };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = false, DefaultChatChannel = "Trade" });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.CharacterDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_character_to_default()
{
var custom = CharacterSettings.Default with { AutoAttack = true, DefaultChatChannel = "Trade" };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
Assert.NotEqual(CharacterSettings.Default, vm.CharacterDraft);
vm.ResetAllToDefaults();
Assert.Equal(CharacterSettings.Default, vm.CharacterDraft);
Assert.True(vm.HasUnsavedChanges);
}
}