Files
alchemist-accessibility/accessibility/docs/scratch.md
T

1163 lines
65 KiB
Markdown
Raw Normal View History

# SCRATCH — current working state
**Read this first on any handoff.** Living document: update it whenever state changes, before ending a turn.
2026-08-03 01:31:58 +02:00
Last updated: 2026-08-03 · Currently: **Phases 0–5 COMPLETE. In playtesting** —
2026-08-02 02:59:34 +02:00
fixing what Talon hits. Remaining work is polish, mod settings and distribution.
2026-08-01 21:34:51 +02:00
**Game is playable start-to-finish by ear** from main menu through the intro
conversation into gameplay, plus journal, character, actions and inventory —
verified by the testbed, **120 checks, 0 failures**.
**Not set up yet, or unsure how the two trees relate?** →
[00-dev-setup.md](00-dev-setup.md).
### Run the testbed (do this after any change)
```
cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
2026-08-02 02:59:34 +02:00
bash accessibility/tests/run-testbed.sh
```
2026-08-02 02:59:34 +02:00
⚠ **Use the script, not `lovec . --a11y-test`.** The testbed needs an empty save
directory, and this used to be a bare `rm -rf ~/AppData/Roaming/LOVE/Alchemist`
in these docs — which ate Talon's actual playthrough. The script *moves* the save
aside, runs, and moves it back (restore is on an EXIT trap, and it never deletes
the real one). It can't be done inside the mod: `love.load` reads config,
keybindings and user data long before `main.lua` reaches our entry point.
It drives the game by code via `love.event.push`, navigating by *reading* focus
rather than counting keypresses. Every bug listed below was caught by it.
2026-08-02 02:59:34 +02:00
⚠ **The check COUNT varies between runs; this is expected.** Several
2026-08-01 22:25:09 +02:00
blocks are conditional — the config-menu section only runs if `selectByText`
lands on "Options", and mouse-hover can move menu focus at startup (see trap 2).
**What matters is `0 failures`, not the total.**
---
## What this project is
Blind-accessibility mod for *Sulphur Memories: Alchemist* 0.4.2 (LÖVE 11.5, Lua/LuaJIT), extracted to
`D:\code\Sulphur Memories Alchemist 0.4.2 sanctified`. All mod code lives under `accessibility/`.
Design goal: **change as little game code as possible** so the mod re-applies cleanly to new versions.
Full research is in `accessibility/docs/` — read `README.md` there for the map.
---
## Confirmed decisions (do not relitigate)
| # | Decision |
|---|---|
| D1 | Dev uses system LÖVE at `C:\Program Files\LOVE\` (`lovec.exe` for console output). Distribution deferred. |
| D2 | Tracker hierarchy: category (`Ctrl+PgUp/Dn`) → kind (`PgUp/Dn`) → instance (`Shift+PgUp/Dn`), `Home` = distance+direction. |
| D3 | **Small explicit patches** to game files are allowed where they simplify things — but every state descriptor also carries a `probe` spec so we can flip to zero-edit `debug.getupvalue` mode if the game ships fused on Steam. `render` is shared by both backends. |
| D4 | Six tracker categories confirmed and coverage-verified: Creatures / Items / Exits / Interactables / Terrain features / Alchemy. |
| — | Screen reader: **NVDA**. Running the game via `lovec` during dev is approved. |
| — | User is blind — all verification must be describable in text; don't rely on screenshots. |
## Still-open questions (in `04-open-questions.md`)
2026-08-01 21:34:51 +02:00
**Answered:** Q1 (dev LÖVE), Q2 (tracker hierarchy), Q3 (augment, not relay),
Q4 (speak everything queued, cancelled by explicit action), Q5 (wall tones on
step, stop-and-replay — confirmed working by ear), Q7/Q10 (patches allowed,
probe backend kept open for Steam), Q9 (NVDA, lovec approved).
2026-08-01 21:34:51 +02:00
**Still open:** Q6 (integrate our keys into the game's rebinding UI, or keep a
separate scheme) · Q8 (full keyboard-reachability audit as an explicit
deliverable?). Neither blocks Phase 4.
---
## Key facts worth not rediscovering
- **`console.print(msg, colorTemplate)`** in `modules/console.lua` is the *single* chokepoint for all game log text. Repeated identical messages coalesce into `"msg (x3)"` via a `times` counter. Buffer entries expire after 3s — useless as history, so we keep our own.
- **`level.getCursorMessage()`** returns the description under the examine cursor (actor first, then top visible tile). The game already has a full arrow-key examine mode: `states/ingame_observe.lua`.
2026-08-01 21:34:51 +02:00
- **`inventoryCursorPopup.set(...)`** — one patch narrates focus in `inventory`, `craft`, `refine` and `trade`. ⚠ `levelCursorPopup` is deliberately **not** patched: it fires from an animation-completion callback and lands a keypress late. `ingame_observe` polls `level.cursorX/Y` instead.
- **All 28 states already implement `keypressed`.** The gap is narration, not reachability.
2026-08-01 21:34:51 +02:00
- **`modules/tile.lua:234`**: `tile.tryInteract = (self.loot or self.tryInteractFunction)`. ⚠ This is **not** a "worth tracking" signal — `wall` has a flavour-only `tryInteractFunction`. Structural tiles (`blocksMovement and blocksVision`) must be excluded first. See the D4 correction in `05-decisions.md`.
- **Template counts:** 231 tiles, 40 actors, 344 items. Parent inheritance is *already flattened* by `modules/tile/preprocess.lua` during `love.load`, so read fields directly.
- **6 un-nameable mechanical templates to exclude:** `blank`, `throw_blocker`, `movement_blocker`, `fire_detector`, `wall_features_position_dummy`, `ladder_down_hidden`.
- **`debug.getupvalue` works** on this Lua build — verified reading `selectedOption` / `optionsList` from a state's `keypressed`.
- **Tolk constraint:** `ffi.load("Tolk")` uses the OS loader, so DLLs must sit next to `love.exe` — they can *never* live inside a `.love` archive.
- `tolk.lua` calls `Tolk_Load()` at require time with no error handling, and `Love2talk.lua` leaks `backend` as a global. Always `pcall` the require.
---
## Current status
### Done
- Full architecture research → `docs/01-architecture.md`
- Hooking strategy → `docs/02-hooking-strategy.md`
- Phased plan → `docs/03-implementation-plan.md`
- Open questions → `docs/04-open-questions.md`
- Decisions + category coverage proof → `docs/05-decisions.md`
### Done — Phase 0 (bootstrap) · commit `5c581ed`
- `git init`, pristine tree committed and tagged **`vanilla-0.4.2`** (commit `bbb70d0`,
1838 files, `accessibility/` deliberately excluded so the tag is genuinely clean).
- love2talk vendored to `accessibility/vendor/love2talk/` — see `VENDORED.md` there
for the five local modifications.
- **DLL elevation problem solved.** `Tolk.dll` etc. live in `accessibility/lib/` and
are loaded by *absolute path* via `love.filesystem.getSource()`, with
`SetDllDirectoryA` pointing at that folder so Tolk can find its own screen-reader
clients. No admin rights, no copying into `Program Files`. Tracked in git via a
`!accessibility/lib/*.dll` un-ignore.
- `accessibility/speech.lua` — pcall-guarded, frame-queued, `logToConsole = true`.
- `accessibility/init.lua` — patch registry + `states.switch` / `states.update` hooks
+ startup self-test.
- `accessibility/stateNames.lua` — spoken names for all 28 states.
- **One line added to `main.lua`.** Nothing else in the game touched.
**Verified working** via `lovec.exe .`:
```
[accessibility] TTS initialised
[accessibility] TTS: available
[accessibility] speech channel: yes
[speech]! Main menu
```
### Done — Phase 1: console history + review keys · + wall tones
- `accessibility/history.lua` — unbounded (1000-entry ring) history. Mirrors the
game's `(xN)` coalescing so speech matches the screen. Review cursor **holds
still while new lines arrive** and only follows the tail when not being used.
- `accessibility/hotkeys.lua` — global key layer in front of `states.keypressed`.
- `accessibility/patches/console.lua` — wraps `console.print` (calls the real one
*first*, so a mod bug can't swallow an on-screen message) and `console.clear`.
- `accessibility/walltones.lua` — see below.
- `accessibility/tests/test_history.lua` — 16 assertions, all passing.
Run with: `lua accessibility/tests/test_history.lua` (pure Lua, no LÖVE needed).
**Auto-speak policy (Q4, answered):** speak everything, queued and joined in order
at end of frame. Any keypress that reaches the game counts as an explicit action
and silences the pending backlog (`hotkeys.onGameKey` → `speech.silence`).
2026-08-01 21:34:51 +02:00
**Verified in-game** by the testbed (console capture + `(x2)` fold + review keys)
and by Talon at the keyboard (wall tones).
### Keymap so far
| Key | Action |
|---|---|
| `[` / `]` | Previous / next console history line |
| `Shift+[` / `Shift+]` | Oldest / newest line |
| `\` | Repeat current line |
| `Shift+\` | Copy current line to clipboard |
2026-08-01 21:26:35 +02:00
| `/` | Scan all 8 neighbours, clockwise from north (terse) |
| `Shift+/` | View watch: cycle off / announce when you stop / announce every step |
2026-08-01 21:26:35 +02:00
| `;` | Where am I — level, in-game time, coordinates |
| `Ctrl`+numpad 1–9 | Probe that direction without moving (`Ctrl+kp5` = standing on) |
2026-08-01 21:34:13 +02:00
| `Ctrl+PageUp` / `Ctrl+PageDown` | Tracker: previous / next **category** |
| `PageUp` / `PageDown` | Tracker: previous / next **kind** |
| `Shift+PageUp` / `Shift+PageDown` | Tracker: previous / next **instance** |
| `Home` | Tracker: distance, direction and path length to current instance |
| `Ctrl+Home` | Tracker: walk to current instance (the left-click path) |
| `'` | Health and active effects |
| `,` | Current selected action |
2026-08-03 01:31:58 +02:00
| `=` / `Shift+=` | Read details of the focused thing (Shift = keep the name line) |
| `End` | Frontier report: unexplored ways, nearest first |
| `Shift+End` | Nearest known exit (does not touch the tracker selection) |
2026-08-01 21:26:35 +02:00
Game keys worth knowing: **`x`** enters examine mode (not `e`), `f` finds exits
while examining, `j` journal, `i` inventory, `c` character, `a` actions menu.
Reserved for the tracker (Phase 3): `PageUp`/`PageDown`, `Home`, with Ctrl/Shift.
**Free scancodes** (game binds none of these): `- `, `h k l m n o p u v w`,
`F1`–`F12`, `insert`, `kp0 kp. kp+ kp- kp* kp/`.
*Now taken by the mod:* `[ ] \ ; ' , / =` `pageup pagedown home end`.
**Game-claimed scancodes — never bind these unmodified:**
`. 0-9 \` a b backspace c d delete down e escape f g i j kp1-kp9 kpenter lalt
lctrl left lshift mouse3 q r ralt rctrl return right rshift s space t tab up x y z`
⚠ **`keybindings.getCommand()` dispatches on scancode alone and ignores
modifiers.** Ctrl and Shift are *held* modifiers in game (`moveCamera`,
`repeatAction`/`adjustByFive`). So `Ctrl+Up` is seen by the game as plain "up" —
a movement. Never bind a modifier combo over a game-claimed scancode. Combos over
*unclaimed* scancodes (e.g. `Ctrl+PageUp`) are safe. Always consume our keys.
### Wall tones (Q5, answered: on step, 3D-positioned, radius 5)
Key design point, in `walltones.lua`: **direction and distance are decoupled.**
The game's listener sits at the camera, 4 units above the plane, with an *inverse*
distance model. Placing a tone at its wall's real position would (a) make far
walls quieter — the opposite of what was asked — and (b) collapse the pan toward
centre, since the 4-unit vertical offset dominates a 2-unit horizontal one.
So: the source is placed at a **fixed radius** from the listener in the wall's
direction, at the listener's own height (pure horizontal pan, constant
attenuation), and **volume is computed explicitly** from distance. Positioned
relative to the listener via `love.audio.getPosition()`, so panning stays correct
even while the camera is panned away.
Step detection **polls** `playerActor.x/y` each frame instead of hooking movement
— free, and covers walking, pathing, portals and pushes by construction.
Volume follows the usual proximity convention: a near wall is loud
(`nearVolume`), one out at `radius` is quiet (`farVolume`). Set
`config.louderWhenFurther = true` in `walltones.lua` to invert it.
Respects `FoV`/`rememberedFoV` — never leaks unseen map geometry.
2026-08-01 20:53:29 +02:00
### Done — Menu narration (Phase 4, pulled forward) + testbed
Pulled forward because menus were a **blocker**: Talon could hear the screen name
but not the selected option, so the game could not be started at all.
- `accessibility/menus.lua` — descriptor driver. Supports both D3 backends
(`probe` via `debug.getupvalue`, `patched` via injected announce calls); the
per-screen `render` is shared. Includes the probe self-test.
- `accessibility/states/{main_menu,settings_menu,load_game,new_game,narration}.lua`
- `accessibility/testbed.lua` — drives the game by code. `lovec.exe . --a11y-test`
**Verified end to end: main menu → new game → name entry → intro narration →
gameplay, 8/8 checks passing.** Console patch smoke-tested including the `(x2)`
fold and review keys.
#### Three real bugs the testbed caught
1. **`love.keypressed` was bound to the pre-wrapper function.** `states.setup()`
does `love[callback] = love[callback] or states[callback]`, capturing **by
value**, and it runs before us. `main.lua` defines `love.load/update/
mousepressed/mousereleased/quit` but NOT `keypressed`/`textinput` — so those
were frozen to the original. Replacing the `states` table field alone did
nothing. **Fix: reassign `love.keypressed`/`love.textinput` after wrapping.**
`states.switch`/`states.update` were fine — looked up on the table at call time.
⚠ Any future callback we wrap needs the same treatment.
2. **Focus moves with no keypress.** `main_menu.mousemoved` assigns
`selectedOption` straight from cursor position, so wherever the mouse rests
silently overrides selection — including at startup. **Fix: poll focus in the
update hook** rather than announcing only on keypress. `announceScreen` now
speaks only the screen name and lets the poll add focus a frame later
(`justSwitched` makes that first one non-interrupting so it appends).
3. **Probes may need chaining.** `narration.keypressed` doesn't touch
`displayData`/`currentPage`/`currentLoadedLine` — it only calls
`continueNarration()`, so they are upvalues of *that* function. The descriptor
reaches `continueNarration` as an upvalue of `keypressed`, then reads through
it. Expect this pattern in other states.
#### Also learned
- `states.lua` loads states via `require("states/"..name)` — a **SLASH**.
`require()` caches on the exact string, so `require("states.main_menu")` would
load a *second independent copy* with its own upvalues. Always match the slash.
- **Plain movement is silent** — `actions/move.lua` only prints when a move fails
(bound, immobilized). Walking proves nothing about the console patch; drive
`console.print` directly to test it.
### Done — dialogue narration + wall tone retrigger fix
**`ingame_dialogue` descriptor.** Speaks speaker + message on a *node* change, but
only the response on a *selection* change (re-reading the whole speech every time
you move between responses would be unusable). Responses can also be picked
directly with number keys 1–0, which the game already supports.
Two more bugs found and fixed:
4. **Nested `states.switch` announced in reverse.** `ingame.open()` sees
`world.pendingDialogue` and switches straight to `ingame_dialogue`. Since we
announce *after* `realSwitch` returns, the inner announcement ("Conversation")
fired first and the outer ("Game") then interrupted and clobbered it.
**Fix: after switching, if `states.getCurrent() ~= newState`, stay quiet** —
a nested switch already announced.
5. **Double numbering.** The game already prefixes response text with its number
(`"1. (Continue)"`, matching the number key that selects it), so adding ours
gave `"1. 1. (Continue)"`. Now only added when absent.
**Wall tones — retrigger fix (per Talon: "stop previous tones and play new ones").**
Tones are **2.33 s, mono, 44.1 kHz**. Steps land far faster than that and up to
four directions sound at once, so they stacked into a continuous drone. Now each
direction stops its previous source before starting a new one, so it reads as a
per-step cue layered over footsteps, and the volume you hear always reflects
where you're standing now. `playing` is cleared on level change.
*(Mono matters: OpenAL only spatialises mono sources. Stereo would not pan.)*
2026-08-01 21:26:35 +02:00
### Done — Phase 2: tile examination + surroundings
- `accessibility/describe.lua` — shared spatial formatting. 8-point compass,
**Chebyshev** distance (the game moves 8-directionally, so Euclidean would
overstate diagonals), and `tileFacts()` / `tile()`. Verbosity setting
(`terse`/`normal`/`verbose`) since sweeping 8 neighbours and inspecting one
tile want different amounts of detail.
- `accessibility/states/ingame_observe.lua` — narrates the game's examine cursor.
- `accessibility/surroundings.lua` — probe/scan/where-am-I without moving.
- `accessibility/patches/popups.lua` — wraps `inventoryCursorPopup.set`, covering
**inventory, craft, refine, trade** in one patch.
**Q3 answered by default: augment, not just relay.** The game's descriptions
("A wooden chair.") carry no position — fine on screen, useless by ear. We append
distance + direction, and blocked/has-items/water at normal verbosity.
#### Design note: why examine mode is polled, not popup-driven
`levelCursorPopup.set` is called from an **animation-completion callback**, so
unless the player enables the game's `quickExaminationPopup` option the text
lands a full keypress late — in testing you heard the *previous* tile while
standing on the next. The `ingame_observe` descriptor polls `level.cursorX/Y`
instead: same-frame, setting-independent, no game edit. `levelCursorPopup` is
therefore deliberately **not** patched; only `inventoryCursorPopup` is.
*(The level model is a closure instance, not a module, so it can't be patched at
require time — reading its public fields is the decoupled route.)*
#### Testability seam
`hotkeys.isCtrlDown` / `isShiftDown` are overridable fields, not direct calls to
`love.keyboard.isScancodeDown`. Real hardware state can't be faked by
`love.event.push`, so without this seam every modifier-gated hotkey would be
untestable. The testbed swaps them per keypress.
2026-08-01 21:34:13 +02:00
### Done — Phase 3: object tracker
- `accessibility/categories.lua` — flag-first classification into the six
categories, plus the 6-template exclusion list and reuse of the game's `exit`
tag.
- `accessibility/tracker.lua` — scan, cache, three-level navigation, announcements.
Verified in the starting house:
```
Interactables, 12 kinds
a bed, 1, nearest 1 tile south-west, 2 of 12
an open door 1 of 1, 2 tiles north-west
an open door, 2 tiles north-west, 2 steps by path <- Home
```
**Caching:** signature is `level name : player x : player y : turn`. Position
matters because everything sorts by distance; turn matters because creatures move
and containers empty. Scans run on keypress only, never per frame.
**FoV respected** — creatures only when currently visible, tiles when visible or
remembered. The tracker never reveals what a sighted player couldn't see.
**`Home` reports path length, not just offset.** Straight-line distance is badly
misleading indoors: a chest 3 tiles north through a wall can be 20 steps away.
Uses the game's own `calculatePathFromPlayer`.
**`Ctrl+Home` walks there.** The game does support click-to-path: `ingame.mousepressed`
(`states/ingame.lua:661`) builds `calculatePathFromPlayer(cursorX, cursorY)` and
feeds it to `level.bufferInput("move", path, ingame)`, or to `playerInput` directly
when the path is one step. `tracker.walkToSelection` reuses that exact shape with
the tracker's selected tile in place of the cursor, so interruptions, threatened-
player truncation and animation skipping all behave the way a mouse click does.
Two wrinkles, both handled:
* `calculatePathFromPlayer` returns nil for an impassable target, and most things
worth tracking (creatures, chests, beds) are impassable. We fall back to the
cheapest of the 8 neighbouring tiles and say "walking next to X".
* Guard on `states.getCurrent() == "ingame"`. In a menu or observe mode the input
buffer belongs to a different state, and handing it moves would be a bug.
Note `require("states/ingame")` with a slash — that is the module key `states.lua`
uses, and requiring `states.ingame` would load a *second* copy of the state.
**Selection is sticky across rescans.** The scan is rebuilt every turn and both
lists are sorted by distance, so holding a bare index means one step by the player
silently re-points the selection at a different rat. The tracker instead remembers
identity — the actor table for creatures, coordinates for tiles — and re-derives
the indices in `reanchor()` after each rescan. Selection is dropped only when the
thing stops being reported at all (out of FoV, killed, picked up); the existing
clamp then falls back to the nearest.
2026-08-01 21:34:13 +02:00
#### ⚠ Correction to D4 — `tryInteract` is NOT a clean "worth tracking" signal
`wall` carries a **flavour-only** `tryInteractFunction` ("You touch the wall.
It's cold and rough."), so flag-first classification promoted every wall segment
into Interactables — 13 in the starting house, burying the chest and cauldron.
**Fix: exclude structural tiles (`blocksMovement and blocksVision`) before the
`tryInteract` test.** Containers and furniture block movement but not sight, so
they survive. 13 kinds/32 instances → 12 kinds/19 instances.
`docs/05-decisions.md` D4 has been amended.
*(Not a bug: Items/Alchemy are empty in the tutorial house because
`chest_tutorial` literally prints "find nothing of use for now" — it has no loot
yet. Verify against a later area before trusting those two categories.)*
2026-08-01 22:00:52 +02:00
### Done — Phase 4 (most of it): menu descriptors
**16 states now have descriptors** — all registered in `describedStates` in
`init.lua`, all resolving in the startup self-test:
`main_menu` · `settings_menu` · `load_game` · `new_game` · `narration` ·
`ingame_dialogue` · `ingame_observe` · `actions_menu` · `worldmap` ·
`alchemy_table` · `journal` · `character` · `inventory` ·
`menu_text` / `ingame_message` / `menu_message` (shared `_textscreen.lua`)
Verified live: `Journal. Quests, A simple commission, 1 of 1` ·
`Character, 1 of 3` · `Actions. Interact, 1 of 1` ·
`Inventory. All items, empty, slot 1`. **21/21 testbed checks.**
#### Two driver improvements (both prompted by real failures)
- **`menus.getAnyUpvalue`** — finds a file-local across *all* of a state's
functions plus one level into inner closures. Safe because a Lua file-local is
a single shared upvalue, so any closure referencing it sees the same variable.
Needed because `actions_menu` and `worldmap` build their lists in `open()` and
never mention them in `keypressed`. The generic probe path now falls back to it.
- **`menus.hasUpvalue`** — checks a local *exists* rather than *holds a value*.
`getUpvalue` can't tell "no such local" from "declared but nil", which made the
self-test cry PROBE BROKEN on `worldmap` (whose `local options` is nil until
the screen opens). Self-test now reports `ok (unset until opened)`.
#### Ownership rule: descriptors beat the popup patch
`patches/popups.lua` now **stands down for any state that has a descriptor.**
`inventoryCursorPopup.set` only fires when there *is* an item, so on an empty
slot or empty tab it said nothing — you couldn't tell whether the cursor moved.
The `inventory` descriptor reports item-or-empty plus slot and tab; letting both
speak would double up on every item.
### Done — Phase 4 remainder: crafting screens, slider, config
**21 states have descriptors; 4 patches applied.** 25/25 testbed checks.
**The slider is genuinely generic** — `modules/slider.lua` is a *factory*
(`newSlider(params)`), and one wrapper on it narrates **all four** users:
`craft`, `refine`, `trade` and `ingame_wait` (the wait-N-turns screen). Same
leverage as the `console.print` and `inventoryCursorPopup` patches.
⚠ **But the options screens do NOT use it.** `config_menu` changes values through
`config.increase` / `config.decrease`, so it needed its own descriptor. It
reports tab + option name + value:
`Allow hitting yourself, No, 3 of 11` → right → `…, Yes, …`. The focus key
includes the value, so left/right re-announce even though focus hasn't moved.
`accessibility/states/_itemgrid.lua` is now shared by `inventory`, `craft`,
`refine` and `trade` — all four build a `views/inventoryWindow`. It stays silent
while `confirmationWindowEnabled` is set, so the slider owns speech during
quantity selection rather than the two fighting.
**Ordering note:** `patches/slider.lua` replaces `package.loaded["modules.slider"]`,
so it only affects requires that happen *after* it. Safe because states load
lazily and `applyPatches()` runs before the self-test (the one thing that loads
state files early).
⚠ **Slider not exercised live.** `ingame_wait` is unreachable in the prologue —
`tutorial_bed = { parent = "bed", tryInteractFunction = function() end }`, i.e.
the tutorial bed does nothing *by design*. `craft`/`refine`/`trade` need an
alchemy table and real items. The patch is confirmed *applied* by the self-test;
the testbed has the walk-to-bed machinery ready (`walkTo`, tracker lookup) for
when a real bed is reachable.
### Done — Phase 4 complete + Phase 5: status, popups, damage alerts
**All 23 states now have descriptors. 5 patches. 26/26 testbed checks.**
Final two descriptors:
- **`keybindings_menu`** — two panels (commands / keys) with independent
selection; `currentlyActiveWindow` says which has focus. Announcing the wrong
panel's row would be actively misleading, as the lists are unrelated.
- **`research`** — a 2D node graph, not a list. Nodes are icons with **no text
label**, so the focus line must carry the name; the useful facts are
researched / locked / cannot afford / available. Without the affordability
part the screen is unusable by ear, since enter on an unaffordable node
silently does nothing. Name, cost, unlocks and description all come from the
state's **`currentNode`** upvalue — the display table `updateCurrentNode()`
builds for the hint window. Read that rather than `models/research.lua`: its
`nodes` table is file-local, and its `unlocks` are *recipe* ids, whereas
`currentNode.unlocks` is already `{title = <item name>}`. `title` also beats
humanising the id ("Alchemical fire", not "alchemical fire"). Cost, unlocks
and description are served by `details()` on `=`; see below.
**Phase 5 — `accessibility/status.lua`:**
| Key | Action |
|---|---|
| `'` | Health + active effects — `Health 20 of 20. no active effects` |
| `,` | Current action — `Action: Interact` |
Plus **unprompted damage alerts**, polled from `actor.hp`:
`Hit, minus 3, health 17 of 20` (immediate + interrupting), and
`Healed 3, health 20 of 20` (queued — worth knowing, never urgent).
⚠ Damage is **polled, not hooked**. `ingame.checkInterruptions(hpLoss)` exists
but only fires for interruptions during *queued movement* — damage taken on your
own turn never reaches it. Watching `hp` catches every source (combat, poison,
fire, falling) with no game edit.
**`patches/popupstack.lua`** wraps `popupStack.add`, the single entry point for
loot / recipe / lore / map / quest / tutorial / bestiary popups. None of these go
through `console.print`, so they were completely silent before.
**`speech.immediate` now logs too** (`[speech]*`). It bypasses the frame queue,
so it also bypassed the flush-time logger — meaning damage alerts fired but were
invisible in the testbed transcript. Log prefixes: `!` interrupt, `*` immediate,
` ` queued.
### Done — journal page text (bug fix, reported by Talon)
**Symptom:** open the journal with `j`, select an entry, hear nothing useful.
**Cause:** the journal is three widgets at once — the tab row, the list of entry
titles on the left, and the **page** on the right that holds the actual text.
The descriptor read only the first two. So it announced
`Quests, A simple commission, 1 of 1` and stopped, which is an index into
content you could never reach. Page flipping (`left`/`right`) was silent too.
**Fix** — `accessibility/states/journal.lua`:
- Reads `options[selectedOption].pages[selectedPageId]`, a list of text blocks,
and speaks their `text`. Page size is bounded by what fits on screen, so a
page is safe to speak as one utterance.
- **Flattens the newlines** in each block. `journalModel.splitTextByPages`
concatenates the game's own wrapped lines with `\n`, so those are pure layout —
left in, the reader pauses mid-sentence at every wrap point.
- Says `page 2 of 3` only when there is more than one page.
- Pushes the blocks into the console history, so `[` / `]` / `\` re-read the
page after the utterance has gone by — the same trick `_textscreen.lua` uses
for the manual.
- Title leads only when the *entry* changed, tab only when the *tab* changed, so
flipping pages doesn't bury the page you just turned to under a repeated title.
⚠ **`read()` must be idempotent.** It is called for the same focus from four
places: the per-frame poll, the post-keypress announce, `menus.repeatFocus`, and
the testbed's before/after probes. Any "only say this when it changed" state
inside a descriptor is therefore a trap — the poll consumes the flag and the
real announcement comes out headless. The journal descriptor caches its last
`(key, text)` and replays it whenever the key is unchanged, so the suppression
state advances exactly once per genuine focus change.
**New generic hook: `descriptor.reset`**, called by `menus.announceScreen`.
Change-suppression memory lives in file-locals that outlive the screen, so
without it, reopening the journal on the entry you left it on would read the
page with no title in front of it.
Verified live: `Journal. Quests, A simple commission, 1 of 1, Someone's banging
at my door. Whoever it is, this person is very persistent and doesn't know about
doorbells.` **34/34 testbed checks**, including a new one that asserts the spoken
text actually contains the page body rather than merely being non-nil.
### Done — view watch: what comes in and out of view while walking (Talon request)
**`accessibility/viewwatch.lua`**, toggled with **`Shift+/`** — a natural pair
with `/` (scan around me now): `/` is "what is here", `Shift+/` sets how much of
that happens by itself.
Three modes, cycled by the key:
| Mode | Behaviour |
|---|---|
| `settled` (**default**) | Changes accumulate while moving; spoken once the player has stood still for `settleDelay` (0.4 s). |
| `always` | Every step reports its own change. |
| `off` | — |
**Why `settled` is the default and why it diffs against the last announcement,
not the last step.** Talon's question was "announce as they happen, or combine".
Combining is right for a long walk, but only if the baseline is the state at the
last *announcement* — then the summary is a genuine **net** change: something
that came into view mid-walk and left again before you stopped is correctly not
mentioned, and something that stayed in view throughout is mentioned once. A
per-step diff summed up would say both, which is worse than either mode. A
single step is the degenerate case: you are already standing still, so it
reports 0.4 s after the step lands.
**Arrivals and departures are deliberately asymmetric.** Membership is **current
`FoV` only** (never `rememberedFoV` — the question is what you can see from
where you stand). But furniture drops out of FoV constantly indoors as walls
come between you and it, and "the bed is out of view" every other step is pure
noise. So arrivals are reported for every watched category; departures only for
`config.announceGone`, which is **creatures only** by default.
Other decisions:
- Terrain is **not** watched by default (`config.watched.terrain = false`) —
water arrives dozens of tiles at a time and would drown everything else.
Classification is otherwise the tracker's (`categories.classifyTile`), so the
wall-exclusion correction to D4 applies here too.
- Scan is a **box of `radius` 14 tiles** around the player, not the whole grid.
Sight range is well inside that, and this runs on every step.
- Step detection **polls `playerActor.x/y`**, same as `walltones` — covers
walking, pathing, portals and pushes with no game function wrapped. The scan
runs only when the position changed or a settle is due, never per frame
(invariant 5).
- Entering a new level **re-baselines in silence** rather than reading the whole
first room; so does any mode change.
- Speech is **queued, not interrupting** — this is background awareness, so
anything the player asked for outranks it.
- Announces only in `ingame` / `ingame_observe`.
**Testability seam:** `viewwatch.snapshot()` and `viewwatch.diffText(prev, cur,
px, py)` are pure and exposed, so the testbed asserts the wording and the FoV
invariant directly instead of trying to capture speech. **34/34 testbed checks**
(5 new). Verified live during the run — the walk to the bed produced
`In view: a chest, 1 tile south-west. a torch on the wall, 3, nearest 2 tiles
south-west. …`.
2026-08-02 02:59:34 +02:00
### Done — inventory item action menu (bug fix, reported by Talon)
**Symptom:** enter/`z` on an inventory item makes a click and then nothing is
spoken. Equipping the tutorial torch was therefore impossible to confirm.
**Cause:** the click *is* the menu opening. `inventory.keypressed` →
`inventoryWindow.enableItemMenu()` → `modules/item/itemMenu.lua`, a **second,
nested selection** drawn as a small popup over the grid: the list of actions this
item currently allows, built by `modules/item/getActionsList.lua` from the
per-action `condition`s in `itemActions.lua` (Activate, Wield, Wear, Switch on,
Drink, Read, Open, Prepare for throwing…). Up/down move in it, enter activates,
**any other key cancels it**. None of this goes through `console.print` or the
cursor popup, so it was entirely silent. `TEsound.play(sound.select)` in
`enableItemMenu` was the click. **This is the game's only equipment UI** — there
is no separate equip screen — so the whole screen was unusable.
**Fix** — `accessibility/states/_itemgrid.lua`:
- `window.itemMenu` is checked **first** and the grid cell stays quiet under it;
the menu is modal over the grid, so announcing the cell would be wrong.
- The menu is a closure with no getters, so `lines` and `currentSelectedAction`
are read as upvalues of its own `draw()`.
- Leads with the item name only when the menu just opened. The "just opened"
memory is **the menu table itself**, not a flag, which keeps `read()`
idempotent (see the journal warning above — a flag would be consumed by the
poll and the real announcement would come out headless).
- **`isEquipped` is now part of the cell text and of the focus key.** After
"Switch on" the menu closes with the cursor unmoved, so without it the re-read
would be suppressed as unchanged and the action would still feel silent. Now:
`Switch on` → `a torch, equipped, slot 3`.
**Plus `accessibility/patches/itemmenu.lua`** (6th patch), wrapping the
`views/inventoryWindow` factory: when `getActionsList` returns nil — an item with
no applicable actions, e.g. a plain reagent — the game does *literally nothing*,
not even the click, which by ear is indistinguishable from a dropped keypress.
Says `<item>, no actions`. Success is not announced here; the descriptor owns it.
⚠ **Still not exercised against a real item.** The prologue inventory is empty,
so the testbed instead builds an `itemMenu` directly from a fake usable item and
asserts the two upvalue names still resolve — the version-bump canary for this
descriptor. **38/38 checks.** The live path (an actual torch, actually equipped)
is Talon's to confirm.
2026-08-03 01:31:58 +02:00
### Done — item details: `=` and the settle timer (Talon request)
**Symptom:** on the item grids you could hear *which* item you were on
(`a torch, slot 3`) but nothing about what it was — no description, no condition,
and crucially no "what does this refine into", which is the whole of alchemy.
Talon proposed a key. Two findings changed the shape of the answer.
**1. The game already composes the whole detail text in one place.**
`item.getPopupMessage()` (`modules/item.lua:199`) returns the popup's line list:
name+quantity, category, condition (only when `canDegrade`), the free-text
description, a `Yields:` block with one line per refinement type, and
lore-fragment progress. It is a plain method on the item, callable any time — so
`accessibility/itemdetails.lua` reads it rather than re-deriving anything from
templates. Verified text:
`It is a raw material. Some fresh green leaves from ivy. They contain weak
poison. Yields: x1 when ground in a mortar. x0.2 when distilled.`
**2. The game gates this behind a dwell, and so do we.** The popup only fades in
after `config.get("examinationPopupFadeInDuration")` (default 0.4 s). Arrow past
a slot quickly and a *sighted* player never sees the details either. So details
**settle**: stop for `details.config.settleDelay` (0.6 s — longer than 0.4
because speech is slower than a glance) and they speak themselves, queued not
interrupting. `=` reads them on demand; `Shift+=` keeps the name line too.
This mirrors an existing game behaviour instead of inventing a modality.
⚠ **`r` is unusable** even though it was the obvious mnemonic — it is in the
game-claimed scancode list, and `keybindings.getCommand()` dispatches on
scancode ignoring modifiers, so any binding on it can fire a game command. `=`
is from the verified free list and sits by the `[ ] \` review cluster.
**New generic hook: `descriptor.details(stateTable, menus, verbose)`**, returning
a **list of blocks**, not one string. Blocks are spoken joined *and* pushed
individually into the console history, so `[` / `]` / `\` walk a long
description back afterwards — the same trick `states/journal.lua` uses for pages.
Driven by `accessibility/details.lua` (`get` / `speak` / `update` / the pure
`settleStep`). Implemented by `_itemgrid.lua` and by `research` (cost with the
shortfall spelled out, what it unlocks, the description; verbose adds the name
line and the full knowledge purse). `ingame_observe` and `journal` are the
obvious cheap follow-ups.
2026-08-03 01:31:58 +02:00
**The hint panels are the other half, and one reader covers all three.**
craft / refine / trade each draw a permanent panel beside the grid that the
cursor popup never contains — and **price exists only there**
(`states/trade.lua:156`), as do a recipe's component costs. The three panels turn
out to share a shape (`hintDescription`, a `componentHints` list of
`{nameText, descriptionText, color}`, and a budget line), so `hintBlocks()` in
`_itemgrid.lua` reads all three by upvalue rather than needing per-state
callbacks; unused fields are simply nil. **Affordability is carried only by the
red `{0.9,0.2,0.2}` colour**, and it decides whether enter does anything at all,
so it is decoded from the colour and spoken as `cannot afford`.
Notes:
- The action menu is deliberately **not** excluded from `details` the way it is
from `read()`. The menu is modal so the *verb* is what focus announces, but the
thing you want described is still the item — which is exactly when you want to
know what "Drink" would be drinking.
- The settle key is state-qualified and fires **once per focus key**; leaving a
screen and returning resets, or the same slot would be "already spoken".
- `patches/popups.lua` still stands down on all four grids. That is now
correct-by-design rather than a gap: `details` is the sanctioned route to that
same content, on demand and with history review.
**59 testbed checks, 0 failures** (was 38). New: a synthetic `ivy_leaves` item
asserting description + `Yields` survive (the version-bump canary for
`getPopupMessage`), a `hasUpvalue` canary over all the hint-panel locals in
craft/refine/trade, four assertions on the pure `settleStep`, and an end-to-end
`=` press in the inventory (`No details` on an empty slot — silence would be
indistinguishable from a dropped key).
⚠ **Not exercised against a real item.** Same bucket as the action menu: the
prologue inventory is empty and craft/refine/trade need an alchemy table. The
live path is Talon's to confirm.
### Done — the loot overlay key `s` (Talon request)
**Symptom:** the tutorial says *"Press 's' to see the contents of containers"*
and nothing was spoken. That is the one mechanic the game explicitly teaches for
finding reagents, and alchemy starts with finding reagents.
**What `s` actually does.** It is the `lootOverlay` command, and it sets a single
flag — `levelWindow.itemsHighlightEnabled`. `views/levelWindow.lua:818` then
draws, over every tile in **current FoV**, the icon of
`levelModel.getItemOnCoordinates(x,y)` — i.e. the **topmost item of the topmost
loot-bearing tile**. So the sighted affordance is "there is something in that
chest", one icon per tile, not a contents list.
**`accessibility/lootoverlay.lua`** speaks the same set of tiles, nearest first,
and reads out the **whole `tile.loot` list** rather than just the top entry —
the icon can only show one, we are not so limited. Blocks are pushed into the
console history so `[` / `]` / `\` walk a long list back. `No loot in view` when
empty: silence would be indistinguishable from a dropped key.
Live text: `Tiled man-made floor, here, A bunch of ivy leaves, 3`.
Decisions worth not relitigating:
- **No key of ours.** `s` is game-claimed and `keybindings.getCommand()` ignores
modifiers, so binding it in our layer would collide. We watch the *flag*
instead, on its **rising edge**. That covers the key in both hold and toggle
mode (`holdForItemHighlight`, which defaults to **hold**), the toolbar icon,
the player's own rebinding, and all four ingame states — they share one
`levelWindow` instance, created once in `ingame.open` and passed on by params.
- **The flag is checked in TWO places.** The end-of-frame poll is not enough on
its own: in hold mode a quick tap pushes keypressed and keyreleased inside one
frame, so the poll only ever sees it back down. `init.lua`'s `states.keypressed`
wrapper therefore also calls `lootoverlay.update()` *between* the game's
keypressed and its keyreleased. The poll still earns its place — it is what
catches the mouse and the key being released.
- **`levelWindow` is reached by `menus.getAnyUpvalue` on `states/ingame`** and
cached (it is created once, not per level). Covered by the startup self-test
(`[accessibility] loot overlay: ok`) as the version-bump canary.
- **Loot entries are item *params*, not items** — `{templateId, quantity}`;
`modules/lootPopup.lua` only builds real items when the popup opens. Names come
from `modules/item/templates`, so nothing is allocated to say a name.
- **Membership matches levelWindow's test exactly**: current `FoV` only, not
hidden, `visibilityAlpha ~= 0`, non-empty loot. `conditionalLoot` is *not*
read — the overlay does not draw it either. Invariant 4 holds: nothing is said
that is not being drawn on screen at that moment.
- `unlootable` containers are still reported (the overlay draws them) but tagged
`cannot be taken`. Scan is bounded to a 20-tile box and runs on the edge only,
never per frame — invariant 5.
**71 testbed checks, 0 failures** (was 59). The prologue has no loot at all
(`chest_tutorial` is empty by design), so the live path is exercised by
**planting `ivy_leaves` on the tile under the player, scanning, and putting the
tile back** — otherwise only the "nothing here" branch would ever run. Plus the
pure phrasing checks, the FoV invariant over the real grid, the `levelWindow`
probe, and an end-to-end `s` press.
### Done — hotbar keys 1–0 (bug fix, reported by Talon)
**Symptom:** bind an item to the hotbar, press its key, and you hear the sound
the action plays — and nothing else. No item name, no verb, no confirmation that
the key registered at all.
**Cause.** `views/hotbar.lua:checkKeypress` resolves the slot and calls
`hotkey.action(state)` (`models/hotkey.lua`), which for an equipment binding
looks up the applicable entry in `modules/item/itemActions.lua` and calls its
`onActivation` **directly** — Wield, Unwield, Drink, Switch on, Pack away… None
of those go through `console.print` or a popup; most only play a sound. So the
whole hotbar was silent by construction.
**`accessibility/patches/hotbar.lua`** (7th patch) wraps the hotbar **view**
factory. Live text: `Torch, Wield` → `Torch, Unwield`.
Decisions worth not relitigating:
- **The view, not the model.** `models/hotbar.lua` captures `newHotkey` as a
file-local at require time, and `models/world.lua` captures `newHotbar` the
same way — both long before we run, so replacing `package.loaded` for either
would change nothing. `views/hotbar.lua` is required only by
`states/{ingame,inventory,actions_menu}`, which load lazily; same ordering
argument as `patches/slider.lua`.
- **The verb is computed BEFORE the action runs.** The itemAction conditions key
off `item.isEquipped`, which the action itself flips — asked afterwards they
return the opposite verb, so a press that wielded would announce "Unwield".
- **`hotkey.pack()` is the only public view of a hotkey** (`{type, command,
index, itemTemplateId}`); everything else in it is a closure local.
`hotbarModel` is tracked by wrapping `refreshModel` rather than probed, since
it is swapped when the player changes hotbar page.
- **`actionIdsFor` mirrors a file-local table** (`itemActionsByEquipmentCommand`
in `models/hotkey.lua`) that has no getter. It is exported and canaried by the
testbed: every id must still exist and still carry a header.
- **Item not in inventory: we say nothing.** The game already prints
`"<name> not found in your inventory."` and `patches/console.lua` speaks it.
- **Empty slot** is announced (`Hotbar 1, empty`) — silence is indistinguishable
from a dropped key. So is the silent "no applicable action" branch, except
where `autoSwitchToThrow` fires, which reports the new action instead.
- **Binding and unbinding are narrated too** (`self.bind`), since those are
sound-only as well: `Torch bound to hotbar 1` / `Hotbar 1 cleared`.
- Action-type hotkeys (hit/interact/throw/push) report the resulting action with
`status.lua`'s wording: `Action: Throw`.
**78 testbed checks, 0 failures** (was 71). The prologue gives the player no
items, so the live path is exercised by **planting a torch, binding it to slot 1,
pressing `1` twice, and putting the world back** (a lit torch would otherwise
change FoV for the viewwatch and loot checks that follow). Plus the header-table
canary and the `Wield`/`Unwield` flip.
### Done — modal popups: recipe / lore / map (bug fix, reported by Talon)
**Symptom:** learning a recipe (and similar) speaks the word **"Popup"** and then
nothing — the body text is never read.
**Cause.** There are **two entirely separate popup mechanisms**, and we had only
covered one.
- `patches/popupstack.lua` wraps `popupStack.add` — the *fading corner* popups.
But `views/fadingPopup.lua` registers only **four** types: `journal`, `loot`,
`bestiary`, `tutorial`. The `recipe` / `lore` / `map` keys in that patch's
`typeNames` table can never fire.
- Recipe, lore and map popups are **modal**. `states/{ingame,inventory,research}`
build one with `modules/{recipe,lore,map}Popup.lua` and then
`states.switch("ingame_popup", {popup = ...})`.
`ingame_popup` had a name in `stateNames.lua` ("Popup") and **no descriptor**, so
`announceScreen` said "Popup" and the poll had nothing to add. Exactly the
symptom.
**Fix** — `accessibility/states/ingame_popup.lua` (24th descriptor):
- `popupObject` comes off the state via `getAnyUpvalue`; the four popup modules
are factories exposing **only `draw`**, so every string is read as an upvalue
of `popupObject.draw`.
- **Type is detected by which locals exist**, since the popup object carries no
type tag: `itemsList`→loot, `items`→recipe, `title`+`subHeader`→lore,
`title`→map. An unrecognised popup falls back to reading the usual field names
rather than to silence.
- Reading order follows **draw order**, so speech matches the screen top to
bottom.
- Newlines are flattened (`lorePopup`'s footer is one sentence with hard breaks
in it) and blocks are pushed into the console history, so `[` / `]` / `\` walk
a long lore fragment back. `=` re-reads it via the `details` hook.
- `read()` is idempotent per the journal warning; the popup table's identity is
the focus key, and only the history push is guarded.
- Blocks are joined with a **space, not ". ", when the block already ends in
sentence punctuation** — otherwise NVDA gets "book.. This".
Live text:
`Popup. New recipe available! A bunch of ivy leaves. See the details in your
journal.`
**88 testbed checks, 0 failures** (was 78). The prologue fires no popup, so the
testbed raises them itself by calling `ingame.recipePopup` and `ingame.lorePopup`
— both display-only, so nothing is learned and the world is untouched. ⚠ The
dismiss key needs `wait(90)` first: `ingame_popup.keypressed` ignores input until
`fadeInAlpha >= 0.8`, over a 0.6 s fade. The self-test can only say
`custom read()` here (the probe is on the popup object, not the state), so **the
testbed check is this descriptor's version-bump canary**.
Still unexercised: the **map** popup (needs `worldmap.getLastAreaIcon`, i.e. a
discovered area) and the modal **loot** popup from `inventory.lootPopup`.
### Done — research tree details (Talon request)
The research screen read only the node name and whether it was affordable. Cost,
what it unlocks and the description are all drawn in the hint windows beside the
tree and were never spoken, so "cannot afford" gave no way to find out *what* was
missing. `states/research.lua` now implements `details()` — the same `=` /
`Shift+=` hook the item grids use — and the focus line takes its name from
`currentNode.title` instead of humanising the node id.
Everything comes from the state's **`currentNode`** upvalue, the display table
`updateCurrentNode()` assembles for the hint window: `title`, `knowledgeCost`,
`unlocks` (already `{title = <item name>}`), `description`. Not from
`models/research.lua` — its `nodes` table is file-local and its `unlocks` are
*recipe* ids, so it would name the recipe rather than the item. The shortfall is
computed against `journalModel.knowledge`, required lazily.
Verified live: `Sewing techniques, cannot afford` then
`Costs 4 practical knowledge, short 4 practical. Unlocks Protective gloves, Tall
boots. Simple craft of needle and string, …`; verbose adds the name line and
`Knowledge available, 0 practical, 0 ecclesiastic, 0 academic, 0 occult`.
**98 testbed checks, 0 failures** (was 88). The tree has no hotkey and the
prologue may have no writing desk, so the testbed enters it the way the desk
does: `ingame.interface("research")`, the exact call in the desk's
`tryInteractFunction`. ⚠ Require it as **`states/ingame`**, not `states.ingame` —
`states.lua` uses the slash form, and the dot form loads a second copy of the
module whose `levelWindow` is nil, which `research.draw` indexes on its first
frame.
### Done — orientation: world map, frontier report, nearest exit (Talon request)
Prompted by "do sighted players have a minimap we don't have access to?" The
answer is no widget, but two map *surfaces* were only half exposed.
**Two corrections worth not rediscovering:**
- **`level.exits` does not exist at runtime.** It is packed as nil
(`modules/level.lua:416`) and never assigned anywhere; `exits` is a *generator*
parameter baked into individual tiles. The primitive to use is the game's own
**`level.getListByTag("exit")`** (`modules/level.lua:1382`) — it walks the grid,
gates on `FoV or rememberedFoV`, skips hidden tiles, and returns `{x, y}` sorted
by distance to the player. The FoV rule is then enforced by vanilla rather than
restated by us. The tag set is `way_out`, `building_door`, `horse`, `ladder_up`,
`ladder_down` (`modules/tile/templatesByTag.lua` — the only tag the game defines).
- **Exits were already a tracker category** (`categories.lua:41`, classified
*before* the lootable and structural filters so nothing can steal them). The new
key is a shortcut, not a new capability.
**1. World map (`accessibility/states/worldmap.lua`, rewritten).** Was speaking
name / completed / favourite / `visitedMessage` only, dropping the three things
the *picture* carries: area type, geography, travel time.
Switched from `probe`/`render` to `read()` + `details()` — necessarily, because
`render(entry, index, total)` gets no state table and the travel time needs the
screen's `currentAreaId`. All three locals (`options`, `selectedOption`,
`currentAreaId`, `states/worldmap.lua:112-114`) are upvalues of exported
functions, so `menus.getAnyUpvalue` reaches them. Travel time is the game's own
`worldmapModel.getDistanceMessage`, the same call the screen makes at
`states/worldmap.lua:360` — already finished English, including "You are
currently here."
Two gotchas found on the way:
- `options[i].icon` is already an **image object** (`states/worldmap.lua:240`).
The icon *id* string lives on the model area, `worldmapModel.areas[id].icon`.
Do **not** add a name table to `models/interface/mapIcons.lua`:
`icons.preprocess` iterates it with `pairs` and would treat a new table as an
image. All 20 ids are readable once the underscores go, so it is a `gsub`
rather than a lookup — new ids in a future version read sensibly instead of
vanishing.
- `describe.direction` only tests the **sign** of each delta, so on the map's
floating-point 0..1 coordinates it called almost everything diagonal. There is
now a 25% deadzone, with the same `4/3` x-correction the game's own distance
maths uses (`models/worldmap.lua:64`), so the bearing agrees with the travel
time.
**New: `descriptor.probeNames`** (`menus.lua`, selfTest). A `read()` descriptor
has no probe table, so it previously reported a bare `custom read()` and lost the
version-bump canary entirely — on exactly the screens that reach for the most
upvalues. A descriptor can now declare the game locals it depends on and get the
same `PROBE BROKEN: no upvalue 'x'` check. `worldmap` and `research` both declare
theirs.
**2. Frontier report, `End` (`accessibility/frontier.lua`, new).** The level view
*is* the map: `rememberedFoV` keeps everything ever seen on screen, and a sighted
player pans over it and reads the fog edge. Nothing in the mod answered "where
haven't I been" — surroundings is local, examine is one tile, the tracker only
finds things it already knows about.
A frontier tile is: seen, **not** `blocksMovement`, with at least one **cardinal**
neighbour that is **in bounds** and **not seen**. Both restrictions are
load-bearing —
- *in bounds*, or every walkable tile on the grid boundary is a frontier and the
report is nothing but map edge;
- *cardinal, not all 8*, or the diagonal test fires on the unseen tile behind
every wall corner, which is not anywhere you can walk. Standing in a lit
corridor would report an "unexplored way" per corner.
Clustered 8-connected (so a wide doorway is one way, but two separate openings
that both lie north stay two), reduced to each cluster's nearest member, sorted,
capped at 4 with "and N more". Flood fill uses an explicit stack, not recursion.
**Not a cheat:** reads only `FoV`/`rememberedFoV` and reports only *that* an
opening exists, never what is beyond it — exactly what the fog edge shows.
**3. Nearest exit, `Shift+End`** (`tracker.announceNearestExit`). Lives in
`tracker.lua` for the level access, `offsetFromPlayer` and the path-length logic,
but deliberately **does not touch the category/kind/instance selection** — that is
the whole reason it is a separate key rather than a category jump. Uses
`getListByTag` rather than the tracker's own scan.
**4. "remembered" promoted to normal verbosity** (`describe.lua`). It was
verbose-only. `tileFacts` reads actors **only when the tile is currently
visible**, so a remembered tile is silent about whatever may be standing on it
now — and at normal verbosity that silence was indistinguishable from "nothing
there". It is a safety flag, not a nicety.
**120 testbed checks, 0 failures** (was 98). Two bugs the testbed caught that
review had not:
- The world map said **"You are currently here." twice**. `getDistanceMessage`
and `getLastVisitedMessage` return the *same sentence* for the area you are
standing in (`models/worldmap.lua:75-77` and `:106-107`). On screen they are two
separate panels and nobody notices; by ear it is a stutter. `read()` now drops
`visitedMessage` when it duplicates the travel line. **General lesson: two
game strings that are fine side by side on screen can collide when concatenated
into one utterance.**
- The first version of the frontier test walked one step east and demanded the
numbers change. It failed on a run where nothing was wrong — the step landed,
but both openings kept the same Chebyshev distance. Replaced with the property
that actually matters and is deterministic: every reported distance must equal
Chebyshev from the player's *current* position, and the list must be sorted
nearest first.
The testbed opens the world map the way a travel tile does —
`ingame.interface("worldmap", {locationId = 1})` — and never presses enter, which
would travel and take the run out of the prologue. Same `states/ingame` slash-form
require trap as the research tree.
2026-08-01 20:53:29 +02:00
### Known gaps (next up)
2026-08-01 21:34:13 +02:00
- **Phase 5**: player status key (HP, statuses, current action), popup
2026-08-01 22:00:52 +02:00
announcements (`popupStack.add`), damage alerts
(`ingame.checkInterruptions`), mod settings.
2026-08-01 21:34:13 +02:00
- `ingame` itself has no descriptor.
2026-08-01 22:00:52 +02:00
- **Unverified against real content:** tracker categories Items / Alchemy /
Exits / Creatures / Terrain (tutorial house has none), and inventory item
names (inventory is empty in the prologue).
- `worldmap`, `journal`, `character`, `research`, `inventory`, `craft`, `refine`,
`trade`, `actions_menu`, `alchemy_table`, `keybindings_menu`, `config_menu`,
`menu_text`, `ingame_message`, `menu_message` still have no descriptors.
2026-08-01 20:53:29 +02:00
### Next — Phase 2: tile examination
Patch `views/levelCursorPopup.set` to narrate the game's existing examine mode,
augmented with distance/direction/passability. Then the surroundings explorer
(`Alt`+numpad to probe a direction without moving). Needs Q3 (verbosity) answered.
---
## Invariants for all mod code
1. Every wrapper calls through to the original and returns its results verbatim (`return realFn(...)` — preserve multiple returns).
2. Speech must never throw. Missing DLL ⇒ silent no-op, game still runs.
3. No behaviour change for sighted players.
4. Never reveal information outside `FoV` / `rememberedFoV` — the tracker must not become a cheat.
5. Grid scans (`xMax × yMax`) happen on keypress or turn change, never per frame.
6. Our keys fall through to the game handler unless we own them.
---
## Modified game files (keep this list exhaustive)
| File | Change | Why |
|---|---|---|
| `main.lua` | +1 line: `require("accessibility").initialize()` after `console.prepare()` | Sole mod entry point. Placed there because templates, keybindings, `states.setup()` and the console canvas are all ready by then, and it's before the first `states.switch()`. |
Verify this list is exhaustive at any time with:
```
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md'
```
Currently: `main.lua | 1 +`.
### How to run
```
cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
"C:/Program Files/LOVE/lovec.exe" .
```
`lovec` (not `love`) gives the console, where `[speech]` lines mirror every
utterance — speech is verifiable from the log, not only by ear. `!` after
`[speech]` means the utterance interrupted.
---
## Scratchpad / notes
- `.luacheckrc` uses `std = "min+alch"` with an explicit globals list — add mod globals there to keep lint clean.
- Upstream quirk (not ours to fix): `modules/tile/preprocess.lua` flattens parents in a single `pairs()` pass, so a grandchild may inherit from a not-yet-flattened parent depending on hash order.
- Tolk DLL sources on this machine: `D:\code\cafe`, `D:\code\dragonrpg-mapmaker`, `D:\code\DragonWarriorAccess`.
2026-08-01 22:25:09 +02:00
---
## HANDOFF — read this if you are resuming
### State of play
Phases 0–5 complete. **24 state descriptors, 7 patches, 120 testbed checks (0 failures)**,
2026-08-01 22:25:09 +02:00
history unit tests passing, **one line changed in the game** (`main.lua`).
Everything in the original brief is implemented: console speech with
line-by-line review, the object tracker with the requested key scheme, tile
exploration, wall tones, and keyboard+speech access to every screen.
### First thing to do after any change
```
lua accessibility/tests/test_history.lua # pure Lua, instant
bash accessibility/tests/run-testbed.sh # ~4 min, 120 checks
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md' # must stay: main.lua | 1 +
2026-08-01 22:25:09 +02:00
```
### The five traps (all cost real debugging time — don't rediscover them)
1. **`love.keypressed` is captured by value.** `states.setup()` runs
`love[cb] = love[cb] or states[cb]` *before* us. Wrapping the `states` table
field alone does nothing for `keypressed`/`textinput` — you must also
reassign `love.keypressed`. `switch`/`update` are fine (looked up at call
time). **Any new callback you wrap needs the same treatment.**
2. **Focus moves without a keypress.** `main_menu.mousemoved` assigns
`selectedOption` from cursor position. Hence focus is *polled* in the update
hook, not announced only on keypress.
3. **Nested `states.switch` announces inner-first.** `ingame.open()` can switch
straight to `ingame_dialogue`. We announce after `realSwitch` returns, so the
outer announcement would clobber the inner one — guarded by checking
`states.getCurrent() ~= newState`.
4. **`states.lua` requires with a SLASH** (`require("states/"..name)`).
`require("states.main_menu")` loads a *second independent copy* with its own
upvalues. Always match the slash.
5. **Probes may need chaining or a cross-function search.** Some locals are
upvalues of an inner function (`narration` → `continueNarration`) or are only
touched in `open()` (`actions_menu`, `worldmap`). Use `menus.getAnyUpvalue`.
Use `menus.hasUpvalue` when you need "exists" rather than "has a value".
### Not verified — needs a real playthrough
These are blocked on content the prologue does not contain, **not** known broken:
- **Tracker categories** Items / Alchemy / Exits / Creatures / Terrain. Only
Interactables is populated in the tutorial house. Diagnostic: the testbed
prints `tracker contents:` with per-category kind names.
2026-08-02 02:59:34 +02:00
- **Inventory item names, the `equipped` suffix and the item ACTION MENU** —
inventory is empty in the prologue, so only the "empty slot" path has run live.
The action-menu upvalue names are covered by a synthetic testbed check.
2026-08-03 01:31:58 +02:00
- **Item details** (`=`, `Shift+=`, and the 0.6 s settle) against a real item,
and the craft / refine / trade hint panels. The synthetic `ivy_leaves` check
covers `getPopupMessage`, and `hasUpvalue` covers the panel locals, but no
live item has been focused. The settle delay in particular wants tuning by
ear — `details.config.settleDelay`.
2026-08-01 22:25:09 +02:00
- **The quantity slider** (`patches/slider.lua`). Confirmed *applied* by the
self-test but never exercised: `ingame_wait` is unreachable because
`tutorial_bed` has an empty `tryInteractFunction` by design, and
craft/refine/trade need an alchemy table and real items. The testbed already
has `walkTo()` and tracker-based bed lookup ready for when one is reachable.
- **The loot overlay (`s`) against real loot.** The prologue contains none, so
live it has only ever said `No loot in view`. The contents path is proven by
the testbed's planted-loot check, not by a real chest.
- **Corner popup announcements** (`patches/popupstack.lua`) — loot / quest /
bestiary / tutorial popups did not fire during the prologue run. (The *modal*
recipe / lore / map popups are a separate mechanism and are now covered by the
`ingame_popup` descriptor and the testbed.)
2026-08-01 22:25:09 +02:00
- **The nearest-exit key (`Shift+End`) against a real exit.** The tutorial house
has no exit-tagged tile in view, so `getListByTag("exit")` returns an empty list
and live it has only ever said `No exits known`. The testbed proves the call
still answers and that the key leaves the tracker selection alone; it has not
proven the sentence.
- **The frontier report (`End`) on a real dungeon.** In the prologue house it
finds 2 clusters, both south-west, which is the right shape for one door but is
not much of a test of the clustering. The invariants (never an unseen tile,
never an impassable one, every cluster really touches unexplored ground,
distances measured from the player, nearest first) are all checked, but the
*phrasing* wants judging by ear on a level with several branches. In
particular: whether connected components read better than bucketing by bearing,
and whether a bare direction is enough or each way wants a hint of what it is.
- **The world map with more than one area.** The prologue has only Vyshberek, so
the bearing clause and a real travel duration have never been spoken — every
run so far says "You are currently here." The deadzone in `bearing()` (25%)
is therefore untuned by ear.
2026-08-01 22:25:09 +02:00
### Known-missing features (deliberate, not bugs)
- **No mod settings UI.** Verbosity (`describe.verbosity`), wall-tone config
(`walltones.config`) and `speech.logToConsole` are code-level fields only.
- **Q6 unanswered**: our hotkeys are a separate scheme, not registered in the
game's own rebinding UI. They are therefore not user-rebindable.
- **Q8 unanswered**: no exhaustive keyboard-reachability audit was done. All 28
states implement `keypressed`, and every screen reached so far was navigable,
but this was not proven screen-by-screen.
- **Distribution not designed** (D1 deferred). Any shipped build must place the
Tolk DLLs beside the executable — they cannot live inside a `.love`.
### If a future game version breaks something
Run the game and read the startup self-test. It reports every patch and every
descriptor probe. `PROBE BROKEN: no upvalue 'x'` means that local was renamed —
fix the descriptor in `accessibility/states/<state>.lua`. `ok (unset until
opened)` is normal.
To rebase the mod onto a new game version: commit the new pristine tree on top
of the `vanilla-0.4.2` baseline, then replay the mod commits. The only game-file
conflict possible is the single `main.lua` line.