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alchemist-accessibility/accessibility/tracker.lua
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2026-08-01 21:34:13 +02:00
-- tracker.lua — the object tracker.
--
-- Three-level navigation (docs/05-decisions.md D2):
--
-- Ctrl+PageUp / Ctrl+PageDown category "Creatures"
-- PageUp / PageDown kind "rat"
-- Shift+PageUp / Shift+PageDown instance that specific rat
-- Home announce distance + direction
-- Ctrl+Home walk there (what a left click does)
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--
-- Two hard rules:
--
-- * Never report anything outside FoV / rememberedFoV. The tracker must not
-- become a cheat -- it exposes what a sighted player could see, no more.
-- * Never scan per frame. A scan walks xMax x yMax; it runs on keypress and is
-- cached until the world changes under it.
local speech = require("accessibility.speech")
local describe = require("accessibility.describe")
local categories = require("accessibility.categories")
local tracker = {}
--------------------------------------------------------------------------------
-- State
--------------------------------------------------------------------------------
local categoryIndex = 1
local kindIndex = 1
local instanceIndex = 1
local scan -- { [categoryKey] = { kinds = { {key, name, instances={{x,y,ref},..}}, .. } } }
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local scanSignature
-- What the player last deliberately selected, so a rescan can put the cursor back
-- on it. Indices alone are useless here: the lists are distance-sorted, so a
-- single step re-orders them and a bare index silently selects a different rat.
local selectedKindKey -- string, or nil
local selectedInstance -- {ref = actor} for creatures, {x, y} for tiles
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--------------------------------------------------------------------------------
-- Scanning
--------------------------------------------------------------------------------
local function getLevel()
local ok, world = pcall(require, "models.world")
if not ok or not world.currentLevel then
return nil
end
return world.currentLevel
end
-- Cheap staleness key. Position matters because everything is sorted by distance
-- to the player; turn matters because creatures move and containers empty.
local function signatureFor(level)
local actor = level.playerActor
local turn = level.world and level.world.turn or 0
return string.format("%s:%s:%s:%s",
tostring(level.name), tostring(actor and actor.x), tostring(actor and actor.y), tostring(turn))
end
local function seenAt(level, x, y)
if level.FoV and level.FoV[x] and level.FoV[x][y] then
return true, true
end
if level.rememberedFoV and level.rememberedFoV[x] and level.rememberedFoV[x][y] then
return true, false
end
return false, false
end
local function newBucket()
return {kinds = {}, byKind = {}}
end
-- ref, when given, is the actor table itself: a creature's identity survives it
-- walking, its coordinates do not.
local function addTo(bucket, kindKey, kindName, x, y, ref)
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if not kindKey then
return
end
local kind = bucket.byKind[kindKey]
if not kind then
kind = {key = kindKey, name = kindName, instances = {}}
bucket.byKind[kindKey] = kind
bucket.kinds[#bucket.kinds + 1] = kind
end
kind.instances[#kind.instances + 1] = {x = x, y = y, ref = ref}
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end
function tracker.rescan(force)
local level = getLevel()
if not level or not level.playerActor then
scan = nil
return nil
end
local signature = signatureFor(level)
if not force and scan and signature == scanSignature then
return scan
end
local buckets = {}
for _, category in ipairs(categories.list) do
buckets[category.key] = newBucket()
end
local px, py = level.playerActor.x, level.playerActor.y
-- Creatures come from the actor list, not the grid.
for _, actor in ipairs(level.actors or {}) do
if actor ~= level.playerActor
and actor.x and actor.y
and actor.visibilityAlpha ~= 0
then
local visible = level.FoV and level.FoV[actor.x] and level.FoV[actor.x][actor.y]
if visible then
addTo(buckets.creatures, categories.actorKind(actor),
categories.actorName(actor), actor.x, actor.y, actor)
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end
end
end
-- Tiles.
for x = 1, level.xMax or 0 do
if level.grid[x] then
for y = 1, level.yMax or 0 do
local stack = level.grid[x][y]
if stack and seenAt(level, x, y) then
local claimed = {}
for i = #stack, 1, -1 do
local tile = stack[i]
local key = categories.classifyTile(tile)
-- One entry per category per cell: a cell can hold both a
-- door and a floor, but not two doors worth reporting.
if key and not claimed[key] then
claimed[key] = true
addTo(buckets[key], categories.tileKind(tile),
categories.tileName(tile), x, y)
end
end
if not claimed.terrain then
local ok, isWater = pcall(level.isWaterTile, x, y)
if ok and isWater then
addTo(buckets.terrain, "water", "water", x, y)
end
end
end
end
end
end
-- Sort instances by distance to the player, and kinds by their nearest
-- instance, so both levels of navigation move outward.
local function chebyshev(a)
return math.max(math.abs(a.x - px), math.abs(a.y - py))
end
for _, bucket in pairs(buckets) do
for _, kind in ipairs(bucket.kinds) do
table.sort(kind.instances, function(a, b)
return chebyshev(a) < chebyshev(b)
end)
end
table.sort(bucket.kinds, function(a, b)
return chebyshev(a.instances[1]) < chebyshev(b.instances[1])
end)
end
scan = buckets
scanSignature = signature
tracker.reanchor()
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return scan
end
--------------------------------------------------------------------------------
-- Selection stability
--
-- The scan is rebuilt from scratch every turn and both lists are distance-sorted,
-- so the same rat is at a different index each time it or the player moves. We
-- therefore track the selection by identity and re-derive the indices after every
-- rescan. The selection is only dropped when the thing genuinely stops being
-- reported -- out of FoV, killed, picked up.
--------------------------------------------------------------------------------
local function sameInstance(instance, wanted)
if not instance or not wanted then
return false
end
if wanted.ref then
return instance.ref == wanted.ref
end
return instance.ref == nil and instance.x == wanted.x and instance.y == wanted.y
end
-- Record what is selected right now. Called after every deliberate move of the
-- selection, never during a rescan.
local function remember()
local category = categories.list[categoryIndex]
local bucket = scan and category and scan[category.key]
local kind = bucket and bucket.kinds[kindIndex]
selectedKindKey = kind and kind.key or nil
local instance = kind and kind.instances[instanceIndex]
if instance then
selectedInstance = instance.ref and {ref = instance.ref} or {x = instance.x, y = instance.y}
else
selectedInstance = nil
end
end
function tracker.reanchor()
local category = categories.list[categoryIndex]
local bucket = scan and category and scan[category.key]
if not bucket or not selectedKindKey then
return
end
local foundKind
for i, kind in ipairs(bucket.kinds) do
if kind.key == selectedKindKey then
kindIndex, foundKind = i, kind
break
end
end
if not foundKind then
-- The kind is gone from view entirely. Let the clamp in currentKind pick
-- whatever is nearest and stop pretending we still have a selection.
selectedKindKey, selectedInstance = nil, nil
return
end
if not selectedInstance then
return
end
for i, instance in ipairs(foundKind.instances) do
if sameInstance(instance, selectedInstance) then
instanceIndex = i
return
end
end
-- Kind still visible, this particular one is not.
selectedInstance = nil
end
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--------------------------------------------------------------------------------
-- Access
--------------------------------------------------------------------------------
local function currentCategory()
return categories.list[categoryIndex]
end
local function currentBucket()
local data = tracker.rescan()
local category = currentCategory()
if not data or not category then
return nil
end
return data[category.key]
end
local function currentKind()
local bucket = currentBucket()
if not bucket or #bucket.kinds == 0 then
return nil
end
kindIndex = math.max(1, math.min(kindIndex, #bucket.kinds))
return bucket.kinds[kindIndex], bucket
end
local function currentInstance()
local kind = currentKind()
if not kind then
return nil
end
instanceIndex = math.max(1, math.min(instanceIndex, #kind.instances))
return kind.instances[instanceIndex], kind
end
-- What is selected right now, after any pending rescan. Used by the testbed, and
-- handy for anything that wants to follow the tracker cursor.
function tracker.currentSelection()
local instance, kind = currentInstance()
if not instance then
return nil
end
return {
category = currentCategory() and currentCategory().key,
kind = kind.key,
name = kind.name,
x = instance.x,
y = instance.y,
ref = instance.ref,
}
end
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--------------------------------------------------------------------------------
-- Announcements
--------------------------------------------------------------------------------
local function offsetFromPlayer(instance)
local level = getLevel()
local actor = level and level.playerActor
if not actor then
return ""
end
return describe.offset(instance.x - actor.x, instance.y - actor.y)
end
local function announceCategory()
local category = currentCategory()
local bucket = currentBucket()
if not category then
return
end
if not bucket or #bucket.kinds == 0 then
speech.say(category.name .. ", none", true)
return
end
local count = #bucket.kinds
speech.say(string.format("%s, %d %s", category.name, count,
count == 1 and "kind" or "kinds"), true)
end
local function announceKind()
local kind, bucket = currentKind()
if not kind then
local category = currentCategory()
speech.say((category and category.name or "Nothing") .. ", none", true)
return
end
local total = #kind.instances
local instance = kind.instances[1]
speech.say(string.format("%s, %d, nearest %s, %d of %d",
kind.name, total, offsetFromPlayer(instance), kindIndex, #bucket.kinds), true)
end
local function announceInstance()
local instance, kind = currentInstance()
if not instance then
return
end
speech.say(string.format("%s %d of %d, %s",
kind.name, instanceIndex, #kind.instances, offsetFromPlayer(instance)), true)
end
--------------------------------------------------------------------------------
-- Navigation
--------------------------------------------------------------------------------
local function cycle(value, delta, count)
if count == 0 then
return 1
end
value = value + delta
if value < 1 then
value = count
elseif value > count then
value = 1
end
return value
end
function tracker.cycleCategory(delta)
tracker.rescan()
categoryIndex = cycle(categoryIndex, delta, #categories.list)
kindIndex = 1
instanceIndex = 1
remember()
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announceCategory()
end
function tracker.cycleKind(delta)
local bucket = currentBucket()
if not bucket or #bucket.kinds == 0 then
announceKind()
return
end
kindIndex = cycle(kindIndex, delta, #bucket.kinds)
instanceIndex = 1
remember()
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announceKind()
end
function tracker.cycleInstance(delta)
local kind = currentKind()
if not kind then
announceKind()
return
end
instanceIndex = cycle(instanceIndex, delta, #kind.instances)
remember()
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announceInstance()
end
-- Home: where is the current thing, and how far is it to actually walk there.
function tracker.announceLocation()
local instance, kind = currentInstance()
if not instance then
local category = currentCategory()
speech.say((category and category.name or "Tracker") .. ", nothing selected", true)
return
end
local parts = {
string.format("%s, %s", kind.name, offsetFromPlayer(instance)),
}
-- Straight-line offset can be badly misleading indoors -- a chest three tiles
-- north through a wall may be twenty steps away. Path length is the number
-- that actually matters.
local level = getLevel()
if level then
local ok, path = pcall(level.calculatePathFromPlayer, instance.x, instance.y)
if ok and path and #path > 0 then
parts[#parts + 1] = #path .. (#path == 1 and " step by path" or " steps by path")
elseif ok then
parts[#parts + 1] = "no path"
end
end
speech.say(table.concat(parts, ", "), true)
end
-- Ctrl+Home: actually go there.
--
-- This is the keyboard equivalent of a left click on the tile (states/ingame.lua
-- mousepressed): build a path with calculatePathFromPlayer, then hand it to the
-- level's input buffer with the ingame state as the owner. We deliberately use
-- the game's own two-branch shape -- a one-step path goes through playerInput
-- directly, because bufferInput for a single move re-enters the buffer machinery
-- for no reason.
--
-- Most things worth tracking stand on impassable tiles (a rat, a chest), and
-- calculatePathFromPlayer refuses those outright. So when the tile itself has no
-- path we path to the best neighbouring tile instead, which is what a player
-- clicking a monster expects to happen anyway.
local function pathTo(level, x, y)
local ok, path = pcall(level.calculatePathFromPlayer, x, y)
if ok and path and #path > 0 then
return path, true
end
local best
for dx = -1, 1 do
for dy = -1, 1 do
if dx ~= 0 or dy ~= 0 then
local okNear, near = pcall(level.calculatePathFromPlayer, x + dx, y + dy)
if okNear and near and #near > 0 and (not best or #near < #best) then
best = near
end
end
end
end
return best, false
end
function tracker.walkToSelection()
local instance, kind = currentInstance()
if not instance then
local category = currentCategory()
speech.say((category and category.name or "Tracker") .. ", nothing selected", true)
return
end
-- Walking is only meaningful on the map. In a menu or the observe cursor the
-- input buffer belongs to another state and feeding it moves would be a bug.
local okStates, states = pcall(require, "states")
if not okStates or states.getCurrent() ~= "ingame" then
speech.say("Cannot walk from here", true)
return
end
local level = getLevel()
local actor = level and level.playerActor
if not actor then
return
end
if instance.x == actor.x and instance.y == actor.y then
speech.say(kind.name .. ", already here", true)
return
end
local path, exact = pathTo(level, instance.x, instance.y)
if not path then
speech.say(kind.name .. ", no path", true)
return
end
-- Same module key states.lua uses, so we share its cached instance.
local okIngame, ingame = pcall(require, "states/ingame")
if not okIngame then
return
end
pcall(level.skipAllAnimations)
local okMove, err
if #path == 1 then
okMove, err = pcall(level.playerInput, "move",
actor.x + path[1].dx, actor.y + path[1].dy, ingame)
else
okMove, err = pcall(level.bufferInput, "move", path, ingame)
end
if not okMove then
print("[accessibility] walk to selection failed: " .. tostring(err))
speech.say(kind.name .. ", cannot walk there", true)
return
end
-- calculatePathFromPlayer truncates to a single step while the player is
-- threatened, so the spoken count is the number of steps that will actually
-- be taken, not the distance to the target.
speech.say(string.format("Walking %s %s, %d %s",
exact and "to" or "next to", kind.name,
#path, #path == 1 and "step" or "steps"), true)
end
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--------------------------------------------------------------------------------
-- Key registration
--------------------------------------------------------------------------------
function tracker.registerKeys(hotkeys)
hotkeys.bind("pageup", "ctrl", function() tracker.cycleCategory(-1) end)
hotkeys.bind("pagedown", "ctrl", function() tracker.cycleCategory(1) end)
hotkeys.bind("pageup", "shift", function() tracker.cycleInstance(-1) end)
hotkeys.bind("pagedown", "shift", function() tracker.cycleInstance(1) end)
hotkeys.bind("pageup", nil, function() tracker.cycleKind(-1) end)
hotkeys.bind("pagedown", nil, function() tracker.cycleKind(1) end)
hotkeys.bind("home", nil, tracker.announceLocation)
hotkeys.bind("home", "ctrl", tracker.walkToSelection)
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end
return tracker