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alchemist-accessibility/accessibility/init.lua
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-- accessibility/init.lua — mod entry point.
--
-- This is the ONLY thing the game calls into. main.lua gains exactly one line:
--
-- require("accessibility").initialize()
--
-- placed after console.prepare() and before the first states.switch(). By that
-- point templates are preprocessed, keybindings are loaded, states.setup() has
-- run, and the console canvas exists — everything we patch is ready.
--
-- Everything here is wrapped so that a bug in the mod degrades to "no speech"
-- rather than taking the game down with it.
local accessibility = {}
local speech = require("accessibility.speech")
local stateNames = require("accessibility.stateNames")
local initialized = false
--------------------------------------------------------------------------------
-- Patch registry
--
-- Later phases register their patches here. Each entry is {name, fn}; fn is called
-- inside a pcall during initialize(), and a failure disables only that patch.
--------------------------------------------------------------------------------
local patches = {}
function accessibility.registerPatch(name, fn)
patches[#patches + 1] = {name = name, fn = fn}
end
local patchResults = {}
local function applyPatches()
for _, patch in ipairs(patches) do
local ok, err = pcall(patch.fn)
patchResults[patch.name] = ok and "ok" or tostring(err)
if not ok then
print("[accessibility] patch '" .. patch.name .. "' FAILED: " .. tostring(err))
end
end
end
-- Startup self-test output. This is the version-bump canary: when the game
-- updates and something we hook has moved, it shows up here immediately rather
-- than as silence three screens into a playthrough.
function accessibility.selfTest()
print("[accessibility] --- self test ---")
print("[accessibility] TTS: " .. (speech.isAvailable() and "available"
or ("UNAVAILABLE (" .. tostring(speech.getFailureReason()) .. ")")))
if speech.isAvailable() then
-- Distinguishes "DLL loaded" from "actually reached a screen reader or SAPI".
print("[accessibility] speech channel: " .. (speech.hasSpeech() and "yes" or "NO — nothing will be audible"))
end
for name, result in pairs(patchResults) do
print("[accessibility] patch " .. name .. ": " .. result)
end
print("[accessibility] --- end self test ---")
end
--------------------------------------------------------------------------------
-- Core hooks into states.lua
--------------------------------------------------------------------------------
local function hookStates()
local states = require("states")
-- Screen changes: announce the new screen.
local realSwitch = states.switch
states.switch = function(newState, params)
local result = realSwitch(newState, params)
-- After the switch, so a state's open() has already set up its focus.
pcall(function()
local name = stateNames[newState] or newState
speech.say(name, true)
end)
return result
end
-- Per-frame speech flush. main.lua calls states.update(dt) via a table lookup,
-- so wrapping the field here avoids editing love.update.
local realUpdate = states.update
states.update = function(dt)
local result = realUpdate(dt)
pcall(speech.flush)
return result
end
end
--------------------------------------------------------------------------------
-- Entry point
--------------------------------------------------------------------------------
function accessibility.initialize()
if initialized then
return
end
initialized = true
local ok, err = pcall(function()
speech.initialize()
hookStates()
applyPatches()
end)
if not ok then
print("[accessibility] initialisation FAILED, game continues unmodified: " .. tostring(err))
return
end
accessibility.selfTest()
end
return accessibility