Phase 4: menu descriptors for 16 states

Game-file footprint unchanged: still one line in main.lua.

Adds descriptors for actions_menu, worldmap, alchemy_table, journal, character,
inventory, and a shared one for the full-screen prose states (menu_text,
ingame_message, menu_message). The prose states also push their text into the
console history, so the existing review keys walk the manual paragraph by
paragraph rather than delivering it as one unusable utterance.

Two driver improvements, both prompted by real failures the self-test caught:

- menus.getAnyUpvalue finds a file-local across all of a state's functions and
  one level into inner closures. Safe because a Lua file-local is a single
  shared upvalue. Needed because actions_menu and worldmap build their lists in
  open() and never reference them in keypressed, so the named probe function
  found nothing. The generic probe path now falls back to this.

- menus.hasUpvalue checks that a local exists rather than that it holds a value.
  getUpvalue cannot distinguish 'no such local' from 'declared but currently
  nil', which made the self-test report PROBE BROKEN for worldmap, whose
  'local options' is nil until the screen is first opened.

patches/popups.lua now stands down for any state that has a descriptor.
inventoryCursorPopup.set only fires when an item is under the cursor, so empty
slots and empty tabs were silent and you could not tell the cursor had moved.
The inventory descriptor reports item-or-empty plus slot and tab instead.

21/21 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Accessibility Mod
2026-08-01 22:00:52 +02:00
co-authored by Claude Opus 5
parent bd338087ce
commit 0477097e29
15 changed files with 512 additions and 18 deletions
+64
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-- Shared descriptor for the full-screen prose states: menu_text (manual,
-- credits), ingame_message and menu_message.
--
-- These have no focus cursor -- the whole screen is one block of text. Long ones
-- (the manual runs to thousands of words) are unusable as a single utterance, so
-- the text is ALSO pushed into the console history. That makes the existing
-- review keys ([ and ]) work on it: you can walk the manual paragraph by
-- paragraph, jump to the start with Shift+[, and re-read with \.
local history = require("accessibility.history")
-- Split on blank lines first, falling back to single newlines. Paragraph-sized
-- chunks read far better than either one huge utterance or line-by-line
-- fragments broken mid-sentence by the game's own wrapping.
local function paragraphs(text)
local chunks = {}
for chunk in (text .. "\n\n"):gmatch("(.-)\n%s*\n") do
chunk = chunk:gsub("^%s+", ""):gsub("%s+$", "")
if chunk ~= "" then
chunks[#chunks + 1] = chunk
end
end
if #chunks == 0 then
for line in text:gmatch("[^\n]+") do
line = line:gsub("^%s+", ""):gsub("%s+$", "")
if line ~= "" then
chunks[#chunks + 1] = line
end
end
end
return chunks
end
local lastText
return {
read = function(stateTable, menus)
local text = menus.getAnyUpvalue(stateTable, "messageText")
if type(text) ~= "string" or text == "" then
return nil, nil
end
if text == lastText then
return nil, nil
end
lastText = text
-- Feed the review buffer so [ and ] can walk it.
local chunks = paragraphs(text)
for _, chunk in ipairs(chunks) do
pcall(history.append, chunk, "text")
end
local summary = #chunks > 1
and string.format("%s. %d paragraphs, use review keys to read.", chunks[1], #chunks)
or chunks[1]
return summary, text
end,
}
+22
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-- states/actions_menu.lua — the player's available actions.
--
-- open() preselects whichever entry matches player.currentSelectedAction, so the
-- announcement on entry tells you what is already armed.
return {
probe = {
fn = "keypressed",
focus = "selectedOption",
list = "optionsList",
},
render = function(entry, index, total)
local text = entry.title or entry.name or "?"
if entry.enabled == false then
text = text .. ", unavailable"
end
return text .. ", " .. index .. " of " .. total
end,
}
+37
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-- states/alchemy_table.lua — sort / grind / distill.
--
-- The options carry no title, only a `description` and a `refinementType`. The
-- refinement type is the actual name of the operation, so lead with that and let
-- the description follow.
--
-- Distillation is gated behind a story flag, and open() recomputes `enabled`
-- every time -- announcing unavailability matters, since otherwise selecting it
-- appears to do nothing.
return {
probe = {
fn = "keypressed",
focus = "selectedOption",
list = "craftingOptions",
},
render = function(entry, index, total)
local name = entry.refinementType or "?"
name = name:sub(1, 1):upper() .. name:sub(2)
local parts = {name}
if entry.enabled == false then
parts[#parts + 1] = "unavailable"
if entry.disabledDescription then
parts[#parts + 1] = entry.disabledDescription
end
elseif entry.description then
parts[#parts + 1] = entry.description
end
parts[#parts + 1] = index .. " of " .. total
return table.concat(parts, ", ")
end,
}
+23
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-- states/character.lua — Character / Status / Weather tabs.
--
-- Purely tabbed: there is no per-entry cursor, the tab body is just drawn. So we
-- announce the tab, and the body is left to the dedicated status key (Phase 5).
return {
read = function(stateTable, menus)
local tabIndex = menus.getAnyUpvalue(stateTable, "activeTabIndex")
local tabsList = menus.getAnyUpvalue(stateTable, "tabsList")
if type(tabIndex) ~= "number" or type(tabsList) ~= "table" then
return nil, nil
end
local tab = tabsList[tabIndex]
if not tab then
return nil, nil
end
return string.format("%s, %d of %d", tab.header or "?", tabIndex, #tabsList),
tostring(tabIndex)
end,
}
+2
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-- states/ingame_message.lua -- see _textscreen.lua
return require("accessibility.states._textscreen")
+61
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-- states/inventory.lua — the item grid.
--
-- The inventoryCursorPopup patch already speaks item details, but only when an
-- item is actually under the cursor. Moving onto an empty slot, or switching to
-- an empty tab, produced silence -- so you could not tell whether the cursor had
-- moved, which tab you were on, or that the tab was simply empty.
--
-- This descriptor owns narration for this screen instead: it reports the item if
-- there is one, "empty" if not, and the category whenever the tab changes.
-- patches/popups.lua stands down for any state that has a descriptor, so the two
-- never double-speak.
local itemCategories = require("modules.item.categories")
local lastTab
return {
read = function(stateTable, menus)
local window = menus.getAnyUpvalue(stateTable, "inventoryWindow")
if type(window) ~= "table" or not window.getItemOnCursor then
return nil, nil
end
local position = window.cursorPosition
if type(position) ~= "number" then
return nil, nil
end
-- activeTabIndex lives inside the window closure, not the state file, so
-- reach it through one of the window's own methods.
local tabIndex
if window.adjustTab then
tabIndex = menus.getUpvalue(window.adjustTab, "activeTabIndex")
end
local parts = {}
if tabIndex and tabIndex ~= lastTab then
lastTab = tabIndex
local category = itemCategories[tabIndex]
parts[#parts + 1] = (category and category.header) or ("tab " .. tabIndex)
end
local ok, item = pcall(window.getItemOnCursor)
if ok and item then
parts[#parts + 1] = item.name or item.templateId or "item"
if item.quantity and item.quantity > 1 then
parts[#parts + 1] = "x" .. item.quantity
end
else
parts[#parts + 1] = "empty"
end
parts[#parts + 1] = "slot " .. position
return table.concat(parts, ", "),
tostring(tabIndex) .. ":" .. tostring(position) .. ":" .. tostring(ok and item and (item.name or "?"))
end,
}
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-- states/journal.lua — quests, lore, bestiary, knowledge, research, tutorials.
--
-- Two axes move independently: the tab (left/right) and the entry within it
-- (up/down). Both must be announced, and the tab header must lead when it
-- changes, since "Quests" and "Bestiary" list very different things.
--
-- Uses getAnyUpvalue because activeTabIndex, options and selectedOption are
-- touched by different functions here (gotoTab, refreshOptions, keypressed).
local lastTab
return {
read = function(stateTable, menus)
local tabIndex = menus.getAnyUpvalue(stateTable, "activeTabIndex")
local tabsList = menus.getAnyUpvalue(stateTable, "tabsList")
local options = menus.getAnyUpvalue(stateTable, "options")
local selected = menus.getAnyUpvalue(stateTable, "selectedOption")
if type(tabIndex) ~= "number" or type(tabsList) ~= "table" then
return nil, nil
end
local tab = tabsList[tabIndex]
local tabName = tab and tab.header or ("tab " .. tabIndex)
local parts = {}
-- Lead with the tab only when it just changed, so stepping through a long
-- quest list doesn't repeat "Quests" on every line.
if tabIndex ~= lastTab then
lastTab = tabIndex
parts[#parts + 1] = tabName
end
if type(options) == "table" and type(selected) == "number" and options[selected] then
local entry = options[selected]
parts[#parts + 1] = entry.title or entry.header or entry.name or "?"
parts[#parts + 1] = selected .. " of " .. #options
elseif type(options) == "table" and #options == 0 then
parts[#parts + 1] = "empty"
end
if #parts == 0 then
return nil, nil
end
return table.concat(parts, ", "),
tostring(tabIndex) .. ":" .. tostring(selected) .. ":" .. tostring(options and #options)
end,
}
+2
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-- states/menu_message.lua -- see _textscreen.lua
return require("accessibility.states._textscreen")
+2
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-- states/menu_text.lua -- see _textscreen.lua
return require("accessibility.states._textscreen")
+32
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-- states/worldmap.lua — travel destinations.
--
-- Entries are areas, sorted by the screen's own comparator. `visitedMessage`
-- ("Visited 3 days ago") is the game's own string and worth speaking: on a map of
-- similar-sounding place names it is the main way to tell where you have been.
return {
probe = {
fn = "keypressed",
focus = "selectedOption",
list = "options",
focusMayBeNil = true,
},
render = function(entry, index, total)
local parts = {entry.name or "Unknown area"}
if entry.isCompleted then
parts[#parts + 1] = "completed"
end
if entry.isFavourite then
parts[#parts + 1] = "favourite"
end
if entry.visitedMessage and entry.visitedMessage ~= "" then
parts[#parts + 1] = entry.visitedMessage
end
parts[#parts + 1] = index .. " of " .. total
return table.concat(parts, ", ")
end,
}