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
+23
View File
@@ -0,0 +1,23 @@
-- 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,
}