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>
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co-authored by
Claude Opus 5
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-- states/journal.lua — quests, lore, bestiary, knowledge, research, tutorials.
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--
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-- Two axes move independently: the tab (left/right) and the entry within it
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-- (up/down). Both must be announced, and the tab header must lead when it
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-- changes, since "Quests" and "Bestiary" list very different things.
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--
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-- Uses getAnyUpvalue because activeTabIndex, options and selectedOption are
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-- touched by different functions here (gotoTab, refreshOptions, keypressed).
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local lastTab
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return {
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read = function(stateTable, menus)
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local tabIndex = menus.getAnyUpvalue(stateTable, "activeTabIndex")
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local tabsList = menus.getAnyUpvalue(stateTable, "tabsList")
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local options = menus.getAnyUpvalue(stateTable, "options")
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local selected = menus.getAnyUpvalue(stateTable, "selectedOption")
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if type(tabIndex) ~= "number" or type(tabsList) ~= "table" then
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return nil, nil
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end
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local tab = tabsList[tabIndex]
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local tabName = tab and tab.header or ("tab " .. tabIndex)
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local parts = {}
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-- Lead with the tab only when it just changed, so stepping through a long
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-- quest list doesn't repeat "Quests" on every line.
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if tabIndex ~= lastTab then
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lastTab = tabIndex
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parts[#parts + 1] = tabName
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end
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if type(options) == "table" and type(selected) == "number" and options[selected] then
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local entry = options[selected]
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parts[#parts + 1] = entry.title or entry.header or entry.name or "?"
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parts[#parts + 1] = selected .. " of " .. #options
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elseif type(options) == "table" and #options == 0 then
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parts[#parts + 1] = "empty"
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end
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if #parts == 0 then
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return nil, nil
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end
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return table.concat(parts, ", "),
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tostring(tabIndex) .. ":" .. tostring(selected) .. ":" .. tostring(options and #options)
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end,
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}
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