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
+44 -9
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@@ -3,7 +3,7 @@
**Read this first on any handoff.** Living document: update it whenever state changes, before ending a turn. **Read this first on any handoff.** Living document: update it whenever state changes, before ending a turn.
Last updated: 2026-08-01 · Currently: **Phases 0–3 done + menus/dialogue. Last updated: 2026-08-01 · Currently: **Phases 0–3 done + menus/dialogue.
Phase 4 (remaining menus) next.** Phase 4 mostly done. Phase 5 (status, popups) next.**
**Game is playable start-to-finish by ear** from main menu through the intro **Game is playable start-to-finish by ear** from main menu through the intro
conversation into gameplay — verified by the testbed, **13/13 checks**. conversation into gameplay — verified by the testbed, **13/13 checks**.
@@ -324,17 +324,52 @@ they survive. 13 kinds/32 instances → 12 kinds/19 instances.
`chest_tutorial` literally prints "find nothing of use for now" — it has no loot `chest_tutorial` literally prints "find nothing of use for now" — it has no loot
yet. Verify against a later area before trusting those two categories.)* yet. Verify against a later area before trusting those two categories.)*
### Done — Phase 4 (most of it): menu descriptors
**16 states now have descriptors** — all registered in `describedStates` in
`init.lua`, all resolving in the startup self-test:
`main_menu` · `settings_menu` · `load_game` · `new_game` · `narration` ·
`ingame_dialogue` · `ingame_observe` · `actions_menu` · `worldmap` ·
`alchemy_table` · `journal` · `character` · `inventory` ·
`menu_text` / `ingame_message` / `menu_message` (shared `_textscreen.lua`)
Verified live: `Journal. Quests, A simple commission, 1 of 1` ·
`Character, 1 of 3` · `Actions. Interact, 1 of 1` ·
`Inventory. All items, empty, slot 1`. **21/21 testbed checks.**
#### Two driver improvements (both prompted by real failures)
- **`menus.getAnyUpvalue`** — finds a file-local across *all* of a state's
functions plus one level into inner closures. Safe because a Lua file-local is
a single shared upvalue, so any closure referencing it sees the same variable.
Needed because `actions_menu` and `worldmap` build their lists in `open()` and
never mention them in `keypressed`. The generic probe path now falls back to it.
- **`menus.hasUpvalue`** — checks a local *exists* rather than *holds a value*.
`getUpvalue` can't tell "no such local" from "declared but nil", which made the
self-test cry PROBE BROKEN on `worldmap` (whose `local options` is nil until
the screen opens). Self-test now reports `ok (unset until opened)`.
#### Ownership rule: descriptors beat the popup patch
`patches/popups.lua` now **stands down for any state that has a descriptor.**
`inventoryCursorPopup.set` only fires when there *is* an item, so on an empty
slot or empty tab it said nothing — you couldn't tell whether the cursor moved.
The `inventory` descriptor reports item-or-empty plus slot and tab; letting both
speak would double up on every item.
### Known gaps (next up) ### Known gaps (next up)
- **Phase 4**: descriptors for `worldmap`, `journal`, `character`, `research`, - **Phase 4 remainder**: `research`, `config_menu`, `keybindings_menu` have no
`inventory`, `craft`, `refine`, `trade`, `actions_menu`, `alchemy_table`, descriptors. `craft` / `refine` / `trade` are covered only by the
`keybindings_menu`, `config_menu`, `menu_text`, `ingame_message`, `inventoryCursorPopup` patch — so, like inventory was, they will be silent on
`menu_message`. (`inventory`/`craft`/`refine`/`trade` are partly covered empty slots and say nothing about the quantity **slider** in the confirmation
already by the `inventoryCursorPopup` patch.) window (`modules/slider.lua`, Left/Right adjusts, Shift for ×5).
- **Phase 5**: player status key (HP, statuses, current action), popup - **Phase 5**: player status key (HP, statuses, current action), popup
announcements, damage alerts, mod settings. announcements (`popupStack.add`), damage alerts
(`ingame.checkInterruptions`), mod settings.
- `ingame` itself has no descriptor. - `ingame` itself has no descriptor.
- Tracker categories Items/Alchemy/Exits/Creatures/Terrain unverified against a - **Unverified against real content:** tracker categories Items / Alchemy /
populated area — the tutorial house has none of them. Exits / Creatures / Terrain (tutorial house has none), and inventory item
names (inventory is empty in the prologue).
- `worldmap`, `journal`, `character`, `research`, `inventory`, `craft`, `refine`, - `worldmap`, `journal`, `character`, `research`, `inventory`, `craft`, `refine`,
`trade`, `actions_menu`, `alchemy_table`, `keybindings_menu`, `config_menu`, `trade`, `actions_menu`, `alchemy_table`, `keybindings_menu`, `config_menu`,
`menu_text`, `ingame_message`, `menu_message` still have no descriptors. `menu_text`, `ingame_message`, `menu_message` still have no descriptors.
+9
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@@ -31,6 +31,15 @@ local describedStates = {
"narration", "narration",
"ingame_dialogue", "ingame_dialogue",
"ingame_observe", "ingame_observe",
"actions_menu",
"worldmap",
"alchemy_table",
"journal",
"character",
"menu_text",
"ingame_message",
"menu_message",
"inventory",
} }
local initialized = false local initialized = false
+125 -9
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@@ -47,6 +47,52 @@ end
menus.getUpvalue = getUpvalue menus.getUpvalue = getUpvalue
-- Find a file-local by name across ALL of a state's exported functions, and one
-- level into any inner functions they close over.
--
-- Safe because a Lua file-local is a single shared upvalue: every closure in that
-- file that references it sees the same variable, so whichever function we reach
-- it through yields the same value. This saves hand-picking a probe function per
-- descriptor, and survives the common case where the local we want is touched by
-- draw() or an inner helper rather than by keypressed().
function menus.getAnyUpvalue(stateTable, name)
if type(stateTable) ~= "table" then
return nil
end
local nested = {}
for _, fn in pairs(stateTable) do
if type(fn) == "function" then
local value = getUpvalue(fn, name)
if value ~= nil then
return value
end
local i = 1
while true do
local upName, upValue = debug.getupvalue(fn, i)
if not upName then
break
end
if type(upValue) == "function" then
nested[#nested + 1] = upValue
end
i = i + 1
end
end
end
for _, fn in ipairs(nested) do
local value = getUpvalue(fn, name)
if value ~= nil then
return value
end
end
return nil
end
-- IMPORTANT: states.lua loads states with require("states/"..name) -- a SLASH. -- IMPORTANT: states.lua loads states with require("states/"..name) -- a SLASH.
-- require() caches on the exact string, so require("states.main_menu") would load -- require() caches on the exact string, so require("states.main_menu") would load
-- a SECOND, independent copy of the file with its own upvalues, and we would be -- a SECOND, independent copy of the file with its own upvalues, and we would be
@@ -62,6 +108,63 @@ end
menus.getStateTable = getStateTable menus.getStateTable = getStateTable
-- Does a file-local of this name EXIST, regardless of its current value?
--
-- getUpvalue returns the value, so it cannot tell "no such local" from "local
-- exists but is currently nil". That distinction matters for the self-test:
-- several states declare `local options` at the top and only assign it in
-- open(), so before the screen is first visited the value is legitimately nil.
-- Treating that as a broken probe produced a false alarm on worldmap.
function menus.hasUpvalue(stateTable, name)
if type(stateTable) ~= "table" then
return false
end
local function scan(fn)
local i = 1
while true do
local upName = debug.getupvalue(fn, i)
if not upName then
return false
end
if upName == name then
return true
end
i = i + 1
end
end
local nested = {}
for _, fn in pairs(stateTable) do
if type(fn) == "function" then
if scan(fn) then
return true
end
local i = 1
while true do
local upName, upValue = debug.getupvalue(fn, i)
if not upName then
break
end
if type(upValue) == "function" then
nested[#nested + 1] = upValue
end
i = i + 1
end
end
end
for _, fn in ipairs(nested) do
if scan(fn) then
return true
end
end
return false
end
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-- Descriptors -- Descriptors
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
@@ -111,9 +214,21 @@ local function readFocus(stateName)
return nil, nil return nil, nil
end end
-- Try the named probe function first, then fall back to searching every
-- function in the state. Several states (actions_menu, worldmap) build their
-- list in open() and never mention it in keypressed, so the named function
-- alone finds nothing.
local probeFn = stateTable[probe.fn or "keypressed"] local probeFn = stateTable[probe.fn or "keypressed"]
local index = getUpvalue(probeFn, probe.focus) local index = getUpvalue(probeFn, probe.focus)
if index == nil then
index = menus.getAnyUpvalue(stateTable, probe.focus)
end
local list = getUpvalue(probeFn, probe.list) local list = getUpvalue(probeFn, probe.list)
if list == nil then
list = menus.getAnyUpvalue(stateTable, probe.list)
end
if type(index) ~= "number" or type(list) ~= "table" then if type(index) ~= "number" or type(list) ~= "table" then
return nil, nil return nil, nil
@@ -216,18 +331,19 @@ function menus.selfTest(stateList)
if not stateTable then if not stateTable then
results[stateName] = "STATE NOT LOADABLE" results[stateName] = "STATE NOT LOADABLE"
else else
local probeFn = stateTable[descriptor.probe.fn or "keypressed"] -- Check that the NAMES exist, not that they currently hold values.
local index = getUpvalue(probeFn, descriptor.probe.focus) -- Most of these are assigned in open(), so before the screen has
local list = getUpvalue(probeFn, descriptor.probe.list) -- been visited they are legitimately nil.
local hasFocus = menus.hasUpvalue(stateTable, descriptor.probe.focus)
local hasList = menus.hasUpvalue(stateTable, descriptor.probe.list)
-- index is often nil until the screen is opened; the list existing if not hasList then
-- is the real signal that the probe still points at something.
if list == nil then
results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.list) .. "'" results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.list) .. "'"
elseif index == nil and not descriptor.probe.focusMayBeNil then elseif not hasFocus then
results[stateName] = "probe partial: '" .. tostring(descriptor.probe.focus) .. "' nil (may be normal before open)" results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.focus) .. "'"
else else
results[stateName] = "ok" local list = menus.getAnyUpvalue(stateTable, descriptor.probe.list)
results[stateName] = list == nil and "ok (unset until opened)" or "ok"
end end
end end
end end
+10
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@@ -55,6 +55,16 @@ return function()
local result = realInventorySet(lines, ...) local result = realInventorySet(lines, ...)
pcall(function() pcall(function()
-- Stand down for any state that has its own descriptor. A descriptor
-- knows about empty slots and tab changes, which this popup never sees
-- (it is only called when there IS an item), so letting both speak
-- would double up on every item.
local states = require("states")
local menus = require("accessibility.menus")
if menus.loadDescriptor(states.getCurrent()) then
return
end
local text = linesToText(lines) local text = linesToText(lines)
if not text then if not text then
+64
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@@ -0,0 +1,64 @@
-- 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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@@ -0,0 +1,22 @@
-- 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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@@ -0,0 +1,37 @@
-- 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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@@ -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,
}
+2
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@@ -0,0 +1,2 @@
-- states/ingame_message.lua -- see _textscreen.lua
return require("accessibility.states._textscreen")
+61
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@@ -0,0 +1,61 @@
-- 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,
}
+50
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@@ -0,0 +1,50 @@
-- 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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@@ -0,0 +1,2 @@
-- states/menu_message.lua -- see _textscreen.lua
return require("accessibility.states._textscreen")
+2
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@@ -0,0 +1,2 @@
-- states/menu_text.lua -- see _textscreen.lua
return require("accessibility.states._textscreen")
+32
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@@ -0,0 +1,32 @@
-- 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,
}
+29
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@@ -285,6 +285,35 @@ local function scenario()
press("pagedown", "tracker: next instance", {shift = true}) press("pagedown", "tracker: next instance", {shift = true})
press("home", "tracker: announce location") press("home", "tracker: announce location")
-- Phase 4: the menu screens reachable from gameplay.
--
-- Each is opened, navigated once, and closed. `back` is bound to x/escape/
-- backspace, but x also opens examine mode, so use escape.
local screens = {
{key = "j", state = "journal", nav = {"down", "right"}},
{key = "c", state = "character", nav = {"right", "right"}},
{key = "a", state = "actions_menu", nav = {"down"}},
{key = "i", state = "inventory", nav = {"right", "down"}},
}
for _, screen in ipairs(screens) do
press(screen.key, "open " .. screen.state)
wait(10)
local reached = currentState() == screen.state
check("opened " .. screen.state, reached, "got " .. currentState())
if reached then
for _, key in ipairs(screen.nav) do
press(key, screen.state .. ": " .. key)
end
check(screen.state .. " describes focus", focusText() ~= nil,
"focus=" .. tostring(focusText()))
press("escape", "close " .. screen.state)
wait(15)
end
end
-- The game's own examine mode. -- The game's own examine mode.
press("x", "enter examine mode") press("x", "enter examine mode")
wait(10) wait(10)