inventory: speak the item action menu

Pressing enter/z on an inventory item plays a click and, until now, said
nothing. The click is sound.select: the menu WAS opening every time.

inventory.keypressed -> inventoryWindow.enableItemMenu() builds a second,
nested selection over the grid (modules/item/itemMenu.lua) listing the
actions that item currently allows, filtered from itemActions.lua by
per-action conditions: Activate, Wield/Unwield, Wear/Take off, Switch
on/off, Drink, Eat, Apply, Read, Open, Prepare for throwing/Pack away.
Up/down move in it, enter activates, any other key cancels. None of it
goes through console.print or the cursor popup, so it was silent -- and
since the game has no separate equipment screen, this menu is the only
way to equip anything. Reported by Talon: the torch quest was unplayable.

_itemgrid.lua now checks window.itemMenu first and keeps the grid cell
quiet underneath, since the menu is modal over it. The menu is a closure
with no getters, so lines and currentSelectedAction are read as upvalues
of its own draw(). The item name leads only when the menu opens, and the
"just opened" memory is the menu table itself rather than a flag, which
keeps read() idempotent -- a flag would be consumed by the focus poll and
the real announcement would come out headless.

Items also now read "equipped", which is part of the focus key on
purpose: after Switch on the menu closes with the cursor unmoved, so
otherwise the re-read is suppressed as unchanged and the action still
feels silent. Now: "Switch on" -> "a torch, equipped, slot 3".

New patch (the 6th) wraps the inventoryWindow factory for the dead case:
when getActionsList returns nil -- an item with no applicable actions --
the game does literally nothing, not even the click, which by ear is
indistinguishable from a dropped keypress. Says "<item>, no actions".

The prologue inventory is empty, so the live path is unverified; the
testbed instead builds an itemMenu from a synthetic item and asserts the
two upvalue names still resolve. That is the version-bump canary for this
descriptor, not proof of the wording. 38 checks, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Accessibility Mod
2026-08-02 02:59:21 +02:00
co-authored by Claude Opus 5
parent 7ce429c2fb
commit 0df3842bf1
5 changed files with 195 additions and 6 deletions
+29
View File
@@ -144,6 +144,35 @@ than one. The page text also goes into the message history, so `[` and `]` will
walk back through it and `\` re-reads a line — useful for a long lore entry you
want to take in a piece at a time.
### The inventory (`i`)
Moving the cursor reads the item under it, or `empty`, plus the slot number:
`a torch, slot 3`. `q` / `e` change tab, and the tab name is spoken when it
changes. An item you are currently wearing, wielding or have switched on is read
as `equipped`.
Pressing enter (or `z`) on an item opens a small menu of the things you can do
with *that* item right now — the list is different for every item, and changes
with its state. It is read as, for example:
```
a torch, actions, Switch on, 1 of 2
```
Up and Down move through the actions, enter performs the selected one, and any
other key closes the menu without doing anything. After the action runs you hear
the item again, so `Switch on` is followed by `a torch, equipped, slot 3` — that
is your confirmation it worked.
Some items have no actions at all (plain crafting reagents, for instance). For
those, enter does nothing whatsoever in the base game — not even a click — so the
mod says `a pinch of sulphur, no actions` rather than leaving you wondering
whether the key registered.
Common actions include Activate, Wield, Unwield, Wear, Take off, Switch on,
Switch off, Drink, Eat, Apply, Read, Open, and Prepare for throwing / Pack away.
**Equipping is done from here** — there is no separate equipment screen.
### Your character
| Key | Action |