Phase 4 remainder: crafting screens, slider, config options
Game-file footprint unchanged: still one line in main.lua. The slider turned out to be genuinely generic: modules/slider.lua is a factory, so one wrapper on it narrates all four users -- craft, refine, trade and ingame_wait (the wait-N-turns screen). Same leverage as the console.print and inventoryCursorPopup patches. The options screens do NOT share it, though: config_menu changes values through config.increase/config.decrease, so it needed its own descriptor. It reports tab, option name and value, and its focus key includes the value so left/right re-announce even though the focused option has not moved. states/_itemgrid.lua is now shared by inventory, craft, refine and trade, all of which build a views/inventoryWindow. It stays silent while confirmationWindowEnabled is set so the slider owns speech during quantity selection instead of the two fighting. testbed gains walkTo(), which navigates using the game's own pathfinder rather than hardcoded direction sequences -- those drift as soon as anything moves the player. The config test only adjusts a value when the focused option is demonstrably safe, and puts it straight back. The slider patch is applied and confirmed by the self-test but not exercised live: ingame_wait is unreachable in the prologue because tutorial_bed overrides bed's tryInteractFunction with an empty function by design, and the crafting screens need an alchemy table and real items. Recorded as a NOTE rather than a failing check, since it is a property of the game and not of the mod. 25/25 testbed checks, history unit tests passing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
d8bec6a3a8
commit
50b226620e
@@ -7,7 +7,7 @@ Phase 4 mostly done. Phase 5 (status, popups) next.**
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**Game is playable start-to-finish by ear** from main menu through the intro
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conversation into gameplay, plus journal, character, actions and inventory —
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verified by the testbed, **21/21 checks**.
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verified by the testbed, **25/25 checks**.
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### Run the testbed (do this after any change)
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```
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@@ -358,12 +358,40 @@ slot or empty tab it said nothing — you couldn't tell whether the cursor moved
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The `inventory` descriptor reports item-or-empty plus slot and tab; letting both
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speak would double up on every item.
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### Done — Phase 4 remainder: crafting screens, slider, config
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**21 states have descriptors; 4 patches applied.** 25/25 testbed checks.
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**The slider is genuinely generic** — `modules/slider.lua` is a *factory*
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(`newSlider(params)`), and one wrapper on it narrates **all four** users:
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`craft`, `refine`, `trade` and `ingame_wait` (the wait-N-turns screen). Same
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leverage as the `console.print` and `inventoryCursorPopup` patches.
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⚠ **But the options screens do NOT use it.** `config_menu` changes values through
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`config.increase` / `config.decrease`, so it needed its own descriptor. It
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reports tab + option name + value:
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`Allow hitting yourself, No, 3 of 11` → right → `…, Yes, …`. The focus key
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includes the value, so left/right re-announce even though focus hasn't moved.
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`accessibility/states/_itemgrid.lua` is now shared by `inventory`, `craft`,
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`refine` and `trade` — all four build a `views/inventoryWindow`. It stays silent
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while `confirmationWindowEnabled` is set, so the slider owns speech during
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quantity selection rather than the two fighting.
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**Ordering note:** `patches/slider.lua` replaces `package.loaded["modules.slider"]`,
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so it only affects requires that happen *after* it. Safe because states load
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lazily and `applyPatches()` runs before the self-test (the one thing that loads
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state files early).
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⚠ **Slider not exercised live.** `ingame_wait` is unreachable in the prologue —
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`tutorial_bed = { parent = "bed", tryInteractFunction = function() end }`, i.e.
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the tutorial bed does nothing *by design*. `craft`/`refine`/`trade` need an
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alchemy table and real items. The patch is confirmed *applied* by the self-test;
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the testbed has the walk-to-bed machinery ready (`walkTo`, tracker lookup) for
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when a real bed is reachable.
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### Known gaps (next up)
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- **Phase 4 remainder**: `research`, `config_menu`, `keybindings_menu` have no
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descriptors. `craft` / `refine` / `trade` are covered only by the
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`inventoryCursorPopup` patch — so, like inventory was, they will be silent on
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empty slots and say nothing about the quantity **slider** in the confirmation
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window (`modules/slider.lua`, Left/Right adjusts, Shift for ×5).
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- **Phase 4 remainder**: `research` and `keybindings_menu` have no descriptors.
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- **Phase 5**: player status key (HP, statuses, current action), popup
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announcements (`popupStack.add`), damage alerts
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(`ingame.checkInterruptions`), mod settings.
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@@ -40,6 +40,10 @@ local describedStates = {
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"ingame_message",
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"menu_message",
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"inventory",
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"craft",
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"refine",
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"trade",
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"config_menu",
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}
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local initialized = false
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@@ -229,6 +233,7 @@ function accessibility.initialize()
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accessibility.registerPatch("console", require("accessibility.patches.console"))
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accessibility.registerPatch("popups", require("accessibility.patches.popups"))
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accessibility.registerPatch("slider", require("accessibility.patches.slider"))
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pcall(function()
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require("accessibility.surroundings").registerKeys(hotkeys)
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@@ -0,0 +1,67 @@
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-- Patch: modules/slider.lua
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--
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-- The slider is genuinely generic: `modules/slider.lua` is a factory
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-- (`newSlider(params)`) and every quantity slider in the game comes from it.
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-- Four states use it:
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--
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-- craft -- how many items to process
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-- refine -- same
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-- trade -- how many to buy/sell
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-- ingame_wait -- how many turns to wait
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--
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-- So one wrapper on the factory narrates all four, with no per-state work. This
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-- is the same leverage as the console.print and inventoryCursorPopup patches.
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--
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-- NOTE: the options screens (config_menu / settings_menu) do NOT use this. They
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-- adjust values through config.increase / config.decrease instead, and are
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-- handled by accessibility/states/config_menu.lua.
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-- ORDERING: this replaces package.loaded, so it only affects requires that happen
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-- AFTER it runs. That is safe here because states are loaded lazily by states.lua
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-- (each `require("states/"..name)` happens on first switch), and these four are
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-- the only requirers. applyPatches() also runs before the self-test, which is the
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-- one thing that loads state files early.
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local speech = require("accessibility.speech")
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return function()
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local newSlider = require("modules.slider")
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if type(newSlider) ~= "function" then
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error("modules.slider is not a factory function -- game structure changed")
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end
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package.loaded["modules.slider"] = function(params)
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local slider = newSlider(params)
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local realSetValue = slider.setValue
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if not realSetValue then
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return slider
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end
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-- Announce only on an actual change. setValue is called during
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-- construction, on every frame of a mouse drag, and on each repeat of a
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-- held key -- speaking unconditionally would stutter badly.
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local lastSpoken = slider.currentValue
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slider.setValue = function(newValue, noFlip)
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local result = realSetValue(newValue, noFlip)
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pcall(function()
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local current = slider.currentValue
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if current == lastSpoken then
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return
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end
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lastSpoken = current
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-- Interrupt: the value is the answer to the key just pressed, and
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-- a backlog of intermediate numbers is worse than useless.
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speech.say(tostring(current), true)
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end)
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return result
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end
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return slider
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end
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end
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@@ -0,0 +1,78 @@
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-- Shared descriptor for the item-grid screens: inventory, craft, refine, trade.
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--
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-- All four build a `views/inventoryWindow` and move a cursor over a grid of
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-- cells. The inventoryCursorPopup patch speaks item details, but ONLY when a cell
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-- actually holds an item -- so empty cells and empty tabs were silent and you
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-- could not tell the cursor had moved. This owns narration for these screens
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-- instead (patches/popups.lua stands down wherever a descriptor exists).
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--
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-- Returns a descriptor; call with the state's window upvalue name.
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local itemCategories = require("modules.item.categories")
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return function(options)
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options = options or {}
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local windowName = options.window or "inventoryWindow"
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local lastTab
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return {
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read = function(stateTable, menus)
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-- While the quantity confirmation window is open, the slider owns
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-- speech (see patches/slider.lua). Announcing the grid cell over the
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-- top of it would fight the number the player is adjusting.
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local confirming = menus.getAnyUpvalue(stateTable, "confirmationWindowEnabled")
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if confirming then
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return nil, nil
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end
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local window = menus.getAnyUpvalue(stateTable, windowName)
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if type(window) ~= "table" or not window.getItemOnCursor then
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return nil, nil
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end
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local position = window.cursorPosition
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if type(position) ~= "number" then
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return nil, nil
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end
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-- activeTabIndex lives inside the window closure, not the state file,
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-- so reach it through one of the window's own methods.
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local tabIndex
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if window.adjustTab then
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tabIndex = menus.getUpvalue(window.adjustTab, "activeTabIndex")
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end
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local parts = {}
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if tabIndex and tabIndex ~= lastTab then
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lastTab = tabIndex
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local category = itemCategories[tabIndex]
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parts[#parts + 1] = (category and category.header) or ("tab " .. tabIndex)
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end
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local ok, item = pcall(window.getItemOnCursor)
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if ok and item then
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parts[#parts + 1] = item.name or item.templateId or "item"
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if item.quantity and item.quantity > 1 then
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parts[#parts + 1] = "x" .. item.quantity
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end
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if item.isUnavailable then
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parts[#parts + 1] = "unavailable"
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end
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else
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parts[#parts + 1] = "empty"
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end
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parts[#parts + 1] = "slot " .. position
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return table.concat(parts, ", "),
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table.concat({
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tostring(tabIndex), tostring(position),
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tostring(ok and item and (item.name or "?")),
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}, ":")
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end,
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}
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end
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@@ -0,0 +1,64 @@
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-- states/config_menu.lua — the options screens.
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--
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-- These do NOT use modules/slider.lua. Values are changed through
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-- config.increase / config.decrease on the focused option, so the slider patch
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-- never sees them and this descriptor has to report the value itself.
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--
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-- Three things move independently here: the tab (tabLeft/tabRight), the option
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-- (up/down), and the option's VALUE (left/right). All three must be announced,
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-- and the value especially -- pressing right with no feedback is indistinguishable
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-- from pressing a dead key.
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local config = require("models.config")
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local lastTab
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return {
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read = function(stateTable, menus)
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local activeTab = menus.getAnyUpvalue(stateTable, "activeTab")
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local selected = menus.getAnyUpvalue(stateTable, "currentSelectedOption")
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if type(activeTab) ~= "table" or type(selected) ~= "number" then
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return nil, nil
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end
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local options = activeTab.options
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if type(options) ~= "table" then
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return nil, nil
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end
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local option = options[selected]
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if not option then
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return nil, nil
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end
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local parts = {}
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if activeTab.header and activeTab.header ~= lastTab then
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lastTab = activeTab.header
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parts[#parts + 1] = activeTab.header
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end
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-- config.output returns (name, "< value >"). Strip the angle brackets:
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-- they are on-screen affordances for the left/right keys, not speech.
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local ok, name, value = pcall(config.output, option)
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if ok and name then
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parts[#parts + 1] = (name:gsub(":%s*$", ""))
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if value then
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parts[#parts + 1] = (value:gsub("^<%s*", ""):gsub("%s*>$", ""))
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end
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else
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parts[#parts + 1] = option.name or "?"
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end
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parts[#parts + 1] = selected .. " of " .. #options
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-- Key includes the value, so adjusting with left/right re-announces even
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-- though the focused option has not changed.
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local valueKey = ok and tostring(value) or "?"
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return table.concat(parts, ", "),
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table.concat({tostring(activeTab.header), tostring(selected), valueKey}, ":")
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end,
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}
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@@ -0,0 +1,2 @@
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-- states/craft.lua -- shared item-grid descriptor, see _itemgrid.lua
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return require("accessibility.states._itemgrid")()
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@@ -1,61 +1,2 @@
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-- states/inventory.lua — the item grid.
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--
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-- The inventoryCursorPopup patch already speaks item details, but only when an
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-- item is actually under the cursor. Moving onto an empty slot, or switching to
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-- an empty tab, produced silence -- so you could not tell whether the cursor had
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-- moved, which tab you were on, or that the tab was simply empty.
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--
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-- This descriptor owns narration for this screen instead: it reports the item if
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-- there is one, "empty" if not, and the category whenever the tab changes.
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-- patches/popups.lua stands down for any state that has a descriptor, so the two
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-- never double-speak.
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local itemCategories = require("modules.item.categories")
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local lastTab
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return {
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read = function(stateTable, menus)
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local window = menus.getAnyUpvalue(stateTable, "inventoryWindow")
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if type(window) ~= "table" or not window.getItemOnCursor then
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return nil, nil
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end
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local position = window.cursorPosition
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if type(position) ~= "number" then
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return nil, nil
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end
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-- activeTabIndex lives inside the window closure, not the state file, so
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-- reach it through one of the window's own methods.
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local tabIndex
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if window.adjustTab then
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tabIndex = menus.getUpvalue(window.adjustTab, "activeTabIndex")
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end
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local parts = {}
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if tabIndex and tabIndex ~= lastTab then
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lastTab = tabIndex
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local category = itemCategories[tabIndex]
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parts[#parts + 1] = (category and category.header) or ("tab " .. tabIndex)
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end
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local ok, item = pcall(window.getItemOnCursor)
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if ok and item then
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parts[#parts + 1] = item.name or item.templateId or "item"
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if item.quantity and item.quantity > 1 then
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parts[#parts + 1] = "x" .. item.quantity
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end
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else
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parts[#parts + 1] = "empty"
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end
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parts[#parts + 1] = "slot " .. position
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return table.concat(parts, ", "),
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tostring(tabIndex) .. ":" .. tostring(position) .. ":" .. tostring(ok and item and (item.name or "?"))
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end,
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}
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-- states/inventory.lua -- shared item-grid descriptor, see _itemgrid.lua
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return require("accessibility.states._itemgrid")()
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@@ -0,0 +1,2 @@
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-- states/refine.lua -- shared item-grid descriptor, see _itemgrid.lua
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return require("accessibility.states._itemgrid")()
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@@ -0,0 +1,2 @@
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-- states/trade.lua -- shared item-grid descriptor, see _itemgrid.lua
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return require("accessibility.states._itemgrid")()
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@@ -97,6 +97,46 @@ local function check(label, condition, detail)
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condition and "PASS" or "FAIL", label, detail and (" -- " .. detail) or ""))
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end
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-- Walk to a tile using the game's own pathfinder, pressing one direction key per
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-- step. Hardcoded direction sequences drift as soon as anything moves the player,
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-- so navigate by path instead.
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local directionKeys = {
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["0,-1"] = "kp8", ["1,-1"] = "kp9", ["1,0"] = "kp6", ["1,1"] = "kp3",
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["0,1"] = "kp2", ["-1,1"] = "kp1", ["-1,0"] = "kp4", ["-1,-1"] = "kp7",
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}
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local function walkTo(x, y, note, stopWhenStateChanges)
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local ok, world = pcall(require, "models.world")
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if not ok or not world.currentLevel then
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return false
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end
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local level = world.currentLevel
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local startState = currentState()
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for _ = 1, 30 do
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if stopWhenStateChanges and currentState() ~= startState then
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return true
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end
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local pathOk, path = pcall(level.calculatePathFromPlayer, x, y)
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if not pathOk or not path or #path == 0 then
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return currentState() ~= startState
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end
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local step = path[1]
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local key = directionKeys[step.dx .. "," .. step.dy]
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if not key then
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return false
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end
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press(key, note or ("walking to " .. x .. "," .. y))
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wait(8)
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end
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return currentState() ~= startState
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end
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local function waitForState(stateName, maxFrames)
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local waited = 0
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while currentState() ~= stateName and waited < (maxFrames or 300) do
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@@ -139,6 +179,64 @@ local function scenario()
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press("up", "back up")
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-- Options -> config_menu. Verified read-only where it matters: changing
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-- settings here has real consequences (resolution above all), so we only
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-- adjust a value when the focused option is demonstrably safe, and we put it
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-- straight back.
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if selectByText("Options") then
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press("return", "open settings")
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wait(15)
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if currentState() == "settings_menu" then
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-- Pick "Gameplay" specifically. The first entry is "Keybindings",
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-- which opens keybindings_menu rather than config_menu, and "System"
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-- holds resolution -- not something to poke at in an automated run.
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selectByText("Gameplay")
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press("return", "open Gameplay settings")
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wait(15)
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if currentState() == "config_menu" then
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check("config_menu describes option", focusText() ~= nil,
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"focus=" .. tostring(focusText()))
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press("down", "config: next option")
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press("down", "config: next option")
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local text = focusText() or ""
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local risky = text:lower():find("resolution")
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or text:lower():find("fullscreen")
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if risky then
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print("[testbed] skipping value change, focused option is risky: " .. text)
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else
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local before = focusText()
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press("right", "config: increase value")
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local after = focusText()
|
||||
check("config value change is announced", before ~= after,
|
||||
string.format("before=%s after=%s", tostring(before), tostring(after)))
|
||||
press("left", "config: restore original value")
|
||||
check("config value restored", focusText() == before,
|
||||
"now=" .. tostring(focusText()))
|
||||
end
|
||||
|
||||
press("escape", "leave config_menu")
|
||||
wait(15)
|
||||
end
|
||||
end
|
||||
|
||||
-- Unwind whatever depth we ended at, rather than assuming a fixed number
|
||||
-- of escapes -- keybindings_menu and config_menu nest differently.
|
||||
for _ = 1, 4 do
|
||||
if currentState() == "main_menu" then
|
||||
break
|
||||
end
|
||||
press("escape", "unwind to main menu (" .. currentState() .. ")")
|
||||
wait(15)
|
||||
end
|
||||
end
|
||||
|
||||
check("back at main menu", currentState() == "main_menu", "got " .. currentState())
|
||||
|
||||
check("found New game", selectByText("New game"), "menu navigation by text")
|
||||
press("return", "confirm New game")
|
||||
|
||||
@@ -314,6 +412,103 @@ local function scenario()
|
||||
end
|
||||
end
|
||||
|
||||
-- The quantity slider (patches/slider.lua) is shared by craft, refine,
|
||||
-- trade and ingame_wait. Only the last is reachable this early: the
|
||||
-- tutorial house has a bed, and interacting with one opens the
|
||||
-- "wait N turns" slider. Walking into it triggers interact.
|
||||
local sliderTested = false
|
||||
|
||||
-- Locate the bed through our own tracker, then path to it. Walking into
|
||||
-- an interactable triggers interact, which opens the wait slider.
|
||||
local bedX, bedY
|
||||
local freshScan = tracker.rescan(true)
|
||||
for _, kind in ipairs(freshScan and freshScan.interactables and freshScan.interactables.kinds or {}) do
|
||||
if kind.key and kind.key:find("bed") then
|
||||
bedX, bedY = kind.instances[1].x, kind.instances[1].y
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if bedX then
|
||||
print(string.format("[testbed] bed located at %d,%d via tracker", bedX, bedY))
|
||||
|
||||
-- A bed blocks movement, so calculatePathFromPlayer to its own tile
|
||||
-- returns nothing. Path to a walkable neighbour first, then step INTO
|
||||
-- the bed to trigger interact.
|
||||
local _, world = pcall(require, "models.world")
|
||||
local level = world and world.currentLevel
|
||||
|
||||
for _ = 1, 12 do
|
||||
if currentState() ~= "ingame" then
|
||||
break
|
||||
end
|
||||
|
||||
local player = level.playerActor
|
||||
local dx, dy = bedX - player.x, bedY - player.y
|
||||
|
||||
if math.max(math.abs(dx), math.abs(dy)) <= 1 then
|
||||
local key = directionKeys[
|
||||
((dx > 0 and 1) or (dx < 0 and -1) or 0) .. "," ..
|
||||
((dy > 0 and 1) or (dy < 0 and -1) or 0)]
|
||||
if key then
|
||||
press(key, "stepping into the bed")
|
||||
wait(12)
|
||||
end
|
||||
break
|
||||
end
|
||||
|
||||
-- Walk toward whichever neighbour of the bed we can reach.
|
||||
local moved = false
|
||||
for _, offset in ipairs({{0,-1},{1,0},{0,1},{-1,0},{1,-1},{1,1},{-1,1},{-1,-1}}) do
|
||||
local tx, ty = bedX + offset[1], bedY + offset[2]
|
||||
local pathOk, path = pcall(level.calculatePathFromPlayer, tx, ty)
|
||||
if pathOk and path and #path > 0 then
|
||||
local key = directionKeys[path[1].dx .. "," .. path[1].dy]
|
||||
if key then
|
||||
press(key, "walking toward the bed")
|
||||
wait(8)
|
||||
moved = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if not moved then
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
print("[testbed] no bed found in tracker scan")
|
||||
end
|
||||
|
||||
if currentState() == "ingame_wait" then
|
||||
sliderTested = true
|
||||
check("bed opened the wait slider", true, "state=ingame_wait")
|
||||
press("right", "slider: increase")
|
||||
press("right", "slider: increase")
|
||||
press("left", "slider: decrease")
|
||||
press("escape", "leave wait screen")
|
||||
wait(15)
|
||||
else
|
||||
-- Deliberately NOT a failing check. `tutorial_bed` overrides bed's
|
||||
-- tryInteractFunction with an empty function:
|
||||
--
|
||||
-- tutorial_bed = { parent = "bed", tryInteractFunction = function() end }
|
||||
--
|
||||
-- so the prologue bed does nothing by design and ingame_wait is
|
||||
-- unreachable here. The other slider users (craft, refine, trade) need
|
||||
-- an alchemy table and actual items. The patch is confirmed applied by
|
||||
-- the startup self-test, but stays unexercised until the scenario can
|
||||
-- reach a real bed or a crafting station.
|
||||
print("[testbed] NOTE: ingame_wait unreachable in the prologue " ..
|
||||
"(tutorial_bed has an empty tryInteractFunction by design); " ..
|
||||
"slider patch applied but not exercised")
|
||||
end
|
||||
|
||||
if sliderTested then
|
||||
check("slider announces value changes", true, "via ingame_wait")
|
||||
end
|
||||
|
||||
-- The game's own examine mode.
|
||||
press("x", "enter examine mode")
|
||||
wait(10)
|
||||
|
||||
Reference in New Issue
Block a user