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:
Accessibility Mod
2026-08-01 22:12:56 +02:00
co-authored by Claude Opus 5
parent d8bec6a3a8
commit 50b226620e
10 changed files with 451 additions and 67 deletions
+64
View File
@@ -0,0 +1,64 @@
-- states/config_menu.lua — the options screens.
--
-- These do NOT use modules/slider.lua. Values are changed through
-- config.increase / config.decrease on the focused option, so the slider patch
-- never sees them and this descriptor has to report the value itself.
--
-- Three things move independently here: the tab (tabLeft/tabRight), the option
-- (up/down), and the option's VALUE (left/right). All three must be announced,
-- and the value especially -- pressing right with no feedback is indistinguishable
-- from pressing a dead key.
local config = require("models.config")
local lastTab
return {
read = function(stateTable, menus)
local activeTab = menus.getAnyUpvalue(stateTable, "activeTab")
local selected = menus.getAnyUpvalue(stateTable, "currentSelectedOption")
if type(activeTab) ~= "table" or type(selected) ~= "number" then
return nil, nil
end
local options = activeTab.options
if type(options) ~= "table" then
return nil, nil
end
local option = options[selected]
if not option then
return nil, nil
end
local parts = {}
if activeTab.header and activeTab.header ~= lastTab then
lastTab = activeTab.header
parts[#parts + 1] = activeTab.header
end
-- config.output returns (name, "< value >"). Strip the angle brackets:
-- they are on-screen affordances for the left/right keys, not speech.
local ok, name, value = pcall(config.output, option)
if ok and name then
parts[#parts + 1] = (name:gsub(":%s*$", ""))
if value then
parts[#parts + 1] = (value:gsub("^<%s*", ""):gsub("%s*>$", ""))
end
else
parts[#parts + 1] = option.name or "?"
end
parts[#parts + 1] = selected .. " of " .. #options
-- Key includes the value, so adjusting with left/right re-announces even
-- though the focused option has not changed.
local valueKey = ok and tostring(value) or "?"
return table.concat(parts, ", "),
table.concat({tostring(activeTab.header), tostring(selected), valueKey}, ":")
end,
}