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
+2 -61
View File
@@ -1,61 +1,2 @@
-- 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,
}
-- states/inventory.lua -- shared item-grid descriptor, see _itemgrid.lua
return require("accessibility.states._itemgrid")()