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
+195
View File
@@ -97,6 +97,46 @@ local function check(label, condition, detail)
condition and "PASS" or "FAIL", label, detail and (" -- " .. detail) or ""))
end
-- Walk to a tile using the game's own pathfinder, pressing one direction key per
-- step. Hardcoded direction sequences drift as soon as anything moves the player,
-- so navigate by path instead.
local directionKeys = {
["0,-1"] = "kp8", ["1,-1"] = "kp9", ["1,0"] = "kp6", ["1,1"] = "kp3",
["0,1"] = "kp2", ["-1,1"] = "kp1", ["-1,0"] = "kp4", ["-1,-1"] = "kp7",
}
local function walkTo(x, y, note, stopWhenStateChanges)
local ok, world = pcall(require, "models.world")
if not ok or not world.currentLevel then
return false
end
local level = world.currentLevel
local startState = currentState()
for _ = 1, 30 do
if stopWhenStateChanges and currentState() ~= startState then
return true
end
local pathOk, path = pcall(level.calculatePathFromPlayer, x, y)
if not pathOk or not path or #path == 0 then
return currentState() ~= startState
end
local step = path[1]
local key = directionKeys[step.dx .. "," .. step.dy]
if not key then
return false
end
press(key, note or ("walking to " .. x .. "," .. y))
wait(8)
end
return currentState() ~= startState
end
local function waitForState(stateName, maxFrames)
local waited = 0
while currentState() ~= stateName and waited < (maxFrames or 300) do
@@ -139,6 +179,64 @@ local function scenario()
press("up", "back up")
-- Options -> config_menu. Verified read-only where it matters: changing
-- settings here has real consequences (resolution above all), so we only
-- adjust a value when the focused option is demonstrably safe, and we put it
-- straight back.
if selectByText("Options") then
press("return", "open settings")
wait(15)
if currentState() == "settings_menu" then
-- Pick "Gameplay" specifically. The first entry is "Keybindings",
-- which opens keybindings_menu rather than config_menu, and "System"
-- holds resolution -- not something to poke at in an automated run.
selectByText("Gameplay")
press("return", "open Gameplay settings")
wait(15)
if currentState() == "config_menu" then
check("config_menu describes option", focusText() ~= nil,
"focus=" .. tostring(focusText()))
press("down", "config: next option")
press("down", "config: next option")
local text = focusText() or ""
local risky = text:lower():find("resolution")
or text:lower():find("fullscreen")
if risky then
print("[testbed] skipping value change, focused option is risky: " .. text)
else
local before = focusText()
press("right", "config: increase value")
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)