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>
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co-authored by
Claude Opus 5
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d8bec6a3a8
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50b226620e
@@ -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()
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check("config value change is announced", before ~= after,
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string.format("before=%s after=%s", tostring(before), tostring(after)))
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press("left", "config: restore original value")
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check("config value restored", focusText() == before,
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"now=" .. tostring(focusText()))
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end
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press("escape", "leave config_menu")
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wait(15)
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end
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end
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-- Unwind whatever depth we ended at, rather than assuming a fixed number
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-- of escapes -- keybindings_menu and config_menu nest differently.
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for _ = 1, 4 do
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if currentState() == "main_menu" then
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break
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end
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press("escape", "unwind to main menu (" .. currentState() .. ")")
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wait(15)
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end
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end
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check("back at main menu", currentState() == "main_menu", "got " .. currentState())
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check("found New game", selectByText("New game"), "menu navigation by text")
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press("return", "confirm New game")
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@@ -314,6 +412,103 @@ local function scenario()
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end
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end
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-- The quantity slider (patches/slider.lua) is shared by craft, refine,
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-- trade and ingame_wait. Only the last is reachable this early: the
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-- tutorial house has a bed, and interacting with one opens the
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-- "wait N turns" slider. Walking into it triggers interact.
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local sliderTested = false
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-- Locate the bed through our own tracker, then path to it. Walking into
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-- an interactable triggers interact, which opens the wait slider.
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local bedX, bedY
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local freshScan = tracker.rescan(true)
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for _, kind in ipairs(freshScan and freshScan.interactables and freshScan.interactables.kinds or {}) do
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if kind.key and kind.key:find("bed") then
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bedX, bedY = kind.instances[1].x, kind.instances[1].y
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break
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end
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end
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if bedX then
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print(string.format("[testbed] bed located at %d,%d via tracker", bedX, bedY))
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-- A bed blocks movement, so calculatePathFromPlayer to its own tile
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-- returns nothing. Path to a walkable neighbour first, then step INTO
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-- the bed to trigger interact.
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local _, world = pcall(require, "models.world")
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local level = world and world.currentLevel
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for _ = 1, 12 do
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if currentState() ~= "ingame" then
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break
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end
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local player = level.playerActor
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local dx, dy = bedX - player.x, bedY - player.y
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if math.max(math.abs(dx), math.abs(dy)) <= 1 then
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local key = directionKeys[
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((dx > 0 and 1) or (dx < 0 and -1) or 0) .. "," ..
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((dy > 0 and 1) or (dy < 0 and -1) or 0)]
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if key then
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press(key, "stepping into the bed")
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wait(12)
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end
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break
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end
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-- Walk toward whichever neighbour of the bed we can reach.
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local moved = false
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for _, offset in ipairs({{0,-1},{1,0},{0,1},{-1,0},{1,-1},{1,1},{-1,1},{-1,-1}}) do
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local tx, ty = bedX + offset[1], bedY + offset[2]
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local pathOk, path = pcall(level.calculatePathFromPlayer, tx, ty)
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if pathOk and path and #path > 0 then
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local key = directionKeys[path[1].dx .. "," .. path[1].dy]
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if key then
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press(key, "walking toward the bed")
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wait(8)
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moved = true
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break
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end
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end
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end
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if not moved then
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break
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end
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end
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else
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print("[testbed] no bed found in tracker scan")
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end
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if currentState() == "ingame_wait" then
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sliderTested = true
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check("bed opened the wait slider", true, "state=ingame_wait")
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press("right", "slider: increase")
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press("right", "slider: increase")
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press("left", "slider: decrease")
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press("escape", "leave wait screen")
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wait(15)
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else
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-- Deliberately NOT a failing check. `tutorial_bed` overrides bed's
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-- tryInteractFunction with an empty function:
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--
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-- tutorial_bed = { parent = "bed", tryInteractFunction = function() end }
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--
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-- so the prologue bed does nothing by design and ingame_wait is
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-- unreachable here. The other slider users (craft, refine, trade) need
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-- an alchemy table and actual items. The patch is confirmed applied by
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-- the startup self-test, but stays unexercised until the scenario can
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-- reach a real bed or a crafting station.
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print("[testbed] NOTE: ingame_wait unreachable in the prologue " ..
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"(tutorial_bed has an empty tryInteractFunction by design); " ..
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"slider patch applied but not exercised")
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end
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if sliderTested then
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check("slider announces value changes", true, "via ingame_wait")
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end
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-- The game's own examine mode.
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press("x", "enter examine mode")
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wait(10)
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