tracker: sticky selection and Ctrl+Home walk-to; walltones: conventional volume

Tracker selection now survives a rescan. The scan is rebuilt every turn and
both lists are distance-sorted, so holding a bare index meant one step by the
player silently re-pointed the selection at a different rat. The tracker now
remembers identity instead -- the actor table for creatures, coordinates for
tiles -- and re-derives the indices in reanchor() after each rescan. Selection
is dropped only when the thing genuinely stops being reported (out of FoV,
killed, picked up), and the existing clamp then falls back to the nearest.

Ctrl+Home walks to the selection, reusing the exact shape of the game's own
click-to-path in ingame.mousepressed: calculatePathFromPlayer, then either
bufferInput or playerInput for a one-step path. Interruptions and threatened-
player truncation therefore behave the way a mouse click does. Most things
worth tracking stand on impassable tiles, which calculatePathFromPlayer refuses
outright, so we fall back to the cheapest of the 8 neighbours and say "next to"
rather than "to". Guarded on states.getCurrent() == "ingame": elsewhere the
input buffer belongs to another state and feeding it moves would be a bug.

Wall tones now follow the usual proximity convention -- a near wall is loud,
one out at radius is quiet. It was inverted, which read backwards in play since
a nearby wall is the more urgent fact. config.louderWhenFurther still flips it.

Testbed covers both: selection identity across a forced rescan, and that
Ctrl+Home moves the player without breaking out of the map.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Accessibility Mod
2026-08-02 01:00:25 +02:00
co-authored by Claude Opus 5
parent 6380998376
commit 81a209b600
5 changed files with 293 additions and 21 deletions
+208 -4
View File
@@ -6,6 +6,7 @@
-- PageUp / PageDown kind "rat"
-- Shift+PageUp / Shift+PageDown instance that specific rat
-- Home announce distance + direction
-- Ctrl+Home walk there (what a left click does)
--
-- Two hard rules:
--
@@ -28,9 +29,15 @@ local categoryIndex = 1
local kindIndex = 1
local instanceIndex = 1
local scan -- { [categoryKey] = { kinds = { {key, name, instances={{x,y},..}}, .. } } }
local scan -- { [categoryKey] = { kinds = { {key, name, instances={{x,y,ref},..}}, .. } } }
local scanSignature
-- What the player last deliberately selected, so a rescan can put the cursor back
-- on it. Indices alone are useless here: the lists are distance-sorted, so a
-- single step re-orders them and a bare index silently selects a different rat.
local selectedKindKey -- string, or nil
local selectedInstance -- {ref = actor} for creatures, {x, y} for tiles
--------------------------------------------------------------------------------
-- Scanning
--------------------------------------------------------------------------------
@@ -66,7 +73,9 @@ local function newBucket()
return {kinds = {}, byKind = {}}
end
local function addTo(bucket, kindKey, kindName, x, y)
-- ref, when given, is the actor table itself: a creature's identity survives it
-- walking, its coordinates do not.
local function addTo(bucket, kindKey, kindName, x, y, ref)
if not kindKey then
return
end
@@ -79,7 +88,7 @@ local function addTo(bucket, kindKey, kindName, x, y)
bucket.kinds[#bucket.kinds + 1] = kind
end
kind.instances[#kind.instances + 1] = {x = x, y = y}
kind.instances[#kind.instances + 1] = {x = x, y = y, ref = ref}
end
function tracker.rescan(force)
@@ -110,7 +119,7 @@ function tracker.rescan(force)
local visible = level.FoV and level.FoV[actor.x] and level.FoV[actor.x][actor.y]
if visible then
addTo(buckets.creatures, categories.actorKind(actor),
categories.actorName(actor), actor.x, actor.y)
categories.actorName(actor), actor.x, actor.y, actor)
end
end
end
@@ -166,9 +175,85 @@ function tracker.rescan(force)
scan = buckets
scanSignature = signature
tracker.reanchor()
return scan
end
--------------------------------------------------------------------------------
-- Selection stability
--
-- The scan is rebuilt from scratch every turn and both lists are distance-sorted,
-- so the same rat is at a different index each time it or the player moves. We
-- therefore track the selection by identity and re-derive the indices after every
-- rescan. The selection is only dropped when the thing genuinely stops being
-- reported -- out of FoV, killed, picked up.
--------------------------------------------------------------------------------
local function sameInstance(instance, wanted)
if not instance or not wanted then
return false
end
if wanted.ref then
return instance.ref == wanted.ref
end
return instance.ref == nil and instance.x == wanted.x and instance.y == wanted.y
end
-- Record what is selected right now. Called after every deliberate move of the
-- selection, never during a rescan.
local function remember()
local category = categories.list[categoryIndex]
local bucket = scan and category and scan[category.key]
local kind = bucket and bucket.kinds[kindIndex]
selectedKindKey = kind and kind.key or nil
local instance = kind and kind.instances[instanceIndex]
if instance then
selectedInstance = instance.ref and {ref = instance.ref} or {x = instance.x, y = instance.y}
else
selectedInstance = nil
end
end
function tracker.reanchor()
local category = categories.list[categoryIndex]
local bucket = scan and category and scan[category.key]
if not bucket or not selectedKindKey then
return
end
local foundKind
for i, kind in ipairs(bucket.kinds) do
if kind.key == selectedKindKey then
kindIndex, foundKind = i, kind
break
end
end
if not foundKind then
-- The kind is gone from view entirely. Let the clamp in currentKind pick
-- whatever is nearest and stop pretending we still have a selection.
selectedKindKey, selectedInstance = nil, nil
return
end
if not selectedInstance then
return
end
for i, instance in ipairs(foundKind.instances) do
if sameInstance(instance, selectedInstance) then
instanceIndex = i
return
end
end
-- Kind still visible, this particular one is not.
selectedInstance = nil
end
--------------------------------------------------------------------------------
-- Access
--------------------------------------------------------------------------------
@@ -204,6 +289,23 @@ local function currentInstance()
return kind.instances[instanceIndex], kind
end
-- What is selected right now, after any pending rescan. Used by the testbed, and
-- handy for anything that wants to follow the tracker cursor.
function tracker.currentSelection()
local instance, kind = currentInstance()
if not instance then
return nil
end
return {
category = currentCategory() and currentCategory().key,
kind = kind.key,
name = kind.name,
x = instance.x,
y = instance.y,
ref = instance.ref,
}
end
--------------------------------------------------------------------------------
-- Announcements
--------------------------------------------------------------------------------
@@ -284,6 +386,7 @@ function tracker.cycleCategory(delta)
categoryIndex = cycle(categoryIndex, delta, #categories.list)
kindIndex = 1
instanceIndex = 1
remember()
announceCategory()
end
@@ -295,6 +398,7 @@ function tracker.cycleKind(delta)
end
kindIndex = cycle(kindIndex, delta, #bucket.kinds)
instanceIndex = 1
remember()
announceKind()
end
@@ -305,6 +409,7 @@ function tracker.cycleInstance(delta)
return
end
instanceIndex = cycle(instanceIndex, delta, #kind.instances)
remember()
announceInstance()
end
@@ -338,6 +443,104 @@ function tracker.announceLocation()
speech.say(table.concat(parts, ", "), true)
end
-- Ctrl+Home: actually go there.
--
-- This is the keyboard equivalent of a left click on the tile (states/ingame.lua
-- mousepressed): build a path with calculatePathFromPlayer, then hand it to the
-- level's input buffer with the ingame state as the owner. We deliberately use
-- the game's own two-branch shape -- a one-step path goes through playerInput
-- directly, because bufferInput for a single move re-enters the buffer machinery
-- for no reason.
--
-- Most things worth tracking stand on impassable tiles (a rat, a chest), and
-- calculatePathFromPlayer refuses those outright. So when the tile itself has no
-- path we path to the best neighbouring tile instead, which is what a player
-- clicking a monster expects to happen anyway.
local function pathTo(level, x, y)
local ok, path = pcall(level.calculatePathFromPlayer, x, y)
if ok and path and #path > 0 then
return path, true
end
local best
for dx = -1, 1 do
for dy = -1, 1 do
if dx ~= 0 or dy ~= 0 then
local okNear, near = pcall(level.calculatePathFromPlayer, x + dx, y + dy)
if okNear and near and #near > 0 and (not best or #near < #best) then
best = near
end
end
end
end
return best, false
end
function tracker.walkToSelection()
local instance, kind = currentInstance()
if not instance then
local category = currentCategory()
speech.say((category and category.name or "Tracker") .. ", nothing selected", true)
return
end
-- Walking is only meaningful on the map. In a menu or the observe cursor the
-- input buffer belongs to another state and feeding it moves would be a bug.
local okStates, states = pcall(require, "states")
if not okStates or states.getCurrent() ~= "ingame" then
speech.say("Cannot walk from here", true)
return
end
local level = getLevel()
local actor = level and level.playerActor
if not actor then
return
end
if instance.x == actor.x and instance.y == actor.y then
speech.say(kind.name .. ", already here", true)
return
end
local path, exact = pathTo(level, instance.x, instance.y)
if not path then
speech.say(kind.name .. ", no path", true)
return
end
-- Same module key states.lua uses, so we share its cached instance.
local okIngame, ingame = pcall(require, "states/ingame")
if not okIngame then
return
end
pcall(level.skipAllAnimations)
local okMove, err
if #path == 1 then
okMove, err = pcall(level.playerInput, "move",
actor.x + path[1].dx, actor.y + path[1].dy, ingame)
else
okMove, err = pcall(level.bufferInput, "move", path, ingame)
end
if not okMove then
print("[accessibility] walk to selection failed: " .. tostring(err))
speech.say(kind.name .. ", cannot walk there", true)
return
end
-- calculatePathFromPlayer truncates to a single step while the player is
-- threatened, so the spoken count is the number of steps that will actually
-- be taken, not the distance to the target.
speech.say(string.format("Walking %s %s, %d %s",
exact and "to" or "next to", kind.name,
#path, #path == 1 and "step" or "steps"), true)
end
--------------------------------------------------------------------------------
-- Key registration
--------------------------------------------------------------------------------
@@ -353,6 +556,7 @@ function tracker.registerKeys(hotkeys)
hotkeys.bind("pagedown", nil, function() tracker.cycleKind(1) end)
hotkeys.bind("home", nil, tracker.announceLocation)
hotkeys.bind("home", "ctrl", tracker.walkToSelection)
end
return tracker