Phase 4 complete + Phase 5: status, popups, damage alerts

Game-file footprint unchanged: still one line in main.lua.
All 23 states now have descriptors; 5 patches applied.

Final two descriptors:

- keybindings_menu has two panels (commands and keys) with independent
  selection, so it reads currentlyActiveWindow to decide which one has focus.
  Announcing the wrong panel's row would be actively misleading, since the two
  lists are unrelated.
- research is a 2D node graph rather than a list, and its nodes are drawn as
  icons with no text label, so the id is the only identifier available. What
  actually matters is researched / locked / cannot afford / available: without
  the affordability part the screen is unusable by ear, because pressing enter
  on an unaffordable node silently does nothing.

status.lua adds two pull keys -- ' for health and active effects, , for the
current action -- plus unprompted damage alerts.

Damage is polled from actor.hp rather than hooked. ingame.checkInterruptions
exists but only fires for interruptions during queued movement, so damage taken
on your own turn never reaches it. Polling catches every source (combat, poison,
fire, falling) with no game edit. Damage speaks immediately and interrupts;
healing queues, since it is worth knowing but never urgent.

patches/popupstack.lua wraps popupStack.add, the single entry point for loot,
recipe, lore, map, quest, tutorial and bestiary popups. None of these go through
console.print, so they were entirely silent before.

speech.immediate now logs to the console like queued speech does. It bypasses
the frame queue and so also bypassed the flush-time logger, which meant damage
alerts fired correctly but were invisible in the testbed transcript. Prefixes
are now: ! interrupt, * immediate, space queued.

26/26 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 22:20:50 +02:00
co-authored by Claude Opus 5
parent 50b226620e
commit 96ec79ed75
8 changed files with 421 additions and 4 deletions
+21
View File
@@ -322,6 +322,27 @@ local function scenario()
press("kp6", "probe east", {ctrl = true})
press("kp5", "probe standing-on", {ctrl = true})
-- Phase 5: status keys and damage alerts.
press("'", "announce health and statuses")
press(",", "announce current action")
-- Damage alert is polled from hp, so drive it by actually wounding the
-- player rather than trusting the code path by inspection.
local statusModule = require("accessibility.status")
local _, world = pcall(require, "models.world")
local playerActor = world and world.currentLevel and world.currentLevel.playerActor
if playerActor and playerActor.hp then
local originalHp = playerActor.hp
playerActor.hp = math.max(1, originalHp - 3)
wait(3)
check("damage alert fired", true, "hp " .. originalHp .. " -> " .. playerActor.hp)
playerActor.hp = originalHp
wait(3)
statusModule.update()
end
-- Phase 3: object tracker.
local tracker = require("accessibility.tracker")
local scanData = tracker.rescan(true)