Menu narration + code-driven testbed

Pulls menu focus narration forward from Phase 4: it was a blocker, since the
screen name was spoken but not the selected option, so the game could not be
started at all.

Game-file footprint unchanged: still one line in main.lua.

- menus.lua: descriptor driver supporting both D3 backends (upvalue probe and
  patched-announce), sharing one render per screen. Probe self-test included.
- Descriptors for main_menu, settings_menu, load_game, new_game, narration.
- testbed.lua: drives the game by code via love.event.push, so input takes the
  same path as a human keypress. Coroutine-based, and navigates by READING focus
  rather than counting keypresses, which drifts when options are disabled.

Three bugs found by the testbed and fixed:

1. love.keypressed was still bound to the pre-wrapper states.keypressed.
   states.setup() captures love[callback] by value and runs before us, and
   main.lua does not define love.keypressed itself, so wrapping the states table
   field alone had no effect. Now reassigns love.keypressed/textinput.

2. Focus can move with no keypress: main_menu.mousemoved assigns selectedOption
   from cursor position, silently overriding selection including at startup.
   Focus is now polled in the update hook instead of announced only on keypress.

3. Probes sometimes need chaining. narration.keypressed only calls
   continueNarration(), so the text locals are upvalues of that inner function.

Verified: main menu -> new game -> name entry -> intro narration -> gameplay,
8/8 checks passing, including console.print capture and its (x2) fold.

Known gap: ingame_dialogue announces 'Game' and reads no dialogue text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Accessibility Mod
2026-08-01 20:53:29 +02:00
co-authored by Claude Opus 5
parent fe872be683
commit 9945703fb7
9 changed files with 796 additions and 4 deletions
+55
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@@ -150,6 +150,61 @@ the more urgent fact). Flip the flag in `walltones.lua` if it reads backwards.
Respects `FoV`/`rememberedFoV` — never leaks unseen map geometry. Respects `FoV`/`rememberedFoV` — never leaks unseen map geometry.
### Done — Menu narration (Phase 4, pulled forward) + testbed
Pulled forward because menus were a **blocker**: Talon could hear the screen name
but not the selected option, so the game could not be started at all.
- `accessibility/menus.lua` — descriptor driver. Supports both D3 backends
(`probe` via `debug.getupvalue`, `patched` via injected announce calls); the
per-screen `render` is shared. Includes the probe self-test.
- `accessibility/states/{main_menu,settings_menu,load_game,new_game,narration}.lua`
- `accessibility/testbed.lua` — drives the game by code. `lovec.exe . --a11y-test`
**Verified end to end: main menu → new game → name entry → intro narration →
gameplay, 8/8 checks passing.** Console patch smoke-tested including the `(x2)`
fold and review keys.
#### Three real bugs the testbed caught
1. **`love.keypressed` was bound to the pre-wrapper function.** `states.setup()`
does `love[callback] = love[callback] or states[callback]`, capturing **by
value**, and it runs before us. `main.lua` defines `love.load/update/
mousepressed/mousereleased/quit` but NOT `keypressed`/`textinput` — so those
were frozen to the original. Replacing the `states` table field alone did
nothing. **Fix: reassign `love.keypressed`/`love.textinput` after wrapping.**
`states.switch`/`states.update` were fine — looked up on the table at call time.
⚠ Any future callback we wrap needs the same treatment.
2. **Focus moves with no keypress.** `main_menu.mousemoved` assigns
`selectedOption` straight from cursor position, so wherever the mouse rests
silently overrides selection — including at startup. **Fix: poll focus in the
update hook** rather than announcing only on keypress. `announceScreen` now
speaks only the screen name and lets the poll add focus a frame later
(`justSwitched` makes that first one non-interrupting so it appends).
3. **Probes may need chaining.** `narration.keypressed` doesn't touch
`displayData`/`currentPage`/`currentLoadedLine` — it only calls
`continueNarration()`, so they are upvalues of *that* function. The descriptor
reaches `continueNarration` as an upvalue of `keypressed`, then reads through
it. Expect this pattern in other states.
#### Also learned
- `states.lua` loads states via `require("states/"..name)` — a **SLASH**.
`require()` caches on the exact string, so `require("states.main_menu")` would
load a *second independent copy* with its own upvalues. Always match the slash.
- **Plain movement is silent** — `actions/move.lua` only prints when a move fails
(bound, immobilized). Walking proves nothing about the console patch; drive
`console.print` directly to test it.
### Known gaps (next up)
- **`ingame_dialogue` announces "Game", not "Conversation", and reads no dialogue
text.** It appears to be entered via a path that announces `ingame` first.
Needs a descriptor + investigation of how it's switched to. **This is the next
blocker for actually playing.**
- `ingame` itself has no descriptor — that's Phase 2 (tile examination).
- Wall tones still unverified by ear.
### Next — Phase 2: tile examination ### Next — Phase 2: tile examination
Patch `views/levelCursorPopup.set` to narrate the game's existing examine mode, Patch `views/levelCursorPopup.set` to narrate the game's existing examine mode,
augmented with distance/direction/passability. Then the surroundings explorer augmented with distance/direction/passability. Then the surroundings explorer
+93 -4
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@@ -17,6 +17,19 @@ local speech = require("accessibility.speech")
local stateNames = require("accessibility.stateNames") local stateNames = require("accessibility.stateNames")
local hotkeys = require("accessibility.hotkeys") local hotkeys = require("accessibility.hotkeys")
local walltones = require("accessibility.walltones") local walltones = require("accessibility.walltones")
local menus = require("accessibility.menus")
local testbed = require("accessibility.testbed")
local testbedActive = false
-- States we ship focus descriptors for. Also the list the self-test walks.
local describedStates = {
"main_menu",
"settings_menu",
"load_game",
"new_game",
"narration",
}
local initialized = false local initialized = false
@@ -59,6 +72,16 @@ function accessibility.selfTest()
for name, result in pairs(patchResults) do for name, result in pairs(patchResults) do
print("[accessibility] patch " .. name .. ": " .. result) print("[accessibility] patch " .. name .. ": " .. result)
end end
-- Menu focus probes. A renamed local in a future game version surfaces here at
-- startup rather than as silence mid-playthrough.
local ok, results = pcall(menus.selfTest, describedStates)
if ok then
for _, stateName in ipairs(describedStates) do
print("[accessibility] menu " .. stateName .. ": " .. tostring(results[stateName]))
end
end
print("[accessibility] --- end self test ---") print("[accessibility] --- end self test ---")
end end
@@ -74,10 +97,19 @@ local function hookStates()
states.switch = function(newState, params) states.switch = function(newState, params)
local result = realSwitch(newState, params) local result = realSwitch(newState, params)
-- After the switch, so a state's open() has already set up its focus. -- After the switch, so the state's open() has already set up its focus --
-- main_menu, for one, only picks selectedOption inside open().
pcall(function() pcall(function()
local name = stateNames[newState] or newState local descriptor = menus.loadDescriptor(newState)
speech.say(name, true)
if descriptor then
menus.announceScreen(newState)
if descriptor.onOpen then
speech.say(descriptor.onOpen, false)
end
else
speech.say(stateNames[newState] or newState, true)
end
end) end)
return result return result
@@ -88,8 +120,25 @@ local function hookStates()
local realUpdate = states.update local realUpdate = states.update
states.update = function(dt) states.update = function(dt)
local result = realUpdate(dt) local result = realUpdate(dt)
-- Poll focus rather than relying on keypress alone.
--
-- Focus can move with no key involved: main_menu.mousemoved assigns
-- selectedOption straight from the cursor position, so wherever the mouse
-- happens to rest silently overrides the selection -- including at startup,
-- before the player has touched anything. Polling also closes the race
-- where a state's open() sets focus after we have already announced.
--
-- Cheap: two debug.getupvalue lookups, and only for states we describe.
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
pcall(walltones.update) pcall(walltones.update)
pcall(speech.flush) pcall(speech.flush)
if testbedActive then
pcall(testbed.update, dt)
end
return result return result
end end
@@ -108,8 +157,43 @@ local function hookStates()
end end
pcall(hotkeys.onGameKey) pcall(hotkeys.onGameKey)
return realKeypressed(key, scancode)
local keyResult = realKeypressed(key, scancode)
-- After the game handler, so we read the focus it just moved to.
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
return keyResult
end end
-- Text entry (character naming) arrives via textinput, not keypressed.
local realTextinput = states.textinput
states.textinput = function(text)
local result = realTextinput(text)
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
return result
end
-- CRITICAL: re-point the love callbacks at our wrappers.
--
-- states.setup() runs before us and does:
-- love[callback] = love[callback] or states[callback]
-- which captures the function BY VALUE. main.lua defines love.load, update,
-- mousepressed, mousereleased and quit itself, but NOT keypressed/textinput --
-- so those were bound to the original states.keypressed at setup time.
-- Replacing the states table field alone leaves love.keypressed pointing at
-- the old function and our wrapper never runs.
--
-- states.switch and states.update are unaffected because they are looked up on
-- the table at call time (from state files and from main.lua's love.update).
love.keypressed = states.keypressed
love.textinput = states.textinput
end end
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
@@ -137,6 +221,11 @@ function accessibility.initialize()
end end
accessibility.selfTest() accessibility.selfTest()
if testbed.isEnabled() then
testbedActive = true
testbed.start()
end
end end
return accessibility return accessibility
+239
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@@ -0,0 +1,239 @@
-- menus.lua — narrates focus in the game's menu screens.
--
-- Most menu states keep their focus in file-local variables (`selectedOption`,
-- `optionsList`, ...) which are not reachable through the table the state returns.
-- They ARE reachable as upvalues of the state's own functions, via
-- debug.getupvalue.
--
-- Per docs/05-decisions.md (D3) this driver supports two interchangeable
-- backends, so we can move between them without rewriting per-screen logic:
--
-- mode "probe" -- read upvalues. Zero edits to game files. Depends on
-- internal variable names, so it is checked by the self-test.
-- mode "patched" -- game files call accessibility.announce() directly. Robust,
-- but must be re-applied on each game version.
--
-- The `render` function in each descriptor -- which holds all the per-screen
-- knowledge -- is shared by both. Switching modes is a config flag.
local speech = require("accessibility.speech")
local stateNames = require("accessibility.stateNames")
local menus = {}
menus.mode = "probe"
--------------------------------------------------------------------------------
-- Upvalue access
--------------------------------------------------------------------------------
local function getUpvalue(fn, name)
if type(fn) ~= "function" then
return nil
end
local i = 1
while true do
local n, v = debug.getupvalue(fn, i)
if not n then
return nil
end
if n == name then
return v, i
end
i = i + 1
end
end
menus.getUpvalue = getUpvalue
-- IMPORTANT: states.lua loads states with require("states/"..name) -- a SLASH.
-- require() caches on the exact string, so require("states.main_menu") would load
-- a SECOND, independent copy of the file with its own upvalues, and we would be
-- reading focus from a state the player is not interacting with. Always match the
-- game's spelling.
local function getStateTable(stateName)
local ok, stateTable = pcall(require, "states/" .. stateName)
if not ok then
return nil
end
return stateTable
end
menus.getStateTable = getStateTable
--------------------------------------------------------------------------------
-- Descriptors
--------------------------------------------------------------------------------
local descriptors = {}
local function loadDescriptor(stateName)
if descriptors[stateName] ~= nil then
return descriptors[stateName] or nil
end
local ok, descriptor = pcall(require, "accessibility.states." .. stateName)
descriptors[stateName] = ok and descriptor or false
return descriptors[stateName] or nil
end
menus.loadDescriptor = loadDescriptor
--------------------------------------------------------------------------------
-- Reading focus
--------------------------------------------------------------------------------
-- Returns: text to speak, focus key (for change detection).
local function readFocus(stateName)
local descriptor = loadDescriptor(stateName)
if not descriptor then
return nil, nil
end
local stateTable = getStateTable(stateName)
if not stateTable then
return nil, nil
end
-- A descriptor may take full control, for screens that aren't a simple list
-- (text entry, tabbed pages).
if descriptor.read then
local ok, text, key = pcall(descriptor.read, stateTable, menus)
if ok then
return text, key
end
return nil, nil
end
local probe = descriptor.probe
if not probe then
return nil, nil
end
local probeFn = stateTable[probe.fn or "keypressed"]
local index = getUpvalue(probeFn, probe.focus)
local list = getUpvalue(probeFn, probe.list)
if type(index) ~= "number" or type(list) ~= "table" then
return nil, nil
end
local entry = list[index]
if entry == nil then
return nil, nil
end
local total = #list
local ok, text = pcall(descriptor.render, entry, index, total)
if not ok or not text then
return nil, nil
end
return text, tostring(index) .. "/" .. tostring(total)
end
menus.readFocus = readFocus
--------------------------------------------------------------------------------
-- Announcing
--------------------------------------------------------------------------------
local lastKey
local lastState
local justSwitched = false
-- Called after a state switch: announce the screen name only.
--
-- Focus is deliberately left to the poll in the update hook rather than read
-- here. A state's open() may set focus after the switch returns, and
-- mousemoved can override it on the very first frame -- so reading now would
-- often announce the wrong entry. The poll picks it up a frame later, and
-- `justSwitched` makes that first announcement non-interrupting so it appends
-- to the screen name ("Main menu. Continue, 1 of 7") instead of cutting it off.
function menus.announceScreen(stateName)
lastState = stateName
lastKey = nil
justSwitched = true
speech.say(stateNames[stateName] or stateName, true)
end
-- Called after a keypress: announce the focused entry if it changed.
function menus.announceFocusIfChanged(stateName)
if stateName ~= lastState then
lastState = stateName
lastKey = nil
end
local text, key = readFocus(stateName)
if not text then
return
end
if key ~= nil and key == lastKey then
return
end
lastKey = key
-- First announcement after a switch appends to the screen name; later ones
-- interrupt, so holding an arrow key doesn't queue a backlog of options.
speech.say(text, not justSwitched)
justSwitched = false
end
-- Force a re-read, e.g. for a "where am I" key.
function menus.repeatFocus(stateName)
local text = readFocus(stateName)
if text then
speech.say(text, true)
end
end
function menus.resetFocusTracking()
lastKey = nil
end
--------------------------------------------------------------------------------
-- Self test — the version-bump canary
--------------------------------------------------------------------------------
-- Reports, for every descriptor we ship, whether its probe still resolves against
-- the current game code. A renamed local shows up here at startup instead of as
-- silence three screens into a playthrough.
function menus.selfTest(stateList)
local results = {}
for _, stateName in ipairs(stateList) do
local descriptor = loadDescriptor(stateName)
if not descriptor then
results[stateName] = "no descriptor"
elseif descriptor.read then
results[stateName] = "custom read()"
else
local stateTable = getStateTable(stateName)
if not stateTable then
results[stateName] = "STATE NOT LOADABLE"
else
local probeFn = stateTable[descriptor.probe.fn or "keypressed"]
local index = getUpvalue(probeFn, descriptor.probe.focus)
local list = getUpvalue(probeFn, descriptor.probe.list)
-- index is often nil until the screen is opened; the list existing
-- is the real signal that the probe still points at something.
if list == nil then
results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.list) .. "'"
elseif index == nil and not descriptor.probe.focusMayBeNil then
results[stateName] = "probe partial: '" .. tostring(descriptor.probe.focus) .. "' nil (may be normal before open)"
else
results[stateName] = "ok"
end
end
end
end
return results
end
return menus
+44
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@@ -0,0 +1,44 @@
-- states/load_game.lua
--
-- Entries are save metadata. The screen draws three columns per row: character
-- name, in-game elapsed time, and the real-world save timestamp. We speak all
-- three, in that order -- the character name is what identifies a save, but the
-- timestamps are how you tell two runs of the same character apart.
local capitalize = require("functions.capitalize")
local turnsToTime = require("functions.turnsToTime")
return {
probe = {
fn = "keypressed",
focus = "selectedOption",
list = "metadataList",
focusMayBeNil = true,
},
render = function(entry, index, total)
local parts = {}
parts[#parts + 1] = entry.characterName or "Unnamed"
if entry.turn then
local ok, turnString = pcall(function()
return capitalize(turnsToTime(entry.turn))
end)
if ok and turnString then
parts[#parts + 1] = turnString
end
end
if entry.lastUpdatedTimestamp then
local ok, dateString = pcall(os.date, "%X %x", entry.lastUpdatedTimestamp)
if ok and dateString then
parts[#parts + 1] = dateString
end
end
parts[#parts + 1] = index .. " of " .. total
return table.concat(parts, ", ")
end,
}
+25
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@@ -0,0 +1,25 @@
-- states/main_menu.lua
--
-- Options are static (Continue / New game / Load game / Options / Manual /
-- Credits / Exit game); `isEnabled` is recomputed in open(), so "Continue" and
-- "Load game" are unavailable on a fresh install. Announcing that matters --
-- otherwise pressing enter appears to do nothing.
return {
probe = {
fn = "keypressed",
focus = "selectedOption",
list = "optionsList",
focusMayBeNil = true, -- nil until open() picks the first enabled option
},
render = function(entry, index, total)
local text = entry.title or "?"
if entry.isEnabled == false then
text = text .. ", unavailable"
end
return text .. ", " .. index .. " of " .. total
end,
}
+42
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@@ -0,0 +1,42 @@
-- states/narration.lua
--
-- The intro and interlude screens. Text is revealed one line at a time: pressing
-- enter advances `currentLoadedLine` within `displayData[currentPage]`, and rolls
-- over to the next page at the end.
--
-- Not a list menu, so this uses a custom read(). The "focus" is the most recently
-- revealed line, keyed by page:line so each newly revealed line is announced once.
return {
read = function(stateTable, menus)
-- Two-level probe. narration.keypressed does not touch these locals
-- directly -- it just calls continueNarration(), so they are upvalues of
-- THAT function. We reach continueNarration as an upvalue of keypressed,
-- then read through it.
local probeFn = menus.getUpvalue(stateTable.keypressed, "continueNarration")
if type(probeFn) ~= "function" then
return nil, nil
end
local displayData = menus.getUpvalue(probeFn, "displayData")
local page = menus.getUpvalue(probeFn, "currentPage")
local line = menus.getUpvalue(probeFn, "currentLoadedLine")
if type(displayData) ~= "table" or type(page) ~= "number" or type(line) ~= "number" then
return nil, nil
end
local pageData = displayData[page]
if type(pageData) ~= "table" then
return nil, nil
end
local entry = pageData[line]
if type(entry) ~= "table" or not entry.text then
return nil, nil
end
return entry.text, page .. ":" .. line
end,
}
+30
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@@ -0,0 +1,30 @@
-- states/new_game.lua
--
-- Not a list — a single text field for the character's name. So this uses a
-- custom read() rather than the focus/list probe.
--
-- `inputText` is an upvalue of keypressed (which handles backspace and tab).
-- Note the game only enables textinput here, so our hotkey layer stays out of
-- this state (see hotkeys.lua textEntryStates) and typed brackets reach the game.
return {
-- Spoken when the screen opens, since the on-screen hint window is the only
-- thing explaining what to do.
onOpen = 'Enter your character name. Tab suggests a name, Enter confirms.',
read = function(stateTable, menus)
local inputText = menus.getUpvalue(stateTable.keypressed, "inputText")
if type(inputText) ~= "string" then
return nil, nil
end
if inputText == "" then
return "Name, blank", "blank"
end
-- Key is the text itself, so the driver re-announces on every change
-- (typing, backspace, tab-suggest) but not on keys that change nothing.
return inputText, inputText
end,
}
+22
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@@ -0,0 +1,22 @@
-- states/settings_menu.lua
--
-- Same shape as main_menu: a static optionsList with an isEnabled flag.
return {
probe = {
fn = "keypressed",
focus = "selectedOption",
list = "optionsList",
focusMayBeNil = true,
},
render = function(entry, index, total)
local text = entry.title or "?"
if entry.isEnabled == false then
text = text .. ", unavailable"
end
return text .. ", " .. index .. " of " .. total
end,
}
+246
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@@ -0,0 +1,246 @@
-- testbed.lua — drives the game by code so mod behaviour can be verified without
-- a human at the keyboard.
--
-- Enable with: lovec.exe . --a11y-test
--
-- Key events go through love.event.push, so input travels the exact same path as
-- a human keypress (love.keypressed -> states.keypressed -> our wrapper -> the
-- game's handler). Nothing is stubbed.
--
-- The scenario is a coroutine: it yields to wait for frames, so it can *read* the
-- game's actual focus and navigate accordingly rather than counting keypresses
-- blind. Blind counting drifts the moment an option is disabled or a screen
-- inserts itself.
local menus = require("accessibility.menus")
local testbed = {}
local co
local waitFrames = 0
local finished = false
local failures = 0
local checks = 0
--------------------------------------------------------------------------------
-- Primitives (called from inside the scenario coroutine)
--------------------------------------------------------------------------------
local function wait(frames)
for _ = 1, frames or 1 do
coroutine.yield()
end
end
local function currentState()
local ok, states = pcall(require, "states")
if not ok then
return "?"
end
return states.getCurrent()
end
local function focusText()
local ok, text = pcall(menus.readFocus, currentState())
if not ok then
return nil
end
return text
end
-- Presses a key and waits long enough for the event to be pumped, handled, and
-- for our end-of-frame speech flush to run.
local function press(scancode, note)
local before = focusText()
print(string.format("[testbed] (%s) press %-8s focus_before=%s %s",
currentState(), scancode, before and ('"' .. before .. '"') or "nil", note or ""))
love.event.push("keypressed", scancode, scancode, false)
love.event.push("keyreleased", scancode, scancode)
wait(6)
local after = focusText()
print(string.format("[testbed] -> state=%s focus_after=%s",
currentState(), after and ('"' .. after .. '"') or "nil"))
end
local function typeText(text)
print(string.format("[testbed] (%s) type %q", currentState(), text))
for char in text:gmatch(".") do
love.event.push("textinput", char)
wait(3)
end
wait(3)
end
local function check(label, condition, detail)
checks = checks + 1
if not condition then
failures = failures + 1
end
print(string.format("[testbed] %s %s%s",
condition and "PASS" or "FAIL", label, detail and (" -- " .. detail) or ""))
end
local function waitForState(stateName, maxFrames)
local waited = 0
while currentState() ~= stateName and waited < (maxFrames or 300) do
wait(1)
waited = waited + 1
end
return currentState() == stateName
end
-- Navigate a list menu to the option whose spoken text matches `pattern`, by
-- pressing down and reading focus each time. Robust to disabled options and to
-- the list changing length between versions.
local function selectByText(pattern, maxSteps)
for _ = 1, maxSteps or 15 do
local text = focusText()
if text and text:lower():find(pattern:lower(), 1, true) then
return true
end
press("down", "searching for '" .. pattern .. "'")
end
return false
end
--------------------------------------------------------------------------------
-- The scenario
--------------------------------------------------------------------------------
local function scenario()
wait(30) -- let the main menu settle
check("reached main menu", currentState() == "main_menu", "got " .. currentState())
-- Regression guard for the bug where love.keypressed was still bound to the
-- pre-wrapper states.keypressed, so arrow keys announced nothing.
local before = focusText()
press("down", "first arrow key after startup")
local after = focusText()
check("first arrow key changes focus", before ~= after,
string.format("before=%s after=%s", tostring(before), tostring(after)))
press("up", "back up")
check("found New game", selectByText("New game"), "menu navigation by text")
press("return", "confirm New game")
check("reached new_game", waitForState("new_game"), "got " .. currentState())
typeText("Tester")
local nameFocus = focusText()
check("name field reads back typed text",
nameFocus ~= nil and nameFocus:find("Tester") ~= nil,
"focus=" .. tostring(nameFocus))
press("return", "confirm name")
wait(30)
-- Intro sequence: narration / dialogue / message screens vary, so just advance
-- until we land in gameplay.
for i = 1, 20 do
if currentState() == "ingame" then
break
end
press("return", "advancing intro (" .. currentState() .. ") " .. i)
wait(10)
end
check("reached gameplay", currentState() == "ingame", "got " .. currentState())
if currentState() == "ingame" then
-- Movement drives console messages and wall tones.
press("right", "move east")
press("right", "move east")
press("down", "move south")
press("left", "move west")
press("up", "move north")
-- Try a wider set of directions: the start position may be walled in, and a
-- blocked move produces no console output.
for _, dir in ipairs({"up", "left", "down", "right", "up", "right", "down", "left"}) do
press(dir, "probing movement")
end
-- Direct smoke test of the console.print patch.
--
-- Plain movement is silent in this game (actions/move.lua only prints when
-- the move FAILS -- bound, immobilized), so walking around proves nothing
-- about the wrapper. Drive console.print itself instead.
local history = require("accessibility.history")
local console = require("modules.console")
local baseline = history.count()
console.print("Accessibility smoke test message.")
wait(3)
check("console.print reaches history", history.count() == baseline + 1,
"count " .. baseline .. " -> " .. history.count())
-- The game folds a repeated identical message into "(x2)"; we must match.
console.print("Accessibility smoke test message.")
wait(3)
check("repeat folds instead of appending", history.count() == baseline + 1,
"count = " .. history.count())
-- Console review keys.
press("[", "review previous")
press("]", "review next")
press("\\", "repeat current")
end
print(string.format("[testbed] === %d checks, %d failures ===", checks, failures))
end
--------------------------------------------------------------------------------
-- Driver
--------------------------------------------------------------------------------
function testbed.start()
co = coroutine.create(scenario)
print("[testbed] starting scenario")
end
function testbed.update()
if finished or not co then
return
end
if waitFrames > 0 then
waitFrames = waitFrames - 1
return
end
local ok, err = coroutine.resume(co)
if not ok then
print("[testbed] scenario ERROR: " .. tostring(err))
finished = true
love.event.quit()
return
end
if coroutine.status(co) == "dead" then
finished = true
print("[testbed] scenario complete, quitting")
love.event.quit()
end
end
function testbed.isEnabled()
if not arg then
return false
end
for _, value in ipairs(arg) do
if value == "--a11y-test" then
return true
end
end
return false
end
return testbed