items: read the details of the focused item

The item grids said which item you were on ("a torch, slot 3") but nothing
about what it was -- no description, no condition, and no "what does this
refine into", which is the whole of alchemy.

The game already composes all of it in one place: item.getPopupMessage()
(modules/item.lua:199) returns the cursor popup's line list, so read that
rather than re-deriving anything from templates.

It also already gates it behind a dwell -- the popup only fades in after
examinationPopupFadeInDuration (0.4s), so a sighted player who arrows past a
slot never sees the details either. Mirror that instead of inventing a
modality: stop on an item for 0.6s and the details speak themselves, queued.
"=" reads them on demand, Shift+= keeps the name line too. ("r" was the
obvious mnemonic but is a game-claimed scancode, and getCommand() dispatches
on scancode ignoring modifiers.)

New generic hook descriptor.details() returning a LIST of blocks, so each is
also pushed into the console history and [ ] \ walk a long description back
afterwards -- the journal page trick. Only _itemgrid.lua implements it so far.

The other half is the hint panel craft/refine/trade draw permanently beside
the grid, which the popup never contains: recipe components, and price, which
appears nowhere else in the game. The three panels share a shape, so one
reader covers them. Affordability survives only as a red colour in the hint
table and decides whether enter does anything, so it is decoded and spoken.

59 testbed checks, 0 failures: a synthetic ivy_leaves item as the version-bump
canary for getPopupMessage, hasUpvalue over every hint-panel local, four
assertions on the pure settleStep, and an end-to-end "=" press. Not yet
exercised against a live item -- the prologue inventory is empty.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Accessibility Mod
2026-08-03 01:31:58 +02:00
co-authored by Claude Opus 5
parent c841bcc68d
commit a00f327c68
8 changed files with 617 additions and 8 deletions
+32
View File
@@ -173,6 +173,38 @@ Common actions include Activate, Wield, Unwield, Wear, Take off, Switch on,
Switch off, Drink, Eat, Apply, Read, Open, and Prepare for throwing / Pack away.
**Equipping is done from here** — there is no separate equipment screen.
### Item details (`=`)
| Key | Action |
|---|---|
| `=` | Read the full details of the item under the cursor |
| `Shift+=` | The same, including the item's name |
Reading the cursor only tells you *which* item you are on. The details tell you
what it is: what kind of thing it is, its condition if it can wear out, its
description, and — the useful part for alchemy — **what it turns into**, listed
per refinement method:
```
It is a raw material. Some fresh green leaves from ivy. They contain weak
poison. Yields: x1 when ground in a mortar. x0.2 when distilled.
```
On the crafting, refining and trading screens the details also read the panel
beside the grid, which is where the game keeps the things you most need before
committing: a recipe's components and **whether you can afford them**, what a
refinement produces and how much of it you already have, and — in a shop — the
**price**, which appears nowhere else.
You do not have to press `=` every time. **Stop on an item for about half a
second and the details are read to you automatically**, which is what the game
does for a sighted player: its own detail popup only appears after you have
hovered a slot for a moment. Arrow through a tab quickly and you hear only the
names, exactly as a sighted player sees only the icons.
Details also go into the message history, so `[` and `]` walk back through a
long description a piece at a time and `\` re-reads a line.
### Your character
| Key | Action |