Phase 3: object tracker

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

Three-level navigation as specified in D2: Ctrl+PageUp/Down cycles categories,
PageUp/Down cycles kinds, Shift+PageUp/Down cycles instances of that kind, Home
announces where it is.

- categories.lua: flag-first classification into Creatures, Items, Alchemy,
  Interactables, Exits and Terrain features, reusing the game's own 'exit' tag
  and excluding the six nameless mechanical templates.
- tracker.lua: scan, cache, navigation, announcements.

Caching keys on level name, player position and turn: position because
everything sorts by distance to the player, turn because creatures move and
containers empty. Scans run on keypress, never per frame.

FoV is respected throughout -- creatures only when currently visible, tiles when
visible or remembered -- so the tracker never becomes a cheat.

Home reports path length alongside the offset, via the game's own
calculatePathFromPlayer. Straight-line distance is misleading indoors, where a
chest three tiles north through a wall can be twenty steps away.

Corrects D4 in docs/05-decisions.md. I had claimed tile.tryInteract cleanly
separates 'the player can do something here' from scenery. It does not: 'wall'
carries a flavour-only tryInteractFunction ('You touch the wall. It's cold and
rough.'), so every wall segment was promoted into Interactables -- 13 in the
starting house, burying the chest and cauldron. Structural tiles
(blocksMovement and blocksVision) are now excluded before the tryInteract test;
containers and furniture block movement but not sight, so they survive.
12 kinds/19 instances instead of 13/32.

13/13 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 21:34:13 +02:00
co-authored by Claude Opus 5
parent 8b1eb44c38
commit c17c5277d4
6 changed files with 687 additions and 7 deletions
+358
View File
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-- tracker.lua — the object tracker.
--
-- Three-level navigation (docs/05-decisions.md D2):
--
-- Ctrl+PageUp / Ctrl+PageDown category "Creatures"
-- PageUp / PageDown kind "rat"
-- Shift+PageUp / Shift+PageDown instance that specific rat
-- Home announce distance + direction
--
-- Two hard rules:
--
-- * Never report anything outside FoV / rememberedFoV. The tracker must not
-- become a cheat -- it exposes what a sighted player could see, no more.
-- * Never scan per frame. A scan walks xMax x yMax; it runs on keypress and is
-- cached until the world changes under it.
local speech = require("accessibility.speech")
local describe = require("accessibility.describe")
local categories = require("accessibility.categories")
local tracker = {}
--------------------------------------------------------------------------------
-- State
--------------------------------------------------------------------------------
local categoryIndex = 1
local kindIndex = 1
local instanceIndex = 1
local scan -- { [categoryKey] = { kinds = { {key, name, instances={{x,y},..}}, .. } } }
local scanSignature
--------------------------------------------------------------------------------
-- Scanning
--------------------------------------------------------------------------------
local function getLevel()
local ok, world = pcall(require, "models.world")
if not ok or not world.currentLevel then
return nil
end
return world.currentLevel
end
-- Cheap staleness key. Position matters because everything is sorted by distance
-- to the player; turn matters because creatures move and containers empty.
local function signatureFor(level)
local actor = level.playerActor
local turn = level.world and level.world.turn or 0
return string.format("%s:%s:%s:%s",
tostring(level.name), tostring(actor and actor.x), tostring(actor and actor.y), tostring(turn))
end
local function seenAt(level, x, y)
if level.FoV and level.FoV[x] and level.FoV[x][y] then
return true, true
end
if level.rememberedFoV and level.rememberedFoV[x] and level.rememberedFoV[x][y] then
return true, false
end
return false, false
end
local function newBucket()
return {kinds = {}, byKind = {}}
end
local function addTo(bucket, kindKey, kindName, x, y)
if not kindKey then
return
end
local kind = bucket.byKind[kindKey]
if not kind then
kind = {key = kindKey, name = kindName, instances = {}}
bucket.byKind[kindKey] = kind
bucket.kinds[#bucket.kinds + 1] = kind
end
kind.instances[#kind.instances + 1] = {x = x, y = y}
end
function tracker.rescan(force)
local level = getLevel()
if not level or not level.playerActor then
scan = nil
return nil
end
local signature = signatureFor(level)
if not force and scan and signature == scanSignature then
return scan
end
local buckets = {}
for _, category in ipairs(categories.list) do
buckets[category.key] = newBucket()
end
local px, py = level.playerActor.x, level.playerActor.y
-- Creatures come from the actor list, not the grid.
for _, actor in ipairs(level.actors or {}) do
if actor ~= level.playerActor
and actor.x and actor.y
and actor.visibilityAlpha ~= 0
then
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)
end
end
end
-- Tiles.
for x = 1, level.xMax or 0 do
if level.grid[x] then
for y = 1, level.yMax or 0 do
local stack = level.grid[x][y]
if stack and seenAt(level, x, y) then
local claimed = {}
for i = #stack, 1, -1 do
local tile = stack[i]
local key = categories.classifyTile(tile)
-- One entry per category per cell: a cell can hold both a
-- door and a floor, but not two doors worth reporting.
if key and not claimed[key] then
claimed[key] = true
addTo(buckets[key], categories.tileKind(tile),
categories.tileName(tile), x, y)
end
end
if not claimed.terrain then
local ok, isWater = pcall(level.isWaterTile, x, y)
if ok and isWater then
addTo(buckets.terrain, "water", "water", x, y)
end
end
end
end
end
end
-- Sort instances by distance to the player, and kinds by their nearest
-- instance, so both levels of navigation move outward.
local function chebyshev(a)
return math.max(math.abs(a.x - px), math.abs(a.y - py))
end
for _, bucket in pairs(buckets) do
for _, kind in ipairs(bucket.kinds) do
table.sort(kind.instances, function(a, b)
return chebyshev(a) < chebyshev(b)
end)
end
table.sort(bucket.kinds, function(a, b)
return chebyshev(a.instances[1]) < chebyshev(b.instances[1])
end)
end
scan = buckets
scanSignature = signature
return scan
end
--------------------------------------------------------------------------------
-- Access
--------------------------------------------------------------------------------
local function currentCategory()
return categories.list[categoryIndex]
end
local function currentBucket()
local data = tracker.rescan()
local category = currentCategory()
if not data or not category then
return nil
end
return data[category.key]
end
local function currentKind()
local bucket = currentBucket()
if not bucket or #bucket.kinds == 0 then
return nil
end
kindIndex = math.max(1, math.min(kindIndex, #bucket.kinds))
return bucket.kinds[kindIndex], bucket
end
local function currentInstance()
local kind = currentKind()
if not kind then
return nil
end
instanceIndex = math.max(1, math.min(instanceIndex, #kind.instances))
return kind.instances[instanceIndex], kind
end
--------------------------------------------------------------------------------
-- Announcements
--------------------------------------------------------------------------------
local function offsetFromPlayer(instance)
local level = getLevel()
local actor = level and level.playerActor
if not actor then
return ""
end
return describe.offset(instance.x - actor.x, instance.y - actor.y)
end
local function announceCategory()
local category = currentCategory()
local bucket = currentBucket()
if not category then
return
end
if not bucket or #bucket.kinds == 0 then
speech.say(category.name .. ", none", true)
return
end
local count = #bucket.kinds
speech.say(string.format("%s, %d %s", category.name, count,
count == 1 and "kind" or "kinds"), true)
end
local function announceKind()
local kind, bucket = currentKind()
if not kind then
local category = currentCategory()
speech.say((category and category.name or "Nothing") .. ", none", true)
return
end
local total = #kind.instances
local instance = kind.instances[1]
speech.say(string.format("%s, %d, nearest %s, %d of %d",
kind.name, total, offsetFromPlayer(instance), kindIndex, #bucket.kinds), true)
end
local function announceInstance()
local instance, kind = currentInstance()
if not instance then
return
end
speech.say(string.format("%s %d of %d, %s",
kind.name, instanceIndex, #kind.instances, offsetFromPlayer(instance)), true)
end
--------------------------------------------------------------------------------
-- Navigation
--------------------------------------------------------------------------------
local function cycle(value, delta, count)
if count == 0 then
return 1
end
value = value + delta
if value < 1 then
value = count
elseif value > count then
value = 1
end
return value
end
function tracker.cycleCategory(delta)
tracker.rescan()
categoryIndex = cycle(categoryIndex, delta, #categories.list)
kindIndex = 1
instanceIndex = 1
announceCategory()
end
function tracker.cycleKind(delta)
local bucket = currentBucket()
if not bucket or #bucket.kinds == 0 then
announceKind()
return
end
kindIndex = cycle(kindIndex, delta, #bucket.kinds)
instanceIndex = 1
announceKind()
end
function tracker.cycleInstance(delta)
local kind = currentKind()
if not kind then
announceKind()
return
end
instanceIndex = cycle(instanceIndex, delta, #kind.instances)
announceInstance()
end
-- Home: where is the current thing, and how far is it to actually walk there.
function tracker.announceLocation()
local instance, kind = currentInstance()
if not instance then
local category = currentCategory()
speech.say((category and category.name or "Tracker") .. ", nothing selected", true)
return
end
local parts = {
string.format("%s, %s", kind.name, offsetFromPlayer(instance)),
}
-- Straight-line offset can be badly misleading indoors -- a chest three tiles
-- north through a wall may be twenty steps away. Path length is the number
-- that actually matters.
local level = getLevel()
if level then
local ok, path = pcall(level.calculatePathFromPlayer, instance.x, instance.y)
if ok and path and #path > 0 then
parts[#parts + 1] = #path .. (#path == 1 and " step by path" or " steps by path")
elseif ok then
parts[#parts + 1] = "no path"
end
end
speech.say(table.concat(parts, ", "), true)
end
--------------------------------------------------------------------------------
-- Key registration
--------------------------------------------------------------------------------
function tracker.registerKeys(hotkeys)
hotkeys.bind("pageup", "ctrl", function() tracker.cycleCategory(-1) end)
hotkeys.bind("pagedown", "ctrl", function() tracker.cycleCategory(1) end)
hotkeys.bind("pageup", "shift", function() tracker.cycleInstance(-1) end)
hotkeys.bind("pagedown", "shift", function() tracker.cycleInstance(1) end)
hotkeys.bind("pageup", nil, function() tracker.cycleKind(-1) end)
hotkeys.bind("pagedown", nil, function() tracker.cycleKind(1) end)
hotkeys.bind("home", nil, tracker.announceLocation)
end
return tracker