targeting: say what you are about to hit or throw at
Both aiming modes announced their name and then went silent, so there was no way to know what the arrow keys were pointing at. Prompted by "it says targetting, melee, but when I press the arrow keys it does not tell me what I am currently selecting." They look like a pair and are not, which is the whole shape of the fix. Throw has a real free-roaming cursor on level.cursorX/cursorY, so its descriptor is ingame_observe plus one clause: whether the tile is a legal target. That clause is recomputed from level.FoV, level.interactableArea and level.canThrowOnCell rather than read off the state's targetAllowed upvalue, because ingame_targeting_throw.lua:228 sets targetAllowed false for the whole 0.3s cursor glide and only the animation's onFinish restores it -- and mid-glide is exactly when we speak, so it would have said "blocked" on every single move. The same class of trap as the examine-cursor popup lag, and the same answer: read the model, not the view. Melee has no cursor and no target state at all. ingame_targeting_melee.lua:184-195 takes one direction key and fires the callback in that same keypress, so nothing is ever "currently selected" and there is no focus for a read() to return. Its descriptor speaks only on entry, listing the eight adjacent tiles -- which are precisely the legal targets, the game's rule being Chebyshev <= 1. Arrows still commit immediately; the game plays as it did. A two-step confirm cursor was considered and rejected for that reason. That entry line is surroundings.scan()'s sentence, so scan() splits into describeNeighbours() returning the text and scan() speaking it. onOpen grows the ability to be a function rather than a fixed string, since the neighbours differ every time. menus.selfTest needed a branch for a descriptor with neither read nor probe -- melee is the first -- or it would index a nil probe and take the whole self test down with it, which is the one report that must never fail quietly. Neither mode is reachable by its key in the prologue: b is filtered out by the room's level.allowedActions, and t falls through to gotoInventory() when there is nothing throwable. Found that by writing the testbed block as keypresses and watching it land in the inventory. It now drives both states directly, borrowing levelWindow, hpbar and levelDescriptionWindow off the ingame state's upvalues the way gotoAction would pass them. 129 testbed checks, 0 failures. The throw block asserts the focus text CHANGED across a cursor move rather than merely being non-nil, which is the assertion that would have caught the targetAllowed mistake had it been made. Still unverified against real content: only "can throw" has been heard, not "blocked", "out of range" or "no line of sight". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -139,6 +139,22 @@ The game's own examine mode (**`x`**) is also fully spoken: the arrow keys move
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cursor around the map and each tile is described with its distance and direction
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from you. Press `f` in examine mode to jump between exits.
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### Aiming
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Both targeting modes now speak. No new keys — this is the game's own aiming.
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**Ranged aiming** (throw, `t`) works like examine mode: the arrow keys move the
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target cursor and each tile is read out as you land on it, followed by whether
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you can actually throw there — *"can throw"*, *"blocked"*, *"out of range"* or
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*"no line of sight"* — and how far away it is. `z` throws.
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**Melee aiming** (hit `b`, interact `g`, push `y`) has no cursor: in this game a
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single direction key both picks the tile and swings. So instead of reading a
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selection that does not exist, the mod reads **all eight tiles around you the
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moment you enter melee aiming** — clockwise from north — which are exactly the
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tiles you can reach. Listen, then press the direction you want. `z` targets
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yourself; `escape` backs out without attacking.
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### Object tracker
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Finds everything you have seen, sorted by distance.
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