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>
This commit is contained in:
Accessibility Mod
2026-08-03 16:38:21 +02:00
co-authored by Claude Opus 5
parent 5778e86e8e
commit fd06961af5
8 changed files with 341 additions and 8 deletions
+126
View File
@@ -1377,6 +1377,132 @@ local function scenario()
check("left examine mode", currentState() == "ingame",
"got " .. currentState())
end
-- Targeting. Both modes used to announce their name and then go silent,
-- which left no way to know what you were about to hit or throw at.
--
-- Neither mode is reachable by its key here. The prologue room restricts
-- level.allowedActions, so `b` (hit) never resolves an action; and with
-- nothing throwable in the pack, `t` falls through to gotoInventory()
-- (states/ingame.lua:986-990). So drive both states directly, borrowing the
-- views from the ingame state exactly as gotoAction would pass them
-- (states/ingame.lua:133-151).
local function targetingParams()
local ingameTable = menus.getStateTable("ingame")
if not ingameTable then
return nil
end
local params = {
range = 5,
callback = function() end,
levelWindow = menus.getAnyUpvalue(ingameTable, "levelWindow"),
hpbar = menus.getAnyUpvalue(ingameTable, "hpbar"),
levelDescriptionWindow =
menus.getAnyUpvalue(ingameTable, "levelDescriptionWindow"),
}
if not (params.levelWindow and params.hpbar
and params.levelDescriptionWindow) then
return nil
end
return params
end
if currentState() == "ingame" then
local params = targetingParams()
if params then
params.actionName = "hit"
pcall(require("states").switch, "ingame_targeting_melee", params)
wait(10)
else
print("[testbed] could not harvest ingame views for melee targeting")
end
if currentState() == "ingame_targeting_melee" then
check("entered melee targeting", true)
-- Melee has no cursor: one direction key picks AND commits. So the
-- descriptor speaks on entry only, and we must not press an arrow
-- here -- that would swing at something and perturb the run.
local descriptor = menus.loadDescriptor("ingame_targeting_melee")
local spoken = descriptor and descriptor.onOpen and descriptor.onOpen()
check("melee targeting describes the adjacent tiles on entry",
type(spoken) == "string" and spoken ~= "",
"onOpen=" .. tostring(spoken))
if type(spoken) == "string" then
local missing
for _, dir in ipairs({"north-east", "east", "south-east",
"south", "south-west", "west", "north-west"}) do
if not spoken:find(dir, 1, true) then
missing = dir
break
end
end
check("melee entry scan covers all eight directions",
missing == nil, "missing " .. tostring(missing)
.. " in " .. tostring(spoken))
end
press("escape", "leave melee targeting")
wait(10)
check("left melee targeting", currentState() == "ingame",
"got " .. currentState())
else
print("[testbed] melee targeting not reachable here (skipped), state="
.. currentState())
end
end
if currentState() == "ingame" then
local params = targetingParams()
if params then
params.actionName = "throw"
pcall(require("states").switch, "ingame_targeting_throw", params)
wait(10)
else
print("[testbed] could not harvest ingame views for throw targeting")
end
if currentState() == "ingame_targeting_throw" then
check("entered throw targeting", true)
local first = focusText()
check("throw targeting speaks the cursor tile",
first ~= nil and first ~= "",
"focus=" .. tostring(first))
-- The validity clause is the whole point of targeting as opposed to
-- examining, so assert it specifically rather than just "some text".
check("throw targeting says whether the tile is a legal target",
first ~= nil and (first:find("can throw", 1, true)
or first:find("blocked", 1, true)
or first:find("out of range", 1, true)
or first:find("no line of sight", 1, true)) ~= nil,
"focus=" .. tostring(first))
press("right", "throw: cursor east")
local afterMove = focusText()
-- Not merely "it said something": the cursor glides for 0.3s, so a
-- descriptor that read the popup (or the state's targetAllowed
-- upvalue) would report the PREVIOUS tile here.
check("throw targeting tracks the cursor on the frame it moves",
afterMove ~= nil and afterMove ~= first,
"before=" .. tostring(first) .. " after=" .. tostring(afterMove))
press("escape", "leave throw targeting")
wait(10)
check("left throw targeting", currentState() == "ingame",
"got " .. currentState())
else
print("[testbed] throw targeting not reachable here (skipped), state="
.. currentState())
end
end
end
print(string.format("[testbed] === %d checks, %d failures ===", checks, failures))