Phase 1: console history, review keys, and wall tones

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

Console (Q4: speak everything queued, cancelled by explicit action):
- history.lua keeps our own unbounded history, since the game's console buffer
  expires entries after 3s. Mirrors the game's (xN) coalescing so what is heard
  matches what is on screen. The review cursor holds position while new lines
  arrive rather than being yanked to the tail mid-read.
- patches/console.lua wraps console.print, calling the real one first so a bug
  on our side cannot swallow a message the player would otherwise see.
- Any keypress reaching the game silences the pending speech backlog.

Hotkeys: [ and ] review, Shift+[/] jump to ends, \ repeat, Shift+\ copy.
Chosen from scancodes the game does not bind. Note keybindings.getCommand()
ignores modifiers, so Ctrl+Up would read to the game as a movement -- our keys
are consumed and never overlay a game-claimed scancode.

Wall tones (Q5: on step, 3D-positioned, radius 5):
- Direction and distance are deliberately decoupled. The listener sits at the
  camera 4 units above the plane under an inverse distance model, so placing a
  tone at the wall's real position would make distant walls quieter (the
  opposite of the request) and collapse the stereo pan. Instead the source sits
  at a fixed radius in the wall's direction at listener height, and volume is
  computed explicitly from distance.
- Step detection polls player coordinates rather than hooking movement, so it
  covers walking, pathing, portals and pushes for free.
- Respects FoV/rememberedFoV; never leaks unseen geometry.

tests/test_history.lua: 16 assertions, all passing, pure Lua.

Not yet verified in actual play -- needs a human at the keyboard.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Accessibility Mod
2026-08-01 20:38:28 +02:00
co-authored by Claude Opus 5
parent ff402e64c9
commit fe872be683
7 changed files with 765 additions and 4 deletions
+46
View File
@@ -0,0 +1,46 @@
-- Patch: modules/console.lua
--
-- console.print is the single chokepoint for every log message the game produces
-- (combat, interaction, flavour, status). Wrapping it captures all of them.
--
-- The wrapper must return the original's results verbatim and must not alter what
-- the game draws.
local history = require("accessibility.history")
local speech = require("accessibility.speech")
return function()
local console = require("modules.console")
local realPrint = console.print
if not realPrint then
error("modules.console has no print function -- game structure changed")
end
console.print = function(message, colorTemplate)
-- Game first, so a bug on our side cannot swallow a message the player
-- would otherwise see on screen.
local result = realPrint(message, colorTemplate)
pcall(function()
local text = history.append(message, colorTemplate)
if text then
-- Queued, not interrupting: several messages can land in one turn
-- and speech.flush joins them in order at end of frame.
speech.say(text, false)
end
end)
return result
end
-- console.clear is called on new game / level reset. Keep our history aligned
-- so review doesn't read back messages from a previous playthrough.
local realClear = console.clear
if realClear then
console.clear = function(...)
pcall(history.clear)
return realClear(...)
end
end
end