Commit Graph
8 Commits
Author SHA1 Message Date
Accessibility ModandClaude Opus 5 0df3842bf1 inventory: speak the item action menu
Pressing enter/z on an inventory item plays a click and, until now, said
nothing. The click is sound.select: the menu WAS opening every time.

inventory.keypressed -> inventoryWindow.enableItemMenu() builds a second,
nested selection over the grid (modules/item/itemMenu.lua) listing the
actions that item currently allows, filtered from itemActions.lua by
per-action conditions: Activate, Wield/Unwield, Wear/Take off, Switch
on/off, Drink, Eat, Apply, Read, Open, Prepare for throwing/Pack away.
Up/down move in it, enter activates, any other key cancels. None of it
goes through console.print or the cursor popup, so it was silent -- and
since the game has no separate equipment screen, this menu is the only
way to equip anything. Reported by Talon: the torch quest was unplayable.

_itemgrid.lua now checks window.itemMenu first and keeps the grid cell
quiet underneath, since the menu is modal over it. The menu is a closure
with no getters, so lines and currentSelectedAction are read as upvalues
of its own draw(). The item name leads only when the menu opens, and the
"just opened" memory is the menu table itself rather than a flag, which
keeps read() idempotent -- a flag would be consumed by the focus poll and
the real announcement would come out headless.

Items also now read "equipped", which is part of the focus key on
purpose: after Switch on the menu closes with the cursor unmoved, so
otherwise the re-read is suppressed as unchanged and the action still
feels silent. Now: "Switch on" -> "a torch, equipped, slot 3".

New patch (the 6th) wraps the inventoryWindow factory for the dead case:
when getActionsList returns nil -- an item with no applicable actions --
the game does literally nothing, not even the click, which by ear is
indistinguishable from a dropped keypress. Says "<item>, no actions".

The prologue inventory is empty, so the live path is unverified; the
testbed instead builds an itemMenu from a synthetic item and asserts the
two upvalue names still resolve. That is the version-bump canary for this
descriptor, not proof of the wording. 38 checks, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 02:59:21 +02:00
Accessibility ModandClaude Opus 5 e1d9995c9f journal: speak the page text, not just the entry title
Opening the journal and selecting an entry announced its title and stopped,
which is an index into content the player could never reach. Page flipping was
silent too.

The screen is three widgets at once: the tab row (q/e), the list of entry
titles down the left (up/down), and the page on the right holding the actual
text (left/right). The descriptor read only the first two.

It now reads options[selectedOption].pages[selectedPageId] and speaks its text
blocks. A page is bounded by what fits on screen, so it is safe as a single
utterance. Layout newlines are flattened first -- splitTextByPages joins the
game's own wrapped lines with \n, so left in they make the reader pause
mid-sentence at every wrap point. Page position is announced only when there is
more than one page, and the blocks are pushed into the console history so [ and
] walk back through a long lore entry after the utterance has gone by.

The tab leads only when the tab changed and the title only when the entry
changed, so flipping pages does not bury the new page under a repeated heading.

That suppression made read() stateful, which is a trap: it is called for the
same focus from four places -- the per-frame poll, the post-keypress announce,
repeatFocus, and the testbed's before/after probes -- so a poll would consume
the "changed" flag and the real announcement would come out headless. The
descriptor now caches its last (key, text) and replays it whenever the key is
unchanged, making read() idempotent; the suppression state advances exactly
once per genuine focus change.

Adds a generic descriptor.reset hook, called from menus.announceScreen. The
memory lives in file-locals that outlive the screen, so without it reopening
the journal on the entry you left it on would read the page with no title.

Testbed asserts the spoken text contains the page body rather than merely being
non-nil. 29 checks, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 01:04:03 +02:00
Accessibility ModandClaude Opus 5 96ec79ed75 Phase 4 complete + Phase 5: status, popups, damage alerts
Game-file footprint unchanged: still one line in main.lua.
All 23 states now have descriptors; 5 patches applied.

Final two descriptors:

- keybindings_menu has two panels (commands and keys) with independent
  selection, so it reads currentlyActiveWindow to decide which one has focus.
  Announcing the wrong panel's row would be actively misleading, since the two
  lists are unrelated.
- research is a 2D node graph rather than a list, and its nodes are drawn as
  icons with no text label, so the id is the only identifier available. What
  actually matters is researched / locked / cannot afford / available: without
  the affordability part the screen is unusable by ear, because pressing enter
  on an unaffordable node silently does nothing.

status.lua adds two pull keys -- ' for health and active effects, , for the
current action -- plus unprompted damage alerts.

Damage is polled from actor.hp rather than hooked. ingame.checkInterruptions
exists but only fires for interruptions during queued movement, so damage taken
on your own turn never reaches it. Polling catches every source (combat, poison,
fire, falling) with no game edit. Damage speaks immediately and interrupts;
healing queues, since it is worth knowing but never urgent.

patches/popupstack.lua wraps popupStack.add, the single entry point for loot,
recipe, lore, map, quest, tutorial and bestiary popups. None of these go through
console.print, so they were entirely silent before.

speech.immediate now logs to the console like queued speech does. It bypasses
the frame queue and so also bypassed the flush-time logger, which meant damage
alerts fired correctly but were invisible in the testbed transcript. Prefixes
are now: ! interrupt, * immediate, space queued.

26/26 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 22:20:50 +02:00
Accessibility ModandClaude Opus 5 50b226620e Phase 4 remainder: crafting screens, slider, config options
Game-file footprint unchanged: still one line in main.lua.

The slider turned out to be genuinely generic: modules/slider.lua is a factory,
so one wrapper on it narrates all four users -- craft, refine, trade and
ingame_wait (the wait-N-turns screen). Same leverage as the console.print and
inventoryCursorPopup patches.

The options screens do NOT share it, though: config_menu changes values through
config.increase/config.decrease, so it needed its own descriptor. It reports tab,
option name and value, and its focus key includes the value so left/right
re-announce even though the focused option has not moved.

states/_itemgrid.lua is now shared by inventory, craft, refine and trade, all of
which build a views/inventoryWindow. It stays silent while
confirmationWindowEnabled is set so the slider owns speech during quantity
selection instead of the two fighting.

testbed gains walkTo(), which navigates using the game's own pathfinder rather
than hardcoded direction sequences -- those drift as soon as anything moves the
player. The config test only adjusts a value when the focused option is
demonstrably safe, and puts it straight back.

The slider patch is applied and confirmed by the self-test but not exercised
live: ingame_wait is unreachable in the prologue because tutorial_bed overrides
bed's tryInteractFunction with an empty function by design, and the crafting
screens need an alchemy table and real items. Recorded as a NOTE rather than a
failing check, since it is a property of the game and not of the mod.

25/25 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 22:12:56 +02:00
Accessibility ModandClaude Opus 5 0477097e29 Phase 4: menu descriptors for 16 states
Game-file footprint unchanged: still one line in main.lua.

Adds descriptors for actions_menu, worldmap, alchemy_table, journal, character,
inventory, and a shared one for the full-screen prose states (menu_text,
ingame_message, menu_message). The prose states also push their text into the
console history, so the existing review keys walk the manual paragraph by
paragraph rather than delivering it as one unusable utterance.

Two driver improvements, both prompted by real failures the self-test caught:

- menus.getAnyUpvalue finds a file-local across all of a state's functions and
  one level into inner closures. Safe because a Lua file-local is a single
  shared upvalue. Needed because actions_menu and worldmap build their lists in
  open() and never reference them in keypressed, so the named probe function
  found nothing. The generic probe path now falls back to this.

- menus.hasUpvalue checks that a local exists rather than that it holds a value.
  getUpvalue cannot distinguish 'no such local' from 'declared but currently
  nil', which made the self-test report PROBE BROKEN for worldmap, whose
  'local options' is nil until the screen is first opened.

patches/popups.lua now stands down for any state that has a descriptor.
inventoryCursorPopup.set only fires when an item is under the cursor, so empty
slots and empty tabs were silent and you could not tell the cursor had moved.
The inventory descriptor reports item-or-empty plus slot and tab instead.

21/21 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 22:00:52 +02:00
Accessibility ModandClaude Opus 5 8b1eb44c38 Phase 2: tile examination and surroundings
Game-file footprint unchanged: still one line in main.lua.

- describe.lua: shared spatial formatting. 8-point compass and Chebyshev
  distance, since the game moves 8-directionally and Euclidean would overstate
  diagonal travel. Verbosity setting, because sweeping eight neighbours and
  inspecting a single tile want different amounts of detail.
- states/ingame_observe.lua: narrates the game's existing examine cursor.
- surroundings.lua: probe one direction, scan all eight, or report location,
  without moving anything or touching game state.
- patches/popups.lua: wraps inventoryCursorPopup.set, covering inventory, craft,
  refine and trade in a single patch.

Q3 resolved as augment rather than relay: the game's descriptions carry no
position, which is fine on screen and useless by ear, so distance and direction
are appended.

Examine mode is polled rather than driven by levelCursorPopup. That popup is set
from an animation-completion callback, so unless the player has enabled the
game's quickExaminationPopup option the text arrives a full keypress late -- in
testing you heard the previous tile while standing on the next. Polling
level.cursorX/Y is same-frame and setting-independent.

hotkeys.isCtrlDown/isShiftDown are now overridable fields rather than direct
love.keyboard calls: real hardware state cannot be faked by love.event.push, so
without that seam every modifier-gated hotkey would be untestable.

11/11 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 21:26:35 +02:00
Accessibility ModandClaude Opus 5 da512fc67e Dialogue narration and wall tone retrigger fix
Game-file footprint unchanged: still one line in main.lua.

Wall tones: stop the previous tone per direction before playing the new one.
The tones are 2.33s mono; steps land far faster than that and up to four
directions sound at once, so overlapping them stacked into a continuous drone
instead of reading as a per-step cue. Cutting the old tone also means the
distance/volume you hear always reflects where you are standing now.

ingame_dialogue descriptor: speaks speaker and message on a node change, but
only the response on a selection change -- re-reading the whole speech every
time you move between responses would be unusable.

Two more bugs found by the testbed:

4. Nested states.switch announced in reverse. ingame.open() sees
   world.pendingDialogue and switches straight to ingame_dialogue; because we
   announce after realSwitch returns, the inner announcement fired first and the
   outer one interrupted and clobbered it, so entering a conversation said
   'Game' rather than 'Conversation'. Now we stay quiet if we are no longer the
   current state.

5. The game already numbers response text ('1. (Continue)'), matching the number
   key that picks it, so our own numbering produced '1. 1. (Continue)'.

9/9 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 20:59:04 +02:00
Accessibility ModandClaude Opus 5 9945703fb7 Menu narration + code-driven testbed
Pulls menu focus narration forward from Phase 4: it was a blocker, since the
screen name was spoken but not the selected option, so the game could not be
started at all.

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

- menus.lua: descriptor driver supporting both D3 backends (upvalue probe and
  patched-announce), sharing one render per screen. Probe self-test included.
- Descriptors for main_menu, settings_menu, load_game, new_game, narration.
- testbed.lua: drives the game by code via love.event.push, so input takes the
  same path as a human keypress. Coroutine-based, and navigates by READING focus
  rather than counting keypresses, which drifts when options are disabled.

Three bugs found by the testbed and fixed:

1. love.keypressed was still bound to the pre-wrapper states.keypressed.
   states.setup() captures love[callback] by value and runs before us, and
   main.lua does not define love.keypressed itself, so wrapping the states table
   field alone had no effect. Now reassigns love.keypressed/textinput.

2. Focus can move with no keypress: main_menu.mousemoved assigns selectedOption
   from cursor position, silently overriding selection including at startup.
   Focus is now polled in the update hook instead of announced only on keypress.

3. Probes sometimes need chaining. narration.keypressed only calls
   continueNarration(), so the text locals are upvalues of that inner function.

Verified: main menu -> new game -> name entry -> intro narration -> gameplay,
8/8 checks passing, including console.print capture and its (x2) fold.

Known gap: ingame_dialogue announces 'Game' and reads no dialogue text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 20:53:29 +02:00