The documented way to run the testbed began with
rm -rf ~/AppData/Roaming/LOVE/Alchemist
which is the player's actual playthrough. It was written down as the
official procedure in four places, so every run of the test suite ate a
real save -- including twice in the session that produced the previous
commit. Reported by Talon.
The testbed does genuinely need an empty save directory: it drives a new
game from the main menu through the prologue, which has already happened
in any real save. So tests/run-testbed.sh MOVES the save aside (never
deletes it), runs, discards the test run's directory and moves the real
one back. Restore is on an EXIT trap plus INT/TERM, so it also happens on
a failed run, a crash and Ctrl-C. If the restore itself fails it says so
loudly and leaves the backup on disk rather than pressing on.
This cannot live inside the mod: love.load calls config.initialize,
keybindings.initialize and user.initialize long before main.lua reaches
require("accessibility").initialize(), so by the time any of our Lua runs
the save directory has already been read. The swap has to happen around
the process.
The rm -rf is removed from all four docs that carried it, each replaced
with the script and the reason not to clear that directory by hand --
being written down as procedure is what made it recur.
accessibility/.gitattributes forces LF on *.sh, or a Windows checkout
hands bash a \r and the script dies. It sits inside accessibility/ on
purpose: a top-level one would show up in the game-file footprint check,
which still reads `main.lua | 1 +`.
Verified with a marker file in a populated save directory: 38 checks, 0
failures, marker intact, no leftover backup directories.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>