Commit Graph
2 Commits
Author SHA1 Message Date
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 fe872be683 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>
2026-08-01 20:38:28 +02:00