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>
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>