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Commits
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5778e86e8e |
orientation: the travel map, unexplored ways, the nearest exit
Prompted by "do sighted players have a minimap we don't have access to?"
No widget, but two map surfaces were only half exposed: the world map
screen, and the level view itself, which IS the explored-floor map --
rememberedFoV keeps everything ever seen drawn, and a sighted player pans
over it and reads the fog edge at a glance.
The world map dropped the three things the picture carries: what kind of
place each area is (the icon shape), which way it lies, and how long
travelling there takes. The last is the number the decision turns on and
was only ever in the side panel. states/worldmap.lua is now a read() plus
details() rather than probe/render -- necessarily, because render() gets
no state table and the travel time needs the screen's currentAreaId, an
upvalue like options and selectedOption. Travel time is the game's own
getDistanceMessage, the same call the screen makes. The blurb runs to
several sentences, so it goes on = and the settle timer instead of the
focus line.
Two gotchas: options[i].icon is already an image object, so the icon id
string has to come off the model area; and describe.direction only tests
the sign of each delta, which on the map's floating-point coordinates
called almost everything diagonal, hence a 25% deadzone carrying the same
4/3 x-correction the game's own distance maths uses.
New frontier.lua answers "where haven't I been", which nothing did:
surroundings is local, examine is one tile, and the tracker only finds
things it already knows about. A frontier tile is seen, not blocking
movement, with an in-bounds unseen CARDINAL neighbour -- cardinal because
the diagonal test fires on the unseen tile behind every wall corner, so a
lit corridor would report an unexplored way per corner. Clustered
8-connected and reduced to each cluster's nearest member, so a wide
doorway is one way but two openings that both lie north stay two. Reads
only FoV/rememberedFoV and reports only THAT an opening exists, never
what is beyond it -- exactly what the fog edge shows.
Shift+End names the nearest exit without disturbing the tracker
selection. Note for later: level.exits does not exist at runtime, it is
packed as nil and never assigned. The primitive is the game's own
getListByTag("exit"), which already gates on FoV or rememberedFoV, skips
hidden tiles and sorts by distance. Exits were already a tracker
category, so this is a shortcut rather than a new capability.
"remembered" moves from verbose to normal verbosity. tileFacts reads
actors only when a tile is currently VISIBLE, so a remembered tile is
silent about whatever may be standing on it now, and at normal verbosity
that silence was indistinguishable from "nothing there". A safety flag,
not a nicety.
Also adds descriptor.probeNames: a read() descriptor has no probe table,
so menus.selfTest could only report "custom read()" and the version-bump
canary was lost on exactly the screens reaching for the most upvalues.
worldmap and research now declare their game locals and get the same
PROBE BROKEN check.
120 testbed checks, 0 failures. It caught two things review had not. The
world map said "You are currently here." twice, because
getDistanceMessage and getLastVisitedMessage return the same sentence for
the area you are standing in -- fine as two panels on screen, a stutter
in one utterance. And the first frontier check walked a step east and
demanded the numbers change; it failed on a run where nothing was wrong,
the step landing but both openings keeping the same Chebyshev distance.
Replaced with the deterministic property: every reported distance must
equal Chebyshev from the player's current position, nearest first.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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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> |