Both aiming modes announced their name and then went silent, so there was no way to know what the arrow keys were pointing at. Prompted by "it says targetting, melee, but when I press the arrow keys it does not tell me what I am currently selecting." They look like a pair and are not, which is the whole shape of the fix. Throw has a real free-roaming cursor on level.cursorX/cursorY, so its descriptor is ingame_observe plus one clause: whether the tile is a legal target. That clause is recomputed from level.FoV, level.interactableArea and level.canThrowOnCell rather than read off the state's targetAllowed upvalue, because ingame_targeting_throw.lua:228 sets targetAllowed false for the whole 0.3s cursor glide and only the animation's onFinish restores it -- and mid-glide is exactly when we speak, so it would have said "blocked" on every single move. The same class of trap as the examine-cursor popup lag, and the same answer: read the model, not the view. Melee has no cursor and no target state at all. ingame_targeting_melee.lua:184-195 takes one direction key and fires the callback in that same keypress, so nothing is ever "currently selected" and there is no focus for a read() to return. Its descriptor speaks only on entry, listing the eight adjacent tiles -- which are precisely the legal targets, the game's rule being Chebyshev <= 1. Arrows still commit immediately; the game plays as it did. A two-step confirm cursor was considered and rejected for that reason. That entry line is surroundings.scan()'s sentence, so scan() splits into describeNeighbours() returning the text and scan() speaking it. onOpen grows the ability to be a function rather than a fixed string, since the neighbours differ every time. menus.selfTest needed a branch for a descriptor with neither read nor probe -- melee is the first -- or it would index a nil probe and take the whole self test down with it, which is the one report that must never fail quietly. Neither mode is reachable by its key in the prologue: b is filtered out by the room's level.allowedActions, and t falls through to gotoInventory() when there is nothing throwable. Found that by writing the testbed block as keypresses and watching it land in the inventory. It now drives both states directly, borrowing levelWindow, hpbar and levelDescriptionWindow off the ingame state's upvalues the way gotoAction would pass them. 129 testbed checks, 0 failures. The throw block asserts the focus text CHANGED across a cursor move rather than merely being non-nil, which is the assertion that would have caught the targetAllowed mistake had it been made. Still unverified against real content: only "can throw" has been heard, not "blocked", "out of range" or "no line of sight". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
401 lines
12 KiB
Lua
401 lines
12 KiB
Lua
-- menus.lua — narrates focus in the game's menu screens.
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--
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-- Most menu states keep their focus in file-local variables (`selectedOption`,
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-- `optionsList`, ...) which are not reachable through the table the state returns.
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-- They ARE reachable as upvalues of the state's own functions, via
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-- debug.getupvalue.
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--
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-- Per docs/05-decisions.md (D3) this driver supports two interchangeable
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-- backends, so we can move between them without rewriting per-screen logic:
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--
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-- mode "probe" -- read upvalues. Zero edits to game files. Depends on
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-- internal variable names, so it is checked by the self-test.
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-- mode "patched" -- game files call accessibility.announce() directly. Robust,
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-- but must be re-applied on each game version.
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--
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-- The `render` function in each descriptor -- which holds all the per-screen
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-- knowledge -- is shared by both. Switching modes is a config flag.
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local speech = require("accessibility.speech")
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local stateNames = require("accessibility.stateNames")
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local menus = {}
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menus.mode = "probe"
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--------------------------------------------------------------------------------
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-- Upvalue access
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--------------------------------------------------------------------------------
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local function getUpvalue(fn, name)
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if type(fn) ~= "function" then
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return nil
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end
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local i = 1
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while true do
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local n, v = debug.getupvalue(fn, i)
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if not n then
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return nil
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end
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if n == name then
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return v, i
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end
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i = i + 1
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end
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end
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menus.getUpvalue = getUpvalue
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-- Find a file-local by name across ALL of a state's exported functions, and one
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-- level into any inner functions they close over.
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--
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-- Safe because a Lua file-local is a single shared upvalue: every closure in that
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-- file that references it sees the same variable, so whichever function we reach
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-- it through yields the same value. This saves hand-picking a probe function per
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-- descriptor, and survives the common case where the local we want is touched by
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-- draw() or an inner helper rather than by keypressed().
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function menus.getAnyUpvalue(stateTable, name)
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if type(stateTable) ~= "table" then
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return nil
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end
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local nested = {}
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for _, fn in pairs(stateTable) do
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if type(fn) == "function" then
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local value = getUpvalue(fn, name)
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if value ~= nil then
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return value
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end
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local i = 1
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while true do
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local upName, upValue = debug.getupvalue(fn, i)
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if not upName then
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break
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end
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if type(upValue) == "function" then
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nested[#nested + 1] = upValue
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end
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i = i + 1
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end
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end
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end
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for _, fn in ipairs(nested) do
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local value = getUpvalue(fn, name)
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if value ~= nil then
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return value
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end
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end
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return nil
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end
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-- IMPORTANT: states.lua loads states with require("states/"..name) -- a SLASH.
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-- require() caches on the exact string, so require("states.main_menu") would load
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-- a SECOND, independent copy of the file with its own upvalues, and we would be
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-- reading focus from a state the player is not interacting with. Always match the
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-- game's spelling.
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local function getStateTable(stateName)
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local ok, stateTable = pcall(require, "states/" .. stateName)
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if not ok then
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return nil
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end
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return stateTable
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end
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menus.getStateTable = getStateTable
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-- Does a file-local of this name EXIST, regardless of its current value?
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--
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-- getUpvalue returns the value, so it cannot tell "no such local" from "local
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-- exists but is currently nil". That distinction matters for the self-test:
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-- several states declare `local options` at the top and only assign it in
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-- open(), so before the screen is first visited the value is legitimately nil.
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-- Treating that as a broken probe produced a false alarm on worldmap.
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function menus.hasUpvalue(stateTable, name)
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if type(stateTable) ~= "table" then
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return false
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end
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local function scan(fn)
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local i = 1
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while true do
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local upName = debug.getupvalue(fn, i)
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if not upName then
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return false
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end
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if upName == name then
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return true
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end
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i = i + 1
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end
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end
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local nested = {}
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for _, fn in pairs(stateTable) do
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if type(fn) == "function" then
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if scan(fn) then
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return true
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end
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local i = 1
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while true do
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local upName, upValue = debug.getupvalue(fn, i)
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if not upName then
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break
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end
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if type(upValue) == "function" then
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nested[#nested + 1] = upValue
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end
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i = i + 1
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end
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end
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end
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for _, fn in ipairs(nested) do
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if scan(fn) then
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return true
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end
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end
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return false
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end
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--------------------------------------------------------------------------------
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-- Descriptors
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--------------------------------------------------------------------------------
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local descriptors = {}
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local function loadDescriptor(stateName)
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if descriptors[stateName] ~= nil then
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return descriptors[stateName] or nil
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end
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local ok, descriptor = pcall(require, "accessibility.states." .. stateName)
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descriptors[stateName] = ok and descriptor or false
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return descriptors[stateName] or nil
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end
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menus.loadDescriptor = loadDescriptor
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--------------------------------------------------------------------------------
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-- Reading focus
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--------------------------------------------------------------------------------
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-- Returns: text to speak, focus key (for change detection).
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local function readFocus(stateName)
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local descriptor = loadDescriptor(stateName)
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if not descriptor then
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return nil, nil
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end
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local stateTable = getStateTable(stateName)
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if not stateTable then
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return nil, nil
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end
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-- A descriptor may take full control, for screens that aren't a simple list
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-- (text entry, tabbed pages).
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if descriptor.read then
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local ok, text, key = pcall(descriptor.read, stateTable, menus)
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if ok then
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return text, key
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end
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return nil, nil
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end
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local probe = descriptor.probe
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if not probe then
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return nil, nil
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end
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-- Try the named probe function first, then fall back to searching every
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-- function in the state. Several states (actions_menu, worldmap) build their
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-- list in open() and never mention it in keypressed, so the named function
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-- alone finds nothing.
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local probeFn = stateTable[probe.fn or "keypressed"]
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local index = getUpvalue(probeFn, probe.focus)
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if index == nil then
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index = menus.getAnyUpvalue(stateTable, probe.focus)
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end
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local list = getUpvalue(probeFn, probe.list)
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if list == nil then
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list = menus.getAnyUpvalue(stateTable, probe.list)
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end
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if type(index) ~= "number" or type(list) ~= "table" then
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return nil, nil
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end
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local entry = list[index]
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if entry == nil then
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return nil, nil
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end
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local total = #list
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local ok, text = pcall(descriptor.render, entry, index, total)
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if not ok or not text then
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return nil, nil
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end
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return text, tostring(index) .. "/" .. tostring(total)
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end
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menus.readFocus = readFocus
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--------------------------------------------------------------------------------
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-- Announcing
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--------------------------------------------------------------------------------
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local lastKey
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local lastState
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local justSwitched = false
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-- Called after a state switch: announce the screen name only.
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--
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-- Focus is deliberately left to the poll in the update hook rather than read
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-- here. A state's open() may set focus after the switch returns, and
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-- mousemoved can override it on the very first frame -- so reading now would
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-- often announce the wrong entry. The poll picks it up a frame later, and
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-- `justSwitched` makes that first announcement non-interrupting so it appends
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-- to the screen name ("Main menu. Continue, 1 of 7") instead of cutting it off.
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function menus.announceScreen(stateName)
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lastState = stateName
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lastKey = nil
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justSwitched = true
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-- Descriptors that suppress repetition across reads (journal only leads with
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-- the tab or the entry title when it CHANGED) keep that memory in file-locals,
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-- which outlive the screen. Without this, reopening the journal on the entry
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-- you left it on would read the page text with no title in front of it.
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local descriptor = loadDescriptor(stateName)
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if descriptor and descriptor.reset then
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pcall(descriptor.reset)
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end
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speech.say(stateNames[stateName] or stateName, true)
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end
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-- Called after a keypress: announce the focused entry if it changed.
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function menus.announceFocusIfChanged(stateName)
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if stateName ~= lastState then
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lastState = stateName
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lastKey = nil
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end
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local text, key = readFocus(stateName)
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if not text then
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return
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end
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if key ~= nil and key == lastKey then
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return
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end
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lastKey = key
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-- First announcement after a switch appends to the screen name; later ones
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-- interrupt, so holding an arrow key doesn't queue a backlog of options.
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speech.say(text, not justSwitched)
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justSwitched = false
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end
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-- Force a re-read, e.g. for a "where am I" key.
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function menus.repeatFocus(stateName)
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local text = readFocus(stateName)
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if text then
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speech.say(text, true)
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end
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end
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function menus.resetFocusTracking()
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lastKey = nil
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end
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--------------------------------------------------------------------------------
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-- Self test — the version-bump canary
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--------------------------------------------------------------------------------
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-- Reports, for every descriptor we ship, whether its probe still resolves against
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-- the current game code. A renamed local shows up here at startup instead of as
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-- silence three screens into a playthrough.
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function menus.selfTest(stateList)
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local results = {}
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for _, stateName in ipairs(stateList) do
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local descriptor = loadDescriptor(stateName)
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if not descriptor then
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results[stateName] = "no descriptor"
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elseif descriptor.read then
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-- A read() descriptor has no probe table, so it would otherwise lose
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-- the version-bump canary entirely -- yet those are exactly the
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-- screens that reach for the most upvalues. `probeNames` lets one
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-- declare which game locals it depends on and get the same check.
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local names = descriptor.probeNames
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if type(names) ~= "table" then
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results[stateName] = "custom read()"
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else
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local stateTable = getStateTable(stateName)
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if not stateTable then
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results[stateName] = "STATE NOT LOADABLE"
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else
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local missing
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for _, name in ipairs(names) do
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if not menus.hasUpvalue(stateTable, name) then
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missing = name
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break
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end
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end
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if missing then
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results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(missing) .. "'"
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else
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local first = menus.getAnyUpvalue(stateTable, names[1])
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results[stateName] = first == nil
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and "custom read(), ok (unset until opened)"
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or "custom read(), ok"
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end
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end
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end
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elseif not descriptor.probe then
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-- Neither read() nor probe: a descriptor that only speaks on entry.
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-- ingame_targeting_melee is one -- it has no focus to track because the
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-- game keeps no target state at all. Nothing to canary here, but it must
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-- be handled explicitly rather than falling through and indexing a nil
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-- probe, which would throw and cost us the whole self test.
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results[stateName] = descriptor.onOpen and "onOpen only" or "nothing to read"
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else
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local stateTable = getStateTable(stateName)
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if not stateTable then
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results[stateName] = "STATE NOT LOADABLE"
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else
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-- Check that the NAMES exist, not that they currently hold values.
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-- Most of these are assigned in open(), so before the screen has
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-- been visited they are legitimately nil.
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local hasFocus = menus.hasUpvalue(stateTable, descriptor.probe.focus)
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local hasList = menus.hasUpvalue(stateTable, descriptor.probe.list)
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if not hasList then
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results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.list) .. "'"
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elseif not hasFocus then
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results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.focus) .. "'"
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else
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local list = menus.getAnyUpvalue(stateTable, descriptor.probe.list)
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results[stateName] = list == nil and "ok (unset until opened)" or "ok"
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end
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end
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end
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end
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return results
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end
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return menus
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