Files
Accessibility ModandClaude Opus 5 0477097e29 Phase 4: menu descriptors for 16 states
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>
2026-08-01 22:00:52 +02:00

87 lines
2.5 KiB
Lua

-- Patch: views/levelCursorPopup.lua and views/inventoryCursorPopup.lua
--
-- `inventoryCursorPopup.set` is the convergence point for focus text in four
-- screens: inventory, craft, refine and trade. Patching it narrates all four
-- without touching any state file.
--
-- inventoryCursorPopup.set(lines, x, y, alignX, alignY) -- lines is a TABLE
-- of {text=, icon=}
--
-- NOTE: levelCursorPopup (the examine cursor) is deliberately NOT handled here.
-- It is set from an animation-completion callback, so its text lands a keypress
-- late unless the player enables the game's "quickExaminationPopup" option.
-- accessibility/states/ingame_observe.lua polls the cursor position instead,
-- which is immediate and setting-independent.
local speech = require("accessibility.speech")
-- Suppress repeats: the setter is called on every mouse move, often with
-- unchanged content.
local lastInventoryText
local function linesToText(lines)
if type(lines) ~= "table" then
return nil
end
local parts = {}
for _, line in ipairs(lines) do
if type(line) == "table" and line.text then
parts[#parts + 1] = line.text
elseif type(line) == "string" then
parts[#parts + 1] = line
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, ". ")
end
return function()
----------------------------------------------------------------------------
-- inventoryCursorPopup: inventory, craft, refine, trade
----------------------------------------------------------------------------
local inventoryPopup = require("views.inventoryCursorPopup")
local realInventorySet = inventoryPopup.set
if not realInventorySet then
error("views.inventoryCursorPopup has no set function -- game structure changed")
end
inventoryPopup.set = function(lines, ...)
local result = realInventorySet(lines, ...)
pcall(function()
-- Stand down for any state that has its own descriptor. A descriptor
-- knows about empty slots and tab changes, which this popup never sees
-- (it is only called when there IS an item), so letting both speak
-- would double up on every item.
local states = require("states")
local menus = require("accessibility.menus")
if menus.loadDescriptor(states.getCurrent()) then
return
end
local text = linesToText(lines)
if not text then
lastInventoryText = nil
return
end
text = speech.normalise(text)
if not text or text == lastInventoryText then
return
end
lastInventoryText = text
speech.say(text, true)
end)
return result
end
end