Files
Accessibility ModandClaude Opus 5 a00f327c68 items: read the details of the focused item
The item grids said which item you were on ("a torch, slot 3") but nothing
about what it was -- no description, no condition, and no "what does this
refine into", which is the whole of alchemy.

The game already composes all of it in one place: item.getPopupMessage()
(modules/item.lua:199) returns the cursor popup's line list, so read that
rather than re-deriving anything from templates.

It also already gates it behind a dwell -- the popup only fades in after
examinationPopupFadeInDuration (0.4s), so a sighted player who arrows past a
slot never sees the details either. Mirror that instead of inventing a
modality: stop on an item for 0.6s and the details speak themselves, queued.
"=" reads them on demand, Shift+= keeps the name line too. ("r" was the
obvious mnemonic but is a game-claimed scancode, and getCommand() dispatches
on scancode ignoring modifiers.)

New generic hook descriptor.details() returning a LIST of blocks, so each is
also pushed into the console history and [ ] \ walk a long description back
afterwards -- the journal page trick. Only _itemgrid.lua implements it so far.

The other half is the hint panel craft/refine/trade draw permanently beside
the grid, which the popup never contains: recipe components, and price, which
appears nowhere else in the game. The three panels share a shape, so one
reader covers them. Affordability survives only as a red colour in the hint
table and decides whether enter does anything, so it is decoded and spoken.

59 testbed checks, 0 failures: a synthetic ivy_leaves item as the version-bump
canary for getPopupMessage, hasUpvalue over every hint-panel local, four
assertions on the pure settleStep, and an end-to-end "=" press. Not yet
exercised against a live item -- the prologue inventory is empty.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 01:31:58 +02:00

271 lines
9.5 KiB
Lua

-- Shared descriptor for the item-grid screens: inventory, craft, refine, trade.
--
-- All four build a `views/inventoryWindow` and move a cursor over a grid of
-- cells. The inventoryCursorPopup patch speaks item details, but ONLY when a cell
-- actually holds an item -- so empty cells and empty tabs were silent and you
-- could not tell the cursor had moved. This owns narration for these screens
-- instead (patches/popups.lua stands down wherever a descriptor exists).
--
-- Returns a descriptor; call with the state's window upvalue name.
--
-- Second thing this owns: the ITEM ACTION MENU. Pressing enter/z on an occupied
-- cell calls inventoryWindow.enableItemMenu(), which builds a little popup list
-- of the actions that item currently allows ("Switch on", "Wield", "Drink",
-- "Read"...) from modules/item/getActionsList.lua. It is a second, nested
-- selection -- up/down move within it, enter activates, anything else cancels --
-- and nothing about it goes through console.print or the cursor popup, so it was
-- completely silent. All the player heard was the sound.select click that
-- enableItemMenu plays on success.
--
-- The menu is a closure (modules/item/itemMenu.lua) with no getters, so its
-- `lines` and `currentSelectedAction` are read as upvalues of its own draw().
-- Third thing this owns: DETAILS (the `=` key and the settle timer, see
-- accessibility/details.lua). Two sources, both already composed by the game:
--
-- * item.getPopupMessage() -- description, category, condition, refine yields,
-- lore progress. Read through accessibility/itemdetails.lua.
-- * the HINT PANEL that craft, refine and trade each draw permanently beside
-- the grid, and which the cursor popup never contains. Notably PRICE exists
-- only there (states/trade.lua:156), as do a recipe's component costs and
-- whether you can afford them.
--
-- The three panels turn out to share a shape -- hintDescription, a componentHints
-- list of {nameText, descriptionText, color}, and a budget line -- so one reader
-- covers all three rather than three per-state callbacks. Fields a given screen
-- doesn't use are simply nil (craft has no budget line; trade has no
-- hintDescription; refine names an output instead of components).
local itemCategories = require("modules.item.categories")
local itemdetails = require("accessibility.itemdetails")
-- The game marks an unaffordable component by colouring it red. That is the one
-- fact which decides whether pressing enter does anything at all, so it has to be
-- spoken -- and the colour is the only place it survives into the hint table.
local function isUnaffordableColor(color)
return type(color) == "table" and color[1] and color[1] > 0.8
and color[2] and color[2] < 0.5
end
-- craft / refine / trade draw a permanent hint panel beside the grid.
local function hintBlocks(stateTable, menus)
local blocks = {}
local function add(text)
if type(text) == "string" then
text = itemdetails.flatten(text)
if text ~= "" then
blocks[#blocks + 1] = text
end
end
end
-- craft: the recipe's brewing instructions. refine: how this refinement works.
add(menus.getAnyUpvalue(stateTable, "hintDescription"))
-- refine: what you get out, and how much of it you already have.
local outputName = menus.getAnyUpvalue(stateTable, "outputName")
if outputName then
local quantity = menus.getAnyUpvalue(stateTable, "outputQuantityText")
add("Yields " .. outputName .. (quantity and (", " .. quantity) or ""))
end
-- craft: one per recipe component. trade: the price, as a single "component".
local componentHints = menus.getAnyUpvalue(stateTable, "componentHints")
if type(componentHints) == "table" then
for _, hint in ipairs(componentHints) do
if type(hint) == "table" and hint.nameText then
add("Costs " .. hint.nameText
.. (hint.descriptionText and (", " .. hint.descriptionText) or "")
.. (isUnaffordableColor(hint.color) and ", cannot afford" or ""))
end
end
end
-- refine / trade: "You already have: x2.00 green paste".
local budgetName = menus.getAnyUpvalue(stateTable, "budgetNameText")
if budgetName then
local budgetDescription = menus.getAnyUpvalue(stateTable, "budgetDescription")
local budgetQuantity = menus.getAnyUpvalue(stateTable, "budgetQuantityText")
add((budgetDescription or "You have:") .. " "
.. (budgetQuantity or "") .. " " .. budgetName)
end
return blocks
end
return function(options)
options = options or {}
local windowName = options.window or "inventoryWindow"
local lastTab
local lastMenu
-- Read the open item action menu, if there is one.
local function readItemMenu(window, menus)
local itemMenu = window.itemMenu
if type(itemMenu) ~= "table" or type(itemMenu.draw) ~= "function" then
lastMenu = nil
return nil, nil
end
local lines = menus.getUpvalue(itemMenu.draw, "lines")
local selected = menus.getUpvalue(itemMenu.draw, "currentSelectedAction")
if type(lines) ~= "table" or type(selected) ~= "number" then
return nil, nil
end
local line = lines[selected]
if type(line) ~= "table" or not line.text then
return nil, nil
end
local parts = {}
-- Lead with the item only when this menu just opened, so arrowing through
-- two or three actions doesn't repeat the name every time. `lastMenu` holds
-- the menu table itself rather than a flag, which keeps read() idempotent:
-- calling it twice for the same focus produces the same words both times.
if itemMenu ~= lastMenu then
lastMenu = itemMenu
local ok, item = pcall(window.getItemOnCursor)
if ok and item and item.name then
parts[#parts + 1] = item.name
end
parts[#parts + 1] = "actions"
end
parts[#parts + 1] = line.text
parts[#parts + 1] = selected .. " of " .. #lines
return table.concat(parts, ", "),
"itemmenu:" .. tostring(selected) .. "/" .. tostring(#lines)
end
-- The window closure, or nil if the screen isn't built yet.
local function getWindow(stateTable, menus)
local window = menus.getAnyUpvalue(stateTable, windowName)
if type(window) ~= "table" or not window.getItemOnCursor then
return nil
end
return window
end
return {
reset = function()
lastTab = nil
lastMenu = nil
end,
-- Everything the focus announcement is too terse to say. See details.lua.
details = function(stateTable, menus, verbose)
local window = getWindow(stateTable, menus)
if not window then
return nil
end
-- The slider owns speech during quantity selection (patches/slider.lua);
-- reading a description over the number being adjusted would fight it.
if menus.getAnyUpvalue(stateTable, "confirmationWindowEnabled") then
return nil
end
-- Note the item action menu is NOT excluded here, unlike in read(). The
-- menu is modal over the grid so the highlighted VERB is what read()
-- announces, but the thing you want described is still the item the menu
-- belongs to -- and that is exactly when you want to know what "Drink"
-- would be drinking.
local ok, item = pcall(window.getItemOnCursor)
if not ok or not item then
return nil
end
local blocks = itemdetails.blocks(item, verbose) or {}
for _, block in ipairs(hintBlocks(stateTable, menus)) do
blocks[#blocks + 1] = block
end
if #blocks == 0 then
return nil
end
return blocks
end,
read = function(stateTable, menus)
local window = getWindow(stateTable, menus)
if not window then
return nil, nil
end
-- The action menu is modal over the grid: while it is open, up/down
-- move within IT, not over the cells. So it is checked first, and the
-- grid cell stays quiet underneath it.
if window.itemMenu then
return readItemMenu(window, menus)
end
lastMenu = nil
-- While the quantity confirmation window is open, the slider owns
-- speech (see patches/slider.lua). Announcing the grid cell over the
-- top of it would fight the number the player is adjusting.
local confirming = menus.getAnyUpvalue(stateTable, "confirmationWindowEnabled")
if confirming then
return nil, nil
end
local position = window.cursorPosition
if type(position) ~= "number" then
return nil, nil
end
-- activeTabIndex lives inside the window closure, not the state file,
-- so reach it through one of the window's own methods.
local tabIndex
if window.adjustTab then
tabIndex = menus.getUpvalue(window.adjustTab, "activeTabIndex")
end
local parts = {}
if tabIndex and tabIndex ~= lastTab then
lastTab = tabIndex
local category = itemCategories[tabIndex]
parts[#parts + 1] = (category and category.header) or ("tab " .. tabIndex)
end
local ok, item = pcall(window.getItemOnCursor)
if ok and item then
parts[#parts + 1] = item.name or item.templateId or "item"
if item.quantity and item.quantity > 1 then
parts[#parts + 1] = "x" .. item.quantity
end
if item.isEquipped then
parts[#parts + 1] = "equipped"
end
if item.isUnavailable then
parts[#parts + 1] = "unavailable"
end
else
parts[#parts + 1] = "empty"
end
parts[#parts + 1] = "slot " .. position
-- isEquipped is part of the focus key on purpose: after "Switch on"
-- the menu closes and the cursor has not moved, so without it the
-- re-read would be suppressed as unchanged and the player would get no
-- confirmation that the action took effect.
return table.concat(parts, ", "),
table.concat({
tostring(tabIndex), tostring(position),
tostring(ok and item and (item.name or "?")),
tostring(ok and item and item.isEquipped or false),
}, ":")
end,
}
end