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Accessibility ModandClaude Opus 5 fd06961af5 targeting: say what you are about to hit or throw at
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>
2026-08-03 16:38:21 +02:00

156 lines
4.0 KiB
Lua

-- surroundings.lua — probe the tiles around the player without moving anything.
--
-- The game's examine mode (ingame_observe) already walks a cursor around the map
-- and is now narrated, but entering it, stepping, and leaving is heavy when you
-- just want to know what is immediately next to you. This answers that in one
-- keypress, with no state change and no game side effects.
local speech = require("accessibility.speech")
local describe = require("accessibility.describe")
local surroundings = {}
-- Screen coordinates: +y is south.
local numpadDirections = {
kp1 = {-1, 1},
kp2 = {0, 1},
kp3 = {1, 1},
kp4 = {-1, 0},
kp5 = {0, 0},
kp6 = {1, 0},
kp7 = {-1, -1},
kp8 = {0, -1},
kp9 = {1, -1},
}
-- Clockwise from north, which is how people scan a compass.
local scanOrder = {
{0, -1, "north"},
{1, -1, "north-east"},
{1, 0, "east"},
{1, 1, "south-east"},
{0, 1, "south"},
{-1, 1, "south-west"},
{-1, 0, "west"},
{-1, -1, "north-west"},
}
local function getLevel()
local ok, world = pcall(require, "models.world")
if not ok or not world.currentLevel then
return nil
end
return world.currentLevel
end
local function playerPosition(level)
local actor = level and level.playerActor
if not actor or not actor.x or not actor.y then
return nil
end
return actor.x, actor.y
end
--------------------------------------------------------------------------------
-- Probing
--------------------------------------------------------------------------------
-- Speak a single tile at an offset from the player.
function surroundings.probe(dx, dy)
local level = getLevel()
local px, py = playerPosition(level)
if not px then
return
end
if dx == 0 and dy == 0 then
speech.say("Standing on: " .. describe.tile(level, px, py), true)
return
end
speech.say(describe.tile(level, px + dx, py + dy, px, py), true)
end
-- All eight neighbours, clockwise from north, as one line. Terse by design:
-- eight descriptions at normal verbosity is a wall of speech.
--
-- Returns the text rather than speaking it, because melee targeting needs the
-- same sentence on entry (accessibility/states/ingame_targeting_melee.lua).
function surroundings.describeNeighbours()
local level = getLevel()
local px, py = playerPosition(level)
if not px then
return nil
end
local previousVerbosity = describe.verbosity
describe.verbosity = "terse"
local parts = {}
for _, entry in ipairs(scanOrder) do
local dx, dy, name = entry[1], entry[2], entry[3]
local text = describe.tile(level, px + dx, py + dy)
parts[#parts + 1] = name .. ", " .. text
end
describe.verbosity = previousVerbosity
return table.concat(parts, ". ")
end
-- Speak all eight neighbours.
function surroundings.scan()
local text = surroundings.describeNeighbours()
if text then
speech.say(text, true)
end
end
-- Where am I: level name, in-game time, coordinates.
function surroundings.whereAmI()
local level = getLevel()
local px, py = playerPosition(level)
if not px then
return
end
local parts = {}
if level.name then
parts[#parts + 1] = level.name
end
local ok, world = pcall(require, "models.world")
if ok and world.printableDatetime then
parts[#parts + 1] = world.printableDatetime
end
parts[#parts + 1] = "position " .. px .. ", " .. py
speech.say(table.concat(parts, ". "), true)
end
--------------------------------------------------------------------------------
-- Key registration
--------------------------------------------------------------------------------
function surroundings.registerKeys(hotkeys)
-- Numpad probing is modifier-gated: kp1-kp9 are movement in game, so an
-- unmodified numpad key must keep moving the player. Ctrl is the game's
-- moveCamera modifier but that only acts on direction commands we consume
-- here, so Ctrl+numpad is free.
for scancode, offset in pairs(numpadDirections) do
hotkeys.bind(scancode, "ctrl", function()
surroundings.probe(offset[1], offset[2])
end)
end
hotkeys.bind("/", nil, surroundings.scan)
hotkeys.bind(";", nil, surroundings.whereAmI)
end
return surroundings