Files
alchemist-accessibility/accessibility/init.lua
T
Accessibility ModandClaude Opus 5 0df3842bf1 inventory: speak the item action menu
Pressing enter/z on an inventory item plays a click and, until now, said
nothing. The click is sound.select: the menu WAS opening every time.

inventory.keypressed -> inventoryWindow.enableItemMenu() builds a second,
nested selection over the grid (modules/item/itemMenu.lua) listing the
actions that item currently allows, filtered from itemActions.lua by
per-action conditions: Activate, Wield/Unwield, Wear/Take off, Switch
on/off, Drink, Eat, Apply, Read, Open, Prepare for throwing/Pack away.
Up/down move in it, enter activates, any other key cancels. None of it
goes through console.print or the cursor popup, so it was silent -- and
since the game has no separate equipment screen, this menu is the only
way to equip anything. Reported by Talon: the torch quest was unplayable.

_itemgrid.lua now checks window.itemMenu first and keeps the grid cell
quiet underneath, since the menu is modal over it. The menu is a closure
with no getters, so lines and currentSelectedAction are read as upvalues
of its own draw(). The item name leads only when the menu opens, and the
"just opened" memory is the menu table itself rather than a flag, which
keeps read() idempotent -- a flag would be consumed by the focus poll and
the real announcement would come out headless.

Items also now read "equipped", which is part of the focus key on
purpose: after Switch on the menu closes with the cursor unmoved, so
otherwise the re-read is suppressed as unchanged and the action still
feels silent. Now: "Switch on" -> "a torch, equipped, slot 3".

New patch (the 6th) wraps the inventoryWindow factory for the dead case:
when getActionsList returns nil -- an item with no applicable actions --
the game does literally nothing, not even the click, which by ear is
indistinguishable from a dropped keypress. Says "<item>, no actions".

The prologue inventory is empty, so the live path is unverified; the
testbed instead builds an itemMenu from a synthetic item and asserts the
two upvalue names still resolve. That is the version-bump canary for this
descriptor, not proof of the wording. 38 checks, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 02:59:21 +02:00

272 lines
8.5 KiB
Lua

-- accessibility/init.lua — mod entry point.
--
-- This is the ONLY thing the game calls into. main.lua gains exactly one line:
--
-- require("accessibility").initialize()
--
-- placed after console.prepare() and before the first states.switch(). By that
-- point templates are preprocessed, keybindings are loaded, states.setup() has
-- run, and the console canvas exists — everything we patch is ready.
--
-- Everything here is wrapped so that a bug in the mod degrades to "no speech"
-- rather than taking the game down with it.
local accessibility = {}
local speech = require("accessibility.speech")
local stateNames = require("accessibility.stateNames")
local hotkeys = require("accessibility.hotkeys")
local walltones = require("accessibility.walltones")
local menus = require("accessibility.menus")
local testbed = require("accessibility.testbed")
local testbedActive = false
-- States we ship focus descriptors for. Also the list the self-test walks.
local describedStates = {
"main_menu",
"settings_menu",
"load_game",
"new_game",
"narration",
"ingame_dialogue",
"ingame_observe",
"actions_menu",
"worldmap",
"alchemy_table",
"journal",
"character",
"menu_text",
"ingame_message",
"menu_message",
"inventory",
"craft",
"refine",
"trade",
"config_menu",
"keybindings_menu",
"research",
}
local initialized = false
--------------------------------------------------------------------------------
-- Patch registry
--
-- Later phases register their patches here. Each entry is {name, fn}; fn is called
-- inside a pcall during initialize(), and a failure disables only that patch.
--------------------------------------------------------------------------------
local patches = {}
function accessibility.registerPatch(name, fn)
patches[#patches + 1] = {name = name, fn = fn}
end
local patchResults = {}
local function applyPatches()
for _, patch in ipairs(patches) do
local ok, err = pcall(patch.fn)
patchResults[patch.name] = ok and "ok" or tostring(err)
if not ok then
print("[accessibility] patch '" .. patch.name .. "' FAILED: " .. tostring(err))
end
end
end
-- Startup self-test output. This is the version-bump canary: when the game
-- updates and something we hook has moved, it shows up here immediately rather
-- than as silence three screens into a playthrough.
function accessibility.selfTest()
print("[accessibility] --- self test ---")
print("[accessibility] TTS: " .. (speech.isAvailable() and "available"
or ("UNAVAILABLE (" .. tostring(speech.getFailureReason()) .. ")")))
if speech.isAvailable() then
-- Distinguishes "DLL loaded" from "actually reached a screen reader or SAPI".
print("[accessibility] speech channel: " .. (speech.hasSpeech() and "yes" or "NO — nothing will be audible"))
end
for name, result in pairs(patchResults) do
print("[accessibility] patch " .. name .. ": " .. result)
end
-- Menu focus probes. A renamed local in a future game version surfaces here at
-- startup rather than as silence mid-playthrough.
local ok, results = pcall(menus.selfTest, describedStates)
if ok then
for _, stateName in ipairs(describedStates) do
print("[accessibility] menu " .. stateName .. ": " .. tostring(results[stateName]))
end
end
print("[accessibility] --- end self test ---")
end
--------------------------------------------------------------------------------
-- Core hooks into states.lua
--------------------------------------------------------------------------------
local function hookStates()
local states = require("states")
-- Screen changes: announce the new screen.
local realSwitch = states.switch
states.switch = function(newState, params)
local result = realSwitch(newState, params)
-- After the switch, so the state's open() has already set up its focus --
-- main_menu, for one, only picks selectedOption inside open().
pcall(function()
-- Guard against NESTED switches. open() can itself switch state:
-- ingame.open() sees world.pendingDialogue and goes straight to
-- ingame_dialogue. Because we announce after realSwitch returns, the
-- inner announcement ("Conversation") happens first and the outer one
-- ("Game") then interrupts and clobbers it. If we are no longer the
-- current state, the inner switch already announced -- stay quiet.
if states.getCurrent() ~= newState then
return
end
local descriptor = menus.loadDescriptor(newState)
if descriptor then
menus.announceScreen(newState)
if descriptor.onOpen then
speech.say(descriptor.onOpen, false)
end
else
speech.say(stateNames[newState] or newState, true)
end
end)
return result
end
-- Per-frame speech flush. main.lua calls states.update(dt) via a table lookup,
-- so wrapping the field here avoids editing love.update.
local realUpdate = states.update
states.update = function(dt)
local result = realUpdate(dt)
-- Poll focus rather than relying on keypress alone.
--
-- Focus can move with no key involved: main_menu.mousemoved assigns
-- selectedOption straight from the cursor position, so wherever the mouse
-- happens to rest silently overrides the selection -- including at startup,
-- before the player has touched anything. Polling also closes the race
-- where a state's open() sets focus after we have already announced.
--
-- Cheap: two debug.getupvalue lookups, and only for states we describe.
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
pcall(walltones.update)
pcall(require("accessibility.viewwatch").update, dt)
pcall(require("accessibility.status").update)
pcall(speech.flush)
if testbedActive then
pcall(testbed.update, dt)
end
return result
end
-- Global hotkey layer. Ours are consumed; everything else falls through to the
-- game untouched.
local realKeypressed = states.keypressed
states.keypressed = function(key, scancode)
local consumed = false
local ok, result = pcall(hotkeys.keypressed, key, scancode)
if ok then
consumed = result
end
if consumed then
return
end
pcall(hotkeys.onGameKey)
local keyResult = realKeypressed(key, scancode)
-- After the game handler, so we read the focus it just moved to.
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
return keyResult
end
-- Text entry (character naming) arrives via textinput, not keypressed.
local realTextinput = states.textinput
states.textinput = function(text)
local result = realTextinput(text)
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
return result
end
-- CRITICAL: re-point the love callbacks at our wrappers.
--
-- states.setup() runs before us and does:
-- love[callback] = love[callback] or states[callback]
-- which captures the function BY VALUE. main.lua defines love.load, update,
-- mousepressed, mousereleased and quit itself, but NOT keypressed/textinput --
-- so those were bound to the original states.keypressed at setup time.
-- Replacing the states table field alone leaves love.keypressed pointing at
-- the old function and our wrapper never runs.
--
-- states.switch and states.update are unaffected because they are looked up on
-- the table at call time (from state files and from main.lua's love.update).
love.keypressed = states.keypressed
love.textinput = states.textinput
end
--------------------------------------------------------------------------------
-- Entry point
--------------------------------------------------------------------------------
function accessibility.initialize()
if initialized then
return
end
initialized = true
accessibility.registerPatch("console", require("accessibility.patches.console"))
accessibility.registerPatch("popups", require("accessibility.patches.popups"))
accessibility.registerPatch("slider", require("accessibility.patches.slider"))
accessibility.registerPatch("popupstack", require("accessibility.patches.popupstack"))
accessibility.registerPatch("itemmenu", require("accessibility.patches.itemmenu"))
pcall(function()
require("accessibility.surroundings").registerKeys(hotkeys)
require("accessibility.tracker").registerKeys(hotkeys)
require("accessibility.status").registerKeys(hotkeys)
require("accessibility.viewwatch").registerKeys(hotkeys)
end)
local ok, err = pcall(function()
speech.initialize()
walltones.load()
hookStates()
applyPatches()
end)
if not ok then
print("[accessibility] initialisation FAILED, game continues unmodified: " .. tostring(err))
return
end
accessibility.selfTest()
if testbed.isEnabled() then
testbedActive = true
testbed.start()
end
end
return accessibility