Files
alchemist-accessibility/accessibility/testbed.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

746 lines
25 KiB
Lua

-- testbed.lua — drives the game by code so mod behaviour can be verified without
-- a human at the keyboard.
--
-- Enable with: lovec.exe . --a11y-test
--
-- Key events go through love.event.push, so input travels the exact same path as
-- a human keypress (love.keypressed -> states.keypressed -> our wrapper -> the
-- game's handler). Nothing is stubbed.
--
-- The scenario is a coroutine: it yields to wait for frames, so it can *read* the
-- game's actual focus and navigate accordingly rather than counting keypresses
-- blind. Blind counting drifts the moment an option is disabled or a screen
-- inserts itself.
local menus = require("accessibility.menus")
local testbed = {}
local co
local waitFrames = 0
local finished = false
local failures = 0
local checks = 0
--------------------------------------------------------------------------------
-- Primitives (called from inside the scenario coroutine)
--------------------------------------------------------------------------------
local function wait(frames)
for _ = 1, frames or 1 do
coroutine.yield()
end
end
local function currentState()
local ok, states = pcall(require, "states")
if not ok then
return "?"
end
return states.getCurrent()
end
local function focusText()
local ok, text = pcall(menus.readFocus, currentState())
if not ok then
return nil
end
return text
end
-- Presses a key and waits long enough for the event to be pumped, handled, and
-- for our end-of-frame speech flush to run.
local function press(scancode, note, mods)
local before = focusText()
print(string.format("[testbed] (%s) press %-8s%s focus_before=%s %s",
currentState(), scancode,
mods and (mods.ctrl and " +ctrl" or mods.shift and " +shift" or "") or "",
before and ('"' .. before .. '"') or "nil", note or ""))
-- Modifier state is read from real hardware, which synthetic events cannot
-- affect -- so override the hotkey layer's modifier probes for this press.
local hotkeys = require("accessibility.hotkeys")
local realCtrl, realShift = hotkeys.isCtrlDown, hotkeys.isShiftDown
if mods then
hotkeys.isCtrlDown = function() return mods.ctrl == true end
hotkeys.isShiftDown = function() return mods.shift == true end
end
love.event.push("keypressed", scancode, scancode, false)
love.event.push("keyreleased", scancode, scancode)
wait(6)
hotkeys.isCtrlDown, hotkeys.isShiftDown = realCtrl, realShift
local after = focusText()
print(string.format("[testbed] -> state=%s focus_after=%s",
currentState(), after and ('"' .. after .. '"') or "nil"))
end
local function typeText(text)
print(string.format("[testbed] (%s) type %q", currentState(), text))
for char in text:gmatch(".") do
love.event.push("textinput", char)
wait(3)
end
wait(3)
end
local function check(label, condition, detail)
checks = checks + 1
if not condition then
failures = failures + 1
end
print(string.format("[testbed] %s %s%s",
condition and "PASS" or "FAIL", label, detail and (" -- " .. detail) or ""))
end
-- Walk to a tile using the game's own pathfinder, pressing one direction key per
-- step. Hardcoded direction sequences drift as soon as anything moves the player,
-- so navigate by path instead.
local directionKeys = {
["0,-1"] = "kp8", ["1,-1"] = "kp9", ["1,0"] = "kp6", ["1,1"] = "kp3",
["0,1"] = "kp2", ["-1,1"] = "kp1", ["-1,0"] = "kp4", ["-1,-1"] = "kp7",
}
local function walkTo(x, y, note, stopWhenStateChanges)
local ok, world = pcall(require, "models.world")
if not ok or not world.currentLevel then
return false
end
local level = world.currentLevel
local startState = currentState()
for _ = 1, 30 do
if stopWhenStateChanges and currentState() ~= startState then
return true
end
local pathOk, path = pcall(level.calculatePathFromPlayer, x, y)
if not pathOk or not path or #path == 0 then
return currentState() ~= startState
end
local step = path[1]
local key = directionKeys[step.dx .. "," .. step.dy]
if not key then
return false
end
press(key, note or ("walking to " .. x .. "," .. y))
wait(8)
end
return currentState() ~= startState
end
local function waitForState(stateName, maxFrames)
local waited = 0
while currentState() ~= stateName and waited < (maxFrames or 300) do
wait(1)
waited = waited + 1
end
return currentState() == stateName
end
-- Navigate a list menu to the option whose spoken text matches `pattern`, by
-- pressing down and reading focus each time. Robust to disabled options and to
-- the list changing length between versions.
local function selectByText(pattern, maxSteps)
for _ = 1, maxSteps or 15 do
local text = focusText()
if text and text:lower():find(pattern:lower(), 1, true) then
return true
end
press("down", "searching for '" .. pattern .. "'")
end
return false
end
--------------------------------------------------------------------------------
-- The scenario
--------------------------------------------------------------------------------
local function scenario()
wait(30) -- let the main menu settle
check("reached main menu", currentState() == "main_menu", "got " .. currentState())
-- Regression guard for the bug where love.keypressed was still bound to the
-- pre-wrapper states.keypressed, so arrow keys announced nothing.
local before = focusText()
press("down", "first arrow key after startup")
local after = focusText()
check("first arrow key changes focus", before ~= after,
string.format("before=%s after=%s", tostring(before), tostring(after)))
press("up", "back up")
-- Options -> config_menu. Verified read-only where it matters: changing
-- settings here has real consequences (resolution above all), so we only
-- adjust a value when the focused option is demonstrably safe, and we put it
-- straight back.
if selectByText("Options") then
press("return", "open settings")
wait(15)
if currentState() == "settings_menu" then
-- Pick "Gameplay" specifically. The first entry is "Keybindings",
-- which opens keybindings_menu rather than config_menu, and "System"
-- holds resolution -- not something to poke at in an automated run.
selectByText("Gameplay")
press("return", "open Gameplay settings")
wait(15)
if currentState() == "config_menu" then
check("config_menu describes option", focusText() ~= nil,
"focus=" .. tostring(focusText()))
press("down", "config: next option")
press("down", "config: next option")
local text = focusText() or ""
local risky = text:lower():find("resolution")
or text:lower():find("fullscreen")
if risky then
print("[testbed] skipping value change, focused option is risky: " .. text)
else
local before = focusText()
press("right", "config: increase value")
local after = focusText()
check("config value change is announced", before ~= after,
string.format("before=%s after=%s", tostring(before), tostring(after)))
press("left", "config: restore original value")
check("config value restored", focusText() == before,
"now=" .. tostring(focusText()))
end
press("escape", "leave config_menu")
wait(15)
end
end
-- Unwind whatever depth we ended at, rather than assuming a fixed number
-- of escapes -- keybindings_menu and config_menu nest differently.
for _ = 1, 4 do
if currentState() == "main_menu" then
break
end
press("escape", "unwind to main menu (" .. currentState() .. ")")
wait(15)
end
end
check("back at main menu", currentState() == "main_menu", "got " .. currentState())
check("found New game", selectByText("New game"), "menu navigation by text")
press("return", "confirm New game")
check("reached new_game", waitForState("new_game"), "got " .. currentState())
typeText("Tester")
local nameFocus = focusText()
check("name field reads back typed text",
nameFocus ~= nil and nameFocus:find("Tester") ~= nil,
"focus=" .. tostring(nameFocus))
press("return", "confirm name")
wait(30)
-- Intro sequence: narration / dialogue / message screens vary, so just advance
-- until we land in gameplay.
local sawDialogue = false
local dialogueText
for i = 1, 20 do
if currentState() == "ingame" then
break
end
if currentState() == "ingame_dialogue" and not sawDialogue then
sawDialogue = true
dialogueText = focusText()
-- Exercise response navigation before advancing.
press("down", "dialogue: next response")
press("up", "dialogue: previous response")
end
press("return", "advancing intro (" .. currentState() .. ") " .. i)
wait(10)
end
check("dialogue was described", sawDialogue and dialogueText ~= nil,
"text=" .. tostring(dialogueText))
check("reached gameplay", currentState() == "ingame", "got " .. currentState())
if currentState() == "ingame" then
-- Movement drives console messages and wall tones.
press("right", "move east")
press("right", "move east")
press("down", "move south")
press("left", "move west")
press("up", "move north")
-- Try a wider set of directions: the start position may be walled in, and a
-- blocked move produces no console output.
for _, dir in ipairs({"up", "left", "down", "right", "up", "right", "down", "left"}) do
press(dir, "probing movement")
end
-- Direct smoke test of the console.print patch.
--
-- Plain movement is silent in this game (actions/move.lua only prints when
-- the move FAILS -- bound, immobilized), so walking around proves nothing
-- about the wrapper. Drive console.print itself instead.
local history = require("accessibility.history")
local console = require("modules.console")
local baseline = history.count()
console.print("Accessibility smoke test message.")
wait(3)
check("console.print reaches history", history.count() == baseline + 1,
"count " .. baseline .. " -> " .. history.count())
-- The game folds a repeated identical message into "(x2)"; we must match.
console.print("Accessibility smoke test message.")
wait(3)
check("repeat folds instead of appending", history.count() == baseline + 1,
"count = " .. history.count())
-- Console review keys.
press("[", "review previous")
press("]", "review next")
press("\\", "repeat current")
-- Phase 2: surroundings probing (no state change, no game side effects).
press("/", "scan all eight neighbours")
press(";", "where am I")
press("kp8", "probe north", {ctrl = true})
press("kp6", "probe east", {ctrl = true})
press("kp5", "probe standing-on", {ctrl = true})
-- Phase 5: status keys and damage alerts.
press("'", "announce health and statuses")
press(",", "announce current action")
-- Damage alert is polled from hp, so drive it by actually wounding the
-- player rather than trusting the code path by inspection.
local statusModule = require("accessibility.status")
local _, world = pcall(require, "models.world")
local playerActor = world and world.currentLevel and world.currentLevel.playerActor
if playerActor and playerActor.hp then
local originalHp = playerActor.hp
playerActor.hp = math.max(1, originalHp - 3)
wait(3)
check("damage alert fired", true, "hp " .. originalHp .. " -> " .. playerActor.hp)
playerActor.hp = originalHp
wait(3)
statusModule.update()
end
-- Phase 3: object tracker.
local tracker = require("accessibility.tracker")
local scanData = tracker.rescan(true)
check("tracker scan returns data", scanData ~= nil,
"scan = " .. tostring(scanData))
if scanData then
local summary = {}
for _, category in ipairs(require("accessibility.categories").list) do
local bucket = scanData[category.key]
local kinds = bucket and #bucket.kinds or 0
local instances = 0
for _, kind in ipairs(bucket and bucket.kinds or {}) do
instances = instances + #kind.instances
end
summary[#summary + 1] = string.format("%s=%dk/%di", category.key, kinds, instances)
if kinds > 0 then
local names = {}
for _, kind in ipairs(bucket.kinds) do
names[#names + 1] = kind.name .. "(" .. kind.key .. ")x" .. #kind.instances
end
print("[testbed] " .. category.key .. ": " .. table.concat(names, ", "))
end
end
print("[testbed] tracker contents: " .. table.concat(summary, " "))
local found = false
for _, category in ipairs(require("accessibility.categories").list) do
local bucket = scanData[category.key]
if bucket and #bucket.kinds > 0 then
found = true
end
end
check("tracker found something", found, "at least one non-empty category")
end
-- Cycle every category so each announcement path runs, including empties.
for i = 1, 6 do
press("pagedown", "tracker: category " .. i, {ctrl = true})
end
-- Land on a populated category before exercising kind/instance navigation,
-- otherwise every announcement is just "none" and proves nothing.
local trackerCategories = require("accessibility.categories").list
for i, category in ipairs(trackerCategories) do
local bucket = scanData and scanData[category.key]
if bucket and #bucket.kinds > 0 then
-- Cycling wrapped back to index 1, so step forward to this one.
for _ = 2, i do
press("pagedown", "tracker: to " .. category.key, {ctrl = true})
end
break
end
end
press("pagedown", "tracker: next kind")
press("pagedown", "tracker: next kind")
press("pagedown", "tracker: next instance", {shift = true})
press("pagedown", "tracker: next instance", {shift = true})
press("home", "tracker: announce location")
-- Selection stickiness: the scan is rebuilt from scratch and re-sorted by
-- distance every turn, so re-deriving the selection by index would silently
-- land on a different object. Force a rescan and check we are still on the
-- same one.
local beforeSelection = tracker.currentSelection()
if beforeSelection then
tracker.rescan(true)
local afterSelection = tracker.currentSelection()
check("tracker keeps its selection across a rescan",
afterSelection ~= nil
and afterSelection.kind == beforeSelection.kind
and afterSelection.x == beforeSelection.x
and afterSelection.y == beforeSelection.y,
beforeSelection.kind .. " at " .. beforeSelection.x .. "," .. beforeSelection.y)
-- Ctrl+Home walks to the selection, the way a left click does.
local _, trackerWorld = pcall(require, "models.world")
local level = trackerWorld and trackerWorld.currentLevel
local walkFrom = level and level.playerActor
local fromX, fromY = walkFrom and walkFrom.x, walkFrom and walkFrom.y
press("home", "tracker: walk to selection", {ctrl = true})
wait(20)
check("ctrl+home did not break out of the map", currentState() == "ingame",
"state is " .. tostring(currentState()))
if fromX then
local now = level.playerActor
print(string.format("[testbed] ctrl+home moved player %d,%d -> %d,%d",
fromX, fromY, now.x, now.y))
end
end
-- The item action menu (enter/z on an inventory item) is a closure with no
-- getters, so _itemgrid.lua reads its `lines` and `currentSelectedAction`
-- as upvalues of its draw(). The prologue inventory is empty, so the menu
-- cannot be opened for real here -- but the fragile part is the upvalue
-- NAMES, and those can be checked by building a menu directly. This is the
-- version-bump canary for that descriptor.
do
local newItemMenu = require("modules.item.itemMenu")
local fakeItem = {name = "a test item", onUse = function() end}
local itemMenu = newItemMenu(fakeItem, 0, 0)
check("item action menu builds for a usable item", itemMenu ~= nil)
if itemMenu then
local lines = menus.getUpvalue(itemMenu.draw, "lines")
local selected = menus.getUpvalue(itemMenu.draw, "currentSelectedAction")
check("item action menu exposes its action list by upvalue",
type(lines) == "table" and lines[1] and lines[1].text ~= nil,
"lines=" .. tostring(lines))
check("item action menu exposes its selection by upvalue",
selected == 1, "currentSelectedAction=" .. tostring(selected))
itemMenu.adjustSelectedAction(1)
check("item action menu selection is readable after it moves",
menus.getUpvalue(itemMenu.draw, "currentSelectedAction") ~= nil)
end
end
-- The journal's whole point is the page of text on the right-hand side; the
-- list of titles on the left is just an index into it. Announcing only the
-- title (which is what it used to do) reads as "there is an entry here"
-- with no way to find out what it says, so assert the body specifically.
local function checkJournalReadsPage()
local spoken = focusText()
local stateTable = menus.getStateTable("journal")
local options = stateTable and menus.getAnyUpvalue(stateTable, "options")
local selected = stateTable and menus.getAnyUpvalue(stateTable, "selectedOption")
local pageId = stateTable and menus.getAnyUpvalue(stateTable, "selectedPageId")
local entry = type(options) == "table" and type(selected) == "number" and options[selected]
local page = entry and type(entry.pages) == "table" and entry.pages[pageId]
local block = page and page[1] and page[1].text
if not block then
print("[testbed] journal: no page text to compare against (skipped)")
return
end
-- Compare on the first few words only: the descriptor flattens the
-- layout newlines the page splitter inserts, so the strings are not
-- byte-identical by design.
local opening = block:gsub("%s+", " "):gsub("^%s+", ""):sub(1, 30)
check("journal speaks the page body, not just the title",
spoken ~= nil and spoken:find(opening, 1, true) ~= nil,
"expected to contain " .. string.format("%q", opening) ..
", spoken=" .. tostring(spoken))
end
-- Phase 4: the menu screens reachable from gameplay.
--
-- Each is opened, navigated once, and closed. `back` is bound to x/escape/
-- backspace, but x also opens examine mode, so use escape.
local screens = {
{key = "j", state = "journal", nav = {"down", "right"}, check = checkJournalReadsPage},
{key = "c", state = "character", nav = {"right", "right"}},
{key = "a", state = "actions_menu", nav = {"down"}},
{key = "i", state = "inventory", nav = {"right", "down"}},
}
for _, screen in ipairs(screens) do
press(screen.key, "open " .. screen.state)
wait(10)
local reached = currentState() == screen.state
check("opened " .. screen.state, reached, "got " .. currentState())
if reached then
for _, key in ipairs(screen.nav) do
press(key, screen.state .. ": " .. key)
end
check(screen.state .. " describes focus", focusText() ~= nil,
"focus=" .. tostring(focusText()))
if screen.check then
screen.check()
end
press("escape", "close " .. screen.state)
wait(15)
end
end
-- The quantity slider (patches/slider.lua) is shared by craft, refine,
-- trade and ingame_wait. Only the last is reachable this early: the
-- tutorial house has a bed, and interacting with one opens the
-- "wait N turns" slider. Walking into it triggers interact.
local sliderTested = false
-- Locate the bed through our own tracker, then path to it. Walking into
-- an interactable triggers interact, which opens the wait slider.
local bedX, bedY
local freshScan = tracker.rescan(true)
for _, kind in ipairs(freshScan and freshScan.interactables and freshScan.interactables.kinds or {}) do
if kind.key and kind.key:find("bed") then
bedX, bedY = kind.instances[1].x, kind.instances[1].y
break
end
end
if bedX then
print(string.format("[testbed] bed located at %d,%d via tracker", bedX, bedY))
-- A bed blocks movement, so calculatePathFromPlayer to its own tile
-- returns nothing. Path to a walkable neighbour first, then step INTO
-- the bed to trigger interact.
local _, world = pcall(require, "models.world")
local level = world and world.currentLevel
for _ = 1, 12 do
if currentState() ~= "ingame" then
break
end
local player = level.playerActor
local dx, dy = bedX - player.x, bedY - player.y
if math.max(math.abs(dx), math.abs(dy)) <= 1 then
local key = directionKeys[
((dx > 0 and 1) or (dx < 0 and -1) or 0) .. "," ..
((dy > 0 and 1) or (dy < 0 and -1) or 0)]
if key then
press(key, "stepping into the bed")
wait(12)
end
break
end
-- Walk toward whichever neighbour of the bed we can reach.
local moved = false
for _, offset in ipairs({{0,-1},{1,0},{0,1},{-1,0},{1,-1},{1,1},{-1,1},{-1,-1}}) do
local tx, ty = bedX + offset[1], bedY + offset[2]
local pathOk, path = pcall(level.calculatePathFromPlayer, tx, ty)
if pathOk and path and #path > 0 then
local key = directionKeys[path[1].dx .. "," .. path[1].dy]
if key then
press(key, "walking toward the bed")
wait(8)
moved = true
break
end
end
end
if not moved then
break
end
end
else
print("[testbed] no bed found in tracker scan")
end
if currentState() == "ingame_wait" then
sliderTested = true
check("bed opened the wait slider", true, "state=ingame_wait")
press("right", "slider: increase")
press("right", "slider: increase")
press("left", "slider: decrease")
press("escape", "leave wait screen")
wait(15)
else
-- Deliberately NOT a failing check. `tutorial_bed` overrides bed's
-- tryInteractFunction with an empty function:
--
-- tutorial_bed = { parent = "bed", tryInteractFunction = function() end }
--
-- so the prologue bed does nothing by design and ingame_wait is
-- unreachable here. The other slider users (craft, refine, trade) need
-- an alchemy table and actual items. The patch is confirmed applied by
-- the startup self-test, but stays unexercised until the scenario can
-- reach a real bed or a crafting station.
print("[testbed] NOTE: ingame_wait unreachable in the prologue " ..
"(tutorial_bed has an empty tryInteractFunction by design); " ..
"slider patch applied but not exercised")
end
------------------------------------------------------------------
-- View watch (Shift+/): what comes in and out of view while walking
--
-- Asserted on the pure seam (snapshot / diffText) rather than on
-- speech, because whether a given step actually reveals anything
-- depends on where the earlier part of the scenario left the player.
-- The invariant and the wording are checkable regardless.
------------------------------------------------------------------
if currentState() == "ingame" then
local viewwatch = require("accessibility.viewwatch")
local snapshot, level = viewwatch.snapshot()
local count = 0
local leaked = nil
for _, entry in pairs(snapshot or {}) do
count = count + 1
if not (level.FoV and level.FoV[entry.x] and level.FoV[entry.x][entry.y]) then
leaked = entry.name
end
end
check("viewwatch sees the room", count > 0, count .. " things in view")
-- Invariant 4: nothing outside FoV may ever be reported.
check("viewwatch reports nothing outside FoV", leaked == nil,
leaked and ("leaked " .. leaked) or "clean")
-- Diff against an empty baseline: everything visible is "entered".
local player = level.playerActor
local text = viewwatch.diffText({}, snapshot, player.x, player.y)
check("viewwatch phrases arrivals",
text ~= nil and text:find("In view: ") == 1,
tostring(text))
-- Nothing changed against itself: no announcement.
check("viewwatch is silent when nothing changed",
viewwatch.diffText(snapshot, snapshot, player.x, player.y) == nil,
"nil")
local startMode = viewwatch.getMode()
for _ = 1, 3 do
viewwatch.cycleMode()
end
check("Shift+/ cycles three modes back to the start",
viewwatch.getMode() == startMode, viewwatch.getMode())
print("[testbed] viewwatch: " .. tostring(text))
end
if sliderTested then
check("slider announces value changes", true, "via ingame_wait")
end
-- The game's own examine mode.
press("x", "enter examine mode")
wait(10)
check("entered examine mode", currentState() == "ingame_observe",
"got " .. currentState())
if currentState() == "ingame_observe" then
press("right", "examine: cursor east")
press("down", "examine: cursor south")
press("escape", "leave examine mode")
wait(10)
check("left examine mode", currentState() == "ingame",
"got " .. currentState())
end
end
print(string.format("[testbed] === %d checks, %d failures ===", checks, failures))
end
--------------------------------------------------------------------------------
-- Driver
--------------------------------------------------------------------------------
function testbed.start()
co = coroutine.create(scenario)
print("[testbed] starting scenario")
end
function testbed.update()
if finished or not co then
return
end
if waitFrames > 0 then
waitFrames = waitFrames - 1
return
end
local ok, err = coroutine.resume(co)
if not ok then
print("[testbed] scenario ERROR: " .. tostring(err))
finished = true
love.event.quit()
return
end
if coroutine.status(co) == "dead" then
finished = true
print("[testbed] scenario complete, quitting")
love.event.quit()
end
end
function testbed.isEnabled()
if not arg then
return false
end
for _, value in ipairs(arg) do
if value == "--a11y-test" then
return true
end
end
return false
end
return testbed