Tracker selection now survives a rescan. The scan is rebuilt every turn and both lists are distance-sorted, so holding a bare index meant one step by the player silently re-pointed the selection at a different rat. The tracker now remembers identity instead -- the actor table for creatures, coordinates for tiles -- and re-derives the indices in reanchor() after each rescan. Selection is dropped only when the thing genuinely stops being reported (out of FoV, killed, picked up), and the existing clamp then falls back to the nearest. Ctrl+Home walks to the selection, reusing the exact shape of the game's own click-to-path in ingame.mousepressed: calculatePathFromPlayer, then either bufferInput or playerInput for a one-step path. Interruptions and threatened- player truncation therefore behave the way a mouse click does. Most things worth tracking stand on impassable tiles, which calculatePathFromPlayer refuses outright, so we fall back to the cheapest of the 8 neighbours and say "next to" rather than "to". Guarded on states.getCurrent() == "ingame": elsewhere the input buffer belongs to another state and feeding it moves would be a bug. Wall tones now follow the usual proximity convention -- a near wall is loud, one out at radius is quiet. It was inverted, which read backwards in play since a nearby wall is the more urgent fact. config.louderWhenFurther still flips it. Testbed covers both: selection identity across a forced rescan, and that Ctrl+Home moves the player without breaking out of the map. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
563 lines
16 KiB
Lua
563 lines
16 KiB
Lua
-- tracker.lua — the object tracker.
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--
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-- Three-level navigation (docs/05-decisions.md D2):
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--
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-- Ctrl+PageUp / Ctrl+PageDown category "Creatures"
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-- PageUp / PageDown kind "rat"
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-- Shift+PageUp / Shift+PageDown instance that specific rat
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-- Home announce distance + direction
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-- Ctrl+Home walk there (what a left click does)
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--
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-- Two hard rules:
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--
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-- * Never report anything outside FoV / rememberedFoV. The tracker must not
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-- become a cheat -- it exposes what a sighted player could see, no more.
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-- * Never scan per frame. A scan walks xMax x yMax; it runs on keypress and is
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-- cached until the world changes under it.
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local speech = require("accessibility.speech")
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local describe = require("accessibility.describe")
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local categories = require("accessibility.categories")
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local tracker = {}
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--------------------------------------------------------------------------------
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-- State
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--------------------------------------------------------------------------------
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local categoryIndex = 1
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local kindIndex = 1
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local instanceIndex = 1
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local scan -- { [categoryKey] = { kinds = { {key, name, instances={{x,y,ref},..}}, .. } } }
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local scanSignature
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-- What the player last deliberately selected, so a rescan can put the cursor back
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-- on it. Indices alone are useless here: the lists are distance-sorted, so a
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-- single step re-orders them and a bare index silently selects a different rat.
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local selectedKindKey -- string, or nil
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local selectedInstance -- {ref = actor} for creatures, {x, y} for tiles
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--------------------------------------------------------------------------------
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-- Scanning
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--------------------------------------------------------------------------------
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local function getLevel()
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local ok, world = pcall(require, "models.world")
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if not ok or not world.currentLevel then
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return nil
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end
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return world.currentLevel
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end
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-- Cheap staleness key. Position matters because everything is sorted by distance
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-- to the player; turn matters because creatures move and containers empty.
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local function signatureFor(level)
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local actor = level.playerActor
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local turn = level.world and level.world.turn or 0
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return string.format("%s:%s:%s:%s",
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tostring(level.name), tostring(actor and actor.x), tostring(actor and actor.y), tostring(turn))
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end
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local function seenAt(level, x, y)
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if level.FoV and level.FoV[x] and level.FoV[x][y] then
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return true, true
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end
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if level.rememberedFoV and level.rememberedFoV[x] and level.rememberedFoV[x][y] then
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return true, false
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end
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return false, false
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end
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local function newBucket()
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return {kinds = {}, byKind = {}}
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end
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-- ref, when given, is the actor table itself: a creature's identity survives it
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-- walking, its coordinates do not.
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local function addTo(bucket, kindKey, kindName, x, y, ref)
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if not kindKey then
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return
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end
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local kind = bucket.byKind[kindKey]
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if not kind then
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kind = {key = kindKey, name = kindName, instances = {}}
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bucket.byKind[kindKey] = kind
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bucket.kinds[#bucket.kinds + 1] = kind
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end
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kind.instances[#kind.instances + 1] = {x = x, y = y, ref = ref}
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end
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function tracker.rescan(force)
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local level = getLevel()
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if not level or not level.playerActor then
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scan = nil
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return nil
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end
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local signature = signatureFor(level)
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if not force and scan and signature == scanSignature then
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return scan
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end
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local buckets = {}
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for _, category in ipairs(categories.list) do
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buckets[category.key] = newBucket()
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end
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local px, py = level.playerActor.x, level.playerActor.y
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-- Creatures come from the actor list, not the grid.
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for _, actor in ipairs(level.actors or {}) do
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if actor ~= level.playerActor
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and actor.x and actor.y
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and actor.visibilityAlpha ~= 0
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then
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local visible = level.FoV and level.FoV[actor.x] and level.FoV[actor.x][actor.y]
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if visible then
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addTo(buckets.creatures, categories.actorKind(actor),
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categories.actorName(actor), actor.x, actor.y, actor)
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end
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end
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end
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-- Tiles.
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for x = 1, level.xMax or 0 do
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if level.grid[x] then
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for y = 1, level.yMax or 0 do
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local stack = level.grid[x][y]
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if stack and seenAt(level, x, y) then
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local claimed = {}
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for i = #stack, 1, -1 do
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local tile = stack[i]
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local key = categories.classifyTile(tile)
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-- One entry per category per cell: a cell can hold both a
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-- door and a floor, but not two doors worth reporting.
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if key and not claimed[key] then
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claimed[key] = true
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addTo(buckets[key], categories.tileKind(tile),
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categories.tileName(tile), x, y)
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end
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end
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if not claimed.terrain then
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local ok, isWater = pcall(level.isWaterTile, x, y)
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if ok and isWater then
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addTo(buckets.terrain, "water", "water", x, y)
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end
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end
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end
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end
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end
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end
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-- Sort instances by distance to the player, and kinds by their nearest
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-- instance, so both levels of navigation move outward.
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local function chebyshev(a)
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return math.max(math.abs(a.x - px), math.abs(a.y - py))
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end
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for _, bucket in pairs(buckets) do
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for _, kind in ipairs(bucket.kinds) do
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table.sort(kind.instances, function(a, b)
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return chebyshev(a) < chebyshev(b)
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end)
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end
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table.sort(bucket.kinds, function(a, b)
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return chebyshev(a.instances[1]) < chebyshev(b.instances[1])
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end)
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end
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scan = buckets
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scanSignature = signature
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tracker.reanchor()
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return scan
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end
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--------------------------------------------------------------------------------
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-- Selection stability
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--
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-- The scan is rebuilt from scratch every turn and both lists are distance-sorted,
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-- so the same rat is at a different index each time it or the player moves. We
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-- therefore track the selection by identity and re-derive the indices after every
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-- rescan. The selection is only dropped when the thing genuinely stops being
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-- reported -- out of FoV, killed, picked up.
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--------------------------------------------------------------------------------
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local function sameInstance(instance, wanted)
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if not instance or not wanted then
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return false
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end
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if wanted.ref then
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return instance.ref == wanted.ref
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end
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return instance.ref == nil and instance.x == wanted.x and instance.y == wanted.y
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end
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-- Record what is selected right now. Called after every deliberate move of the
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-- selection, never during a rescan.
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local function remember()
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local category = categories.list[categoryIndex]
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local bucket = scan and category and scan[category.key]
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local kind = bucket and bucket.kinds[kindIndex]
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selectedKindKey = kind and kind.key or nil
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local instance = kind and kind.instances[instanceIndex]
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if instance then
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selectedInstance = instance.ref and {ref = instance.ref} or {x = instance.x, y = instance.y}
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else
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selectedInstance = nil
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end
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end
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function tracker.reanchor()
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local category = categories.list[categoryIndex]
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local bucket = scan and category and scan[category.key]
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if not bucket or not selectedKindKey then
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return
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end
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local foundKind
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for i, kind in ipairs(bucket.kinds) do
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if kind.key == selectedKindKey then
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kindIndex, foundKind = i, kind
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break
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end
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end
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if not foundKind then
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-- The kind is gone from view entirely. Let the clamp in currentKind pick
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-- whatever is nearest and stop pretending we still have a selection.
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selectedKindKey, selectedInstance = nil, nil
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return
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end
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if not selectedInstance then
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return
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end
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for i, instance in ipairs(foundKind.instances) do
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if sameInstance(instance, selectedInstance) then
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instanceIndex = i
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return
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end
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end
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-- Kind still visible, this particular one is not.
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selectedInstance = nil
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end
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--------------------------------------------------------------------------------
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-- Access
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--------------------------------------------------------------------------------
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local function currentCategory()
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return categories.list[categoryIndex]
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end
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local function currentBucket()
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local data = tracker.rescan()
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local category = currentCategory()
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if not data or not category then
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return nil
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end
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return data[category.key]
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end
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local function currentKind()
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local bucket = currentBucket()
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if not bucket or #bucket.kinds == 0 then
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return nil
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end
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kindIndex = math.max(1, math.min(kindIndex, #bucket.kinds))
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return bucket.kinds[kindIndex], bucket
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end
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local function currentInstance()
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local kind = currentKind()
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if not kind then
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return nil
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end
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instanceIndex = math.max(1, math.min(instanceIndex, #kind.instances))
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return kind.instances[instanceIndex], kind
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end
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-- What is selected right now, after any pending rescan. Used by the testbed, and
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-- handy for anything that wants to follow the tracker cursor.
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function tracker.currentSelection()
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local instance, kind = currentInstance()
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if not instance then
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return nil
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end
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return {
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category = currentCategory() and currentCategory().key,
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kind = kind.key,
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name = kind.name,
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x = instance.x,
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y = instance.y,
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ref = instance.ref,
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}
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end
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--------------------------------------------------------------------------------
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-- Announcements
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--------------------------------------------------------------------------------
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local function offsetFromPlayer(instance)
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local level = getLevel()
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local actor = level and level.playerActor
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if not actor then
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return ""
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end
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return describe.offset(instance.x - actor.x, instance.y - actor.y)
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end
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local function announceCategory()
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local category = currentCategory()
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local bucket = currentBucket()
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if not category then
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return
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end
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if not bucket or #bucket.kinds == 0 then
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speech.say(category.name .. ", none", true)
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return
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end
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local count = #bucket.kinds
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speech.say(string.format("%s, %d %s", category.name, count,
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count == 1 and "kind" or "kinds"), true)
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end
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local function announceKind()
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local kind, bucket = currentKind()
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if not kind then
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local category = currentCategory()
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speech.say((category and category.name or "Nothing") .. ", none", true)
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return
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end
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local total = #kind.instances
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local instance = kind.instances[1]
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speech.say(string.format("%s, %d, nearest %s, %d of %d",
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kind.name, total, offsetFromPlayer(instance), kindIndex, #bucket.kinds), true)
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end
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local function announceInstance()
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local instance, kind = currentInstance()
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if not instance then
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return
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end
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speech.say(string.format("%s %d of %d, %s",
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kind.name, instanceIndex, #kind.instances, offsetFromPlayer(instance)), true)
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end
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--------------------------------------------------------------------------------
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-- Navigation
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--------------------------------------------------------------------------------
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local function cycle(value, delta, count)
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if count == 0 then
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return 1
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end
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value = value + delta
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if value < 1 then
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value = count
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elseif value > count then
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value = 1
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end
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return value
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end
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function tracker.cycleCategory(delta)
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tracker.rescan()
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categoryIndex = cycle(categoryIndex, delta, #categories.list)
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kindIndex = 1
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instanceIndex = 1
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remember()
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announceCategory()
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end
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function tracker.cycleKind(delta)
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local bucket = currentBucket()
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if not bucket or #bucket.kinds == 0 then
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announceKind()
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return
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end
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kindIndex = cycle(kindIndex, delta, #bucket.kinds)
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instanceIndex = 1
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remember()
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announceKind()
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end
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function tracker.cycleInstance(delta)
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local kind = currentKind()
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if not kind then
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announceKind()
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return
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end
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instanceIndex = cycle(instanceIndex, delta, #kind.instances)
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remember()
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announceInstance()
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end
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-- Home: where is the current thing, and how far is it to actually walk there.
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function tracker.announceLocation()
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local instance, kind = currentInstance()
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if not instance then
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local category = currentCategory()
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speech.say((category and category.name or "Tracker") .. ", nothing selected", true)
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return
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end
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local parts = {
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string.format("%s, %s", kind.name, offsetFromPlayer(instance)),
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}
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-- Straight-line offset can be badly misleading indoors -- a chest three tiles
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-- north through a wall may be twenty steps away. Path length is the number
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-- that actually matters.
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local level = getLevel()
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if level then
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local ok, path = pcall(level.calculatePathFromPlayer, instance.x, instance.y)
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if ok and path and #path > 0 then
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parts[#parts + 1] = #path .. (#path == 1 and " step by path" or " steps by path")
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elseif ok then
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parts[#parts + 1] = "no path"
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end
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end
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speech.say(table.concat(parts, ", "), true)
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end
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-- Ctrl+Home: actually go there.
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--
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-- This is the keyboard equivalent of a left click on the tile (states/ingame.lua
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-- mousepressed): build a path with calculatePathFromPlayer, then hand it to the
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-- level's input buffer with the ingame state as the owner. We deliberately use
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-- the game's own two-branch shape -- a one-step path goes through playerInput
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-- directly, because bufferInput for a single move re-enters the buffer machinery
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-- for no reason.
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--
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-- Most things worth tracking stand on impassable tiles (a rat, a chest), and
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-- calculatePathFromPlayer refuses those outright. So when the tile itself has no
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-- path we path to the best neighbouring tile instead, which is what a player
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-- clicking a monster expects to happen anyway.
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local function pathTo(level, x, y)
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local ok, path = pcall(level.calculatePathFromPlayer, x, y)
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if ok and path and #path > 0 then
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return path, true
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end
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local best
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for dx = -1, 1 do
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for dy = -1, 1 do
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if dx ~= 0 or dy ~= 0 then
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local okNear, near = pcall(level.calculatePathFromPlayer, x + dx, y + dy)
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if okNear and near and #near > 0 and (not best or #near < #best) then
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best = near
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end
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end
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end
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end
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return best, false
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end
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function tracker.walkToSelection()
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local instance, kind = currentInstance()
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if not instance then
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local category = currentCategory()
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speech.say((category and category.name or "Tracker") .. ", nothing selected", true)
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return
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end
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-- Walking is only meaningful on the map. In a menu or the observe cursor the
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-- input buffer belongs to another state and feeding it moves would be a bug.
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local okStates, states = pcall(require, "states")
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if not okStates or states.getCurrent() ~= "ingame" then
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speech.say("Cannot walk from here", true)
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return
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end
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local level = getLevel()
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local actor = level and level.playerActor
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if not actor then
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return
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end
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if instance.x == actor.x and instance.y == actor.y then
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speech.say(kind.name .. ", already here", true)
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return
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end
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local path, exact = pathTo(level, instance.x, instance.y)
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if not path then
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speech.say(kind.name .. ", no path", true)
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return
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end
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-- Same module key states.lua uses, so we share its cached instance.
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local okIngame, ingame = pcall(require, "states/ingame")
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if not okIngame then
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return
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end
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pcall(level.skipAllAnimations)
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local okMove, err
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if #path == 1 then
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okMove, err = pcall(level.playerInput, "move",
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actor.x + path[1].dx, actor.y + path[1].dy, ingame)
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else
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okMove, err = pcall(level.bufferInput, "move", path, ingame)
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end
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if not okMove then
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print("[accessibility] walk to selection failed: " .. tostring(err))
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speech.say(kind.name .. ", cannot walk there", true)
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return
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end
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-- calculatePathFromPlayer truncates to a single step while the player is
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-- threatened, so the spoken count is the number of steps that will actually
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-- be taken, not the distance to the target.
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speech.say(string.format("Walking %s %s, %d %s",
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exact and "to" or "next to", kind.name,
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#path, #path == 1 and "step" or "steps"), true)
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end
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--------------------------------------------------------------------------------
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-- Key registration
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--------------------------------------------------------------------------------
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function tracker.registerKeys(hotkeys)
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hotkeys.bind("pageup", "ctrl", function() tracker.cycleCategory(-1) end)
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hotkeys.bind("pagedown", "ctrl", function() tracker.cycleCategory(1) end)
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|
|
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hotkeys.bind("pageup", "shift", function() tracker.cycleInstance(-1) end)
|
|
hotkeys.bind("pagedown", "shift", function() tracker.cycleInstance(1) end)
|
|
|
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hotkeys.bind("pageup", nil, function() tracker.cycleKind(-1) end)
|
|
hotkeys.bind("pagedown", nil, function() tracker.cycleKind(1) end)
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|
|
|
hotkeys.bind("home", nil, tracker.announceLocation)
|
|
hotkeys.bind("home", "ctrl", tracker.walkToSelection)
|
|
end
|
|
|
|
return tracker
|