Game-file footprint unchanged: still one line in main.lua. The slider turned out to be genuinely generic: modules/slider.lua is a factory, so one wrapper on it narrates all four users -- craft, refine, trade and ingame_wait (the wait-N-turns screen). Same leverage as the console.print and inventoryCursorPopup patches. The options screens do NOT share it, though: config_menu changes values through config.increase/config.decrease, so it needed its own descriptor. It reports tab, option name and value, and its focus key includes the value so left/right re-announce even though the focused option has not moved. states/_itemgrid.lua is now shared by inventory, craft, refine and trade, all of which build a views/inventoryWindow. It stays silent while confirmationWindowEnabled is set so the slider owns speech during quantity selection instead of the two fighting. testbed gains walkTo(), which navigates using the game's own pathfinder rather than hardcoded direction sequences -- those drift as soon as anything moves the player. The config test only adjusts a value when the focused option is demonstrably safe, and puts it straight back. The slider patch is applied and confirmed by the self-test but not exercised live: ingame_wait is unreachable in the prologue because tutorial_bed overrides bed's tryInteractFunction with an empty function by design, and the crafting screens need an alchemy table and real items. Recorded as a NOTE rather than a failing check, since it is a property of the game and not of the mod. 25/25 testbed checks, history unit tests passing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
452 lines
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Markdown
452 lines
24 KiB
Markdown
# SCRATCH — current working state
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**Read this first on any handoff.** Living document: update it whenever state changes, before ending a turn.
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Last updated: 2026-08-01 · Currently: **Phases 0–3 done + menus/dialogue.
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Phase 4 mostly done. Phase 5 (status, popups) next.**
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**Game is playable start-to-finish by ear** from main menu through the intro
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conversation into gameplay, plus journal, character, actions and inventory —
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verified by the testbed, **25/25 checks**.
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### Run the testbed (do this after any change)
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```
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cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
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rm -rf ~/AppData/Roaming/LOVE/Alchemist # start from a clean save
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"C:/Program Files/LOVE/lovec.exe" . --a11y-test
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```
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It drives the game by code via `love.event.push`, navigating by *reading* focus
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rather than counting keypresses. Every bug listed below was caught by it.
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---
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## What this project is
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Blind-accessibility mod for *Sulphur Memories: Alchemist* 0.4.2 (LÖVE 11.5, Lua/LuaJIT), extracted to
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`D:\code\Sulphur Memories Alchemist 0.4.2 sanctified`. All mod code lives under `accessibility/`.
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Design goal: **change as little game code as possible** so the mod re-applies cleanly to new versions.
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Full research is in `accessibility/docs/` — read `README.md` there for the map.
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---
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## Confirmed decisions (do not relitigate)
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| # | Decision |
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|---|---|
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| D1 | Dev uses system LÖVE at `C:\Program Files\LOVE\` (`lovec.exe` for console output). Distribution deferred. |
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| D2 | Tracker hierarchy: category (`Ctrl+PgUp/Dn`) → kind (`PgUp/Dn`) → instance (`Shift+PgUp/Dn`), `Home` = distance+direction. |
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| D3 | **Small explicit patches** to game files are allowed where they simplify things — but every state descriptor also carries a `probe` spec so we can flip to zero-edit `debug.getupvalue` mode if the game ships fused on Steam. `render` is shared by both backends. |
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| D4 | Six tracker categories confirmed and coverage-verified: Creatures / Items / Exits / Interactables / Terrain features / Alchemy. |
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| — | Screen reader: **NVDA**. Running the game via `lovec` during dev is approved. |
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| — | User is blind — all verification must be describable in text; don't rely on screenshots. |
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## Still-open questions (in `04-open-questions.md`)
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**Answered:** Q1 (dev LÖVE), Q2 (tracker hierarchy), Q3 (augment, not relay),
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Q4 (speak everything queued, cancelled by explicit action), Q5 (wall tones on
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step, stop-and-replay — confirmed working by ear), Q7/Q10 (patches allowed,
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probe backend kept open for Steam), Q9 (NVDA, lovec approved).
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**Still open:** Q6 (integrate our keys into the game's rebinding UI, or keep a
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separate scheme) · Q8 (full keyboard-reachability audit as an explicit
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deliverable?). Neither blocks Phase 4.
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---
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## Key facts worth not rediscovering
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- **`console.print(msg, colorTemplate)`** in `modules/console.lua` is the *single* chokepoint for all game log text. Repeated identical messages coalesce into `"msg (x3)"` via a `times` counter. Buffer entries expire after 3s — useless as history, so we keep our own.
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- **`level.getCursorMessage()`** returns the description under the examine cursor (actor first, then top visible tile). The game already has a full arrow-key examine mode: `states/ingame_observe.lua`.
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- **`inventoryCursorPopup.set(...)`** — one patch narrates focus in `inventory`, `craft`, `refine` and `trade`. ⚠ `levelCursorPopup` is deliberately **not** patched: it fires from an animation-completion callback and lands a keypress late. `ingame_observe` polls `level.cursorX/Y` instead.
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- **All 28 states already implement `keypressed`.** The gap is narration, not reachability.
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- **`modules/tile.lua:234`**: `tile.tryInteract = (self.loot or self.tryInteractFunction)`. ⚠ This is **not** a "worth tracking" signal — `wall` has a flavour-only `tryInteractFunction`. Structural tiles (`blocksMovement and blocksVision`) must be excluded first. See the D4 correction in `05-decisions.md`.
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- **Template counts:** 231 tiles, 40 actors, 344 items. Parent inheritance is *already flattened* by `modules/tile/preprocess.lua` during `love.load`, so read fields directly.
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- **6 un-nameable mechanical templates to exclude:** `blank`, `throw_blocker`, `movement_blocker`, `fire_detector`, `wall_features_position_dummy`, `ladder_down_hidden`.
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- **`debug.getupvalue` works** on this Lua build — verified reading `selectedOption` / `optionsList` from a state's `keypressed`.
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- **Tolk constraint:** `ffi.load("Tolk")` uses the OS loader, so DLLs must sit next to `love.exe` — they can *never* live inside a `.love` archive.
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- `tolk.lua` calls `Tolk_Load()` at require time with no error handling, and `Love2talk.lua` leaks `backend` as a global. Always `pcall` the require.
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---
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## Current status
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### Done
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- Full architecture research → `docs/01-architecture.md`
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- Hooking strategy → `docs/02-hooking-strategy.md`
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- Phased plan → `docs/03-implementation-plan.md`
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- Open questions → `docs/04-open-questions.md`
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- Decisions + category coverage proof → `docs/05-decisions.md`
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### Done — Phase 0 (bootstrap) · commit `5c581ed`
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- `git init`, pristine tree committed and tagged **`vanilla-0.4.2`** (commit `bbb70d0`,
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1838 files, `accessibility/` deliberately excluded so the tag is genuinely clean).
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- love2talk vendored to `accessibility/vendor/love2talk/` — see `VENDORED.md` there
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for the five local modifications.
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- **DLL elevation problem solved.** `Tolk.dll` etc. live in `accessibility/lib/` and
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are loaded by *absolute path* via `love.filesystem.getSource()`, with
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`SetDllDirectoryA` pointing at that folder so Tolk can find its own screen-reader
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clients. No admin rights, no copying into `Program Files`. Tracked in git via a
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`!accessibility/lib/*.dll` un-ignore.
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- `accessibility/speech.lua` — pcall-guarded, frame-queued, `logToConsole = true`.
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- `accessibility/init.lua` — patch registry + `states.switch` / `states.update` hooks
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+ startup self-test.
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- `accessibility/stateNames.lua` — spoken names for all 28 states.
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- **One line added to `main.lua`.** Nothing else in the game touched.
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**Verified working** via `lovec.exe .`:
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```
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[accessibility] TTS initialised
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[accessibility] TTS: available
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[accessibility] speech channel: yes
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[speech]! Main menu
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```
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### Done — Phase 1: console history + review keys · + wall tones
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- `accessibility/history.lua` — unbounded (1000-entry ring) history. Mirrors the
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game's `(xN)` coalescing so speech matches the screen. Review cursor **holds
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still while new lines arrive** and only follows the tail when not being used.
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- `accessibility/hotkeys.lua` — global key layer in front of `states.keypressed`.
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- `accessibility/patches/console.lua` — wraps `console.print` (calls the real one
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*first*, so a mod bug can't swallow an on-screen message) and `console.clear`.
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- `accessibility/walltones.lua` — see below.
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- `accessibility/tests/test_history.lua` — 16 assertions, all passing.
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Run with: `lua accessibility/tests/test_history.lua` (pure Lua, no LÖVE needed).
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**Auto-speak policy (Q4, answered):** speak everything, queued and joined in order
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at end of frame. Any keypress that reaches the game counts as an explicit action
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and silences the pending backlog (`hotkeys.onGameKey` → `speech.silence`).
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**Verified in-game** by the testbed (console capture + `(x2)` fold + review keys)
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and by Talon at the keyboard (wall tones).
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### Keymap so far
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| Key | Action |
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|---|---|
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| `[` / `]` | Previous / next console history line |
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| `Shift+[` / `Shift+]` | Oldest / newest line |
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| `\` | Repeat current line |
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| `Shift+\` | Copy current line to clipboard |
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| `/` | Scan all 8 neighbours, clockwise from north (terse) |
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| `;` | Where am I — level, in-game time, coordinates |
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| `Ctrl`+numpad 1–9 | Probe that direction without moving (`Ctrl+kp5` = standing on) |
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| `Ctrl+PageUp` / `Ctrl+PageDown` | Tracker: previous / next **category** |
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| `PageUp` / `PageDown` | Tracker: previous / next **kind** |
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| `Shift+PageUp` / `Shift+PageDown` | Tracker: previous / next **instance** |
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| `Home` | Tracker: distance, direction and path length to current instance |
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Game keys worth knowing: **`x`** enters examine mode (not `e`), `f` finds exits
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while examining, `j` journal, `i` inventory, `c` character, `a` actions menu.
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Reserved for the tracker (Phase 3): `PageUp`/`PageDown`, `Home`, with Ctrl/Shift.
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**Free scancodes** (game binds none of these): `[ ] \ ; ' , / - =`, `h k l m n o
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p u v w`, `F1`–`F12`, `pageup pagedown home end insert`, `kp0 kp. kp+ kp- kp* kp/`.
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**Game-claimed scancodes — never bind these unmodified:**
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`. 0-9 \` a b backspace c d delete down e escape f g i j kp1-kp9 kpenter lalt
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lctrl left lshift mouse3 q r ralt rctrl return right rshift s space t tab up x y z`
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⚠ **`keybindings.getCommand()` dispatches on scancode alone and ignores
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modifiers.** Ctrl and Shift are *held* modifiers in game (`moveCamera`,
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`repeatAction`/`adjustByFive`). So `Ctrl+Up` is seen by the game as plain "up" —
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a movement. Never bind a modifier combo over a game-claimed scancode. Combos over
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*unclaimed* scancodes (e.g. `Ctrl+PageUp`) are safe. Always consume our keys.
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### Wall tones (Q5, answered: on step, 3D-positioned, radius 5)
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Key design point, in `walltones.lua`: **direction and distance are decoupled.**
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The game's listener sits at the camera, 4 units above the plane, with an *inverse*
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distance model. Placing a tone at its wall's real position would (a) make far
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walls quieter — the opposite of what was asked — and (b) collapse the pan toward
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centre, since the 4-unit vertical offset dominates a 2-unit horizontal one.
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So: the source is placed at a **fixed radius** from the listener in the wall's
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direction, at the listener's own height (pure horizontal pan, constant
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attenuation), and **volume is computed explicitly** from distance. Positioned
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relative to the listener via `love.audio.getPosition()`, so panning stays correct
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even while the camera is panned away.
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Step detection **polls** `playerActor.x/y` each frame instead of hooking movement
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— free, and covers walking, pathing, portals and pushes by construction.
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⚠ `config.louderWhenFurther = true` as requested, but this inverts the usual
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convention (proximity cues normally get louder as you approach, and a near wall is
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the more urgent fact). Flip the flag in `walltones.lua` if it reads backwards.
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Respects `FoV`/`rememberedFoV` — never leaks unseen map geometry.
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### Done — Menu narration (Phase 4, pulled forward) + testbed
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Pulled forward because menus were a **blocker**: Talon could hear the screen name
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but not the selected option, so the game could not be started at all.
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- `accessibility/menus.lua` — descriptor driver. Supports both D3 backends
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(`probe` via `debug.getupvalue`, `patched` via injected announce calls); the
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per-screen `render` is shared. Includes the probe self-test.
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- `accessibility/states/{main_menu,settings_menu,load_game,new_game,narration}.lua`
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- `accessibility/testbed.lua` — drives the game by code. `lovec.exe . --a11y-test`
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**Verified end to end: main menu → new game → name entry → intro narration →
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gameplay, 8/8 checks passing.** Console patch smoke-tested including the `(x2)`
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fold and review keys.
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#### Three real bugs the testbed caught
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1. **`love.keypressed` was bound to the pre-wrapper function.** `states.setup()`
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does `love[callback] = love[callback] or states[callback]`, capturing **by
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value**, and it runs before us. `main.lua` defines `love.load/update/
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mousepressed/mousereleased/quit` but NOT `keypressed`/`textinput` — so those
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were frozen to the original. Replacing the `states` table field alone did
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nothing. **Fix: reassign `love.keypressed`/`love.textinput` after wrapping.**
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`states.switch`/`states.update` were fine — looked up on the table at call time.
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⚠ Any future callback we wrap needs the same treatment.
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2. **Focus moves with no keypress.** `main_menu.mousemoved` assigns
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`selectedOption` straight from cursor position, so wherever the mouse rests
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silently overrides selection — including at startup. **Fix: poll focus in the
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update hook** rather than announcing only on keypress. `announceScreen` now
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speaks only the screen name and lets the poll add focus a frame later
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(`justSwitched` makes that first one non-interrupting so it appends).
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3. **Probes may need chaining.** `narration.keypressed` doesn't touch
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`displayData`/`currentPage`/`currentLoadedLine` — it only calls
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`continueNarration()`, so they are upvalues of *that* function. The descriptor
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reaches `continueNarration` as an upvalue of `keypressed`, then reads through
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it. Expect this pattern in other states.
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#### Also learned
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- `states.lua` loads states via `require("states/"..name)` — a **SLASH**.
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`require()` caches on the exact string, so `require("states.main_menu")` would
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load a *second independent copy* with its own upvalues. Always match the slash.
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- **Plain movement is silent** — `actions/move.lua` only prints when a move fails
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(bound, immobilized). Walking proves nothing about the console patch; drive
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`console.print` directly to test it.
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### Done — dialogue narration + wall tone retrigger fix
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**`ingame_dialogue` descriptor.** Speaks speaker + message on a *node* change, but
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only the response on a *selection* change (re-reading the whole speech every time
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you move between responses would be unusable). Responses can also be picked
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directly with number keys 1–0, which the game already supports.
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Two more bugs found and fixed:
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4. **Nested `states.switch` announced in reverse.** `ingame.open()` sees
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`world.pendingDialogue` and switches straight to `ingame_dialogue`. Since we
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announce *after* `realSwitch` returns, the inner announcement ("Conversation")
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fired first and the outer ("Game") then interrupted and clobbered it.
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**Fix: after switching, if `states.getCurrent() ~= newState`, stay quiet** —
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a nested switch already announced.
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5. **Double numbering.** The game already prefixes response text with its number
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(`"1. (Continue)"`, matching the number key that selects it), so adding ours
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gave `"1. 1. (Continue)"`. Now only added when absent.
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**Wall tones — retrigger fix (per Talon: "stop previous tones and play new ones").**
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Tones are **2.33 s, mono, 44.1 kHz**. Steps land far faster than that and up to
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four directions sound at once, so they stacked into a continuous drone. Now each
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direction stops its previous source before starting a new one, so it reads as a
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per-step cue layered over footsteps, and the volume you hear always reflects
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where you're standing now. `playing` is cleared on level change.
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*(Mono matters: OpenAL only spatialises mono sources. Stereo would not pan.)*
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### Done — Phase 2: tile examination + surroundings
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- `accessibility/describe.lua` — shared spatial formatting. 8-point compass,
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**Chebyshev** distance (the game moves 8-directionally, so Euclidean would
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overstate diagonals), and `tileFacts()` / `tile()`. Verbosity setting
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(`terse`/`normal`/`verbose`) since sweeping 8 neighbours and inspecting one
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tile want different amounts of detail.
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- `accessibility/states/ingame_observe.lua` — narrates the game's examine cursor.
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- `accessibility/surroundings.lua` — probe/scan/where-am-I without moving.
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- `accessibility/patches/popups.lua` — wraps `inventoryCursorPopup.set`, covering
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**inventory, craft, refine, trade** in one patch.
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**Q3 answered by default: augment, not just relay.** The game's descriptions
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("A wooden chair.") carry no position — fine on screen, useless by ear. We append
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distance + direction, and blocked/has-items/water at normal verbosity.
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#### Design note: why examine mode is polled, not popup-driven
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`levelCursorPopup.set` is called from an **animation-completion callback**, so
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unless the player enables the game's `quickExaminationPopup` option the text
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lands a full keypress late — in testing you heard the *previous* tile while
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standing on the next. The `ingame_observe` descriptor polls `level.cursorX/Y`
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instead: same-frame, setting-independent, no game edit. `levelCursorPopup` is
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therefore deliberately **not** patched; only `inventoryCursorPopup` is.
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*(The level model is a closure instance, not a module, so it can't be patched at
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require time — reading its public fields is the decoupled route.)*
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#### Testability seam
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`hotkeys.isCtrlDown` / `isShiftDown` are overridable fields, not direct calls to
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`love.keyboard.isScancodeDown`. Real hardware state can't be faked by
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`love.event.push`, so without this seam every modifier-gated hotkey would be
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untestable. The testbed swaps them per keypress.
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### Done — Phase 3: object tracker
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- `accessibility/categories.lua` — flag-first classification into the six
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categories, plus the 6-template exclusion list and reuse of the game's `exit`
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tag.
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- `accessibility/tracker.lua` — scan, cache, three-level navigation, announcements.
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Verified in the starting house:
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```
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Interactables, 12 kinds
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a bed, 1, nearest 1 tile south-west, 2 of 12
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an open door 1 of 1, 2 tiles north-west
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an open door, 2 tiles north-west, 2 steps by path <- Home
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```
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**Caching:** signature is `level name : player x : player y : turn`. Position
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matters because everything sorts by distance; turn matters because creatures move
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and containers empty. Scans run on keypress only, never per frame.
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**FoV respected** — creatures only when currently visible, tiles when visible or
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remembered. The tracker never reveals what a sighted player couldn't see.
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**`Home` reports path length, not just offset.** Straight-line distance is badly
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misleading indoors: a chest 3 tiles north through a wall can be 20 steps away.
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Uses the game's own `calculatePathFromPlayer`.
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#### ⚠ Correction to D4 — `tryInteract` is NOT a clean "worth tracking" signal
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`wall` carries a **flavour-only** `tryInteractFunction` ("You touch the wall.
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It's cold and rough."), so flag-first classification promoted every wall segment
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into Interactables — 13 in the starting house, burying the chest and cauldron.
|
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**Fix: exclude structural tiles (`blocksMovement and blocksVision`) before the
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`tryInteract` test.** Containers and furniture block movement but not sight, so
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they survive. 13 kinds/32 instances → 12 kinds/19 instances.
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`docs/05-decisions.md` D4 has been amended.
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|
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*(Not a bug: Items/Alchemy are empty in the tutorial house because
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`chest_tutorial` literally prints "find nothing of use for now" — it has no loot
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yet. Verify against a later area before trusting those two categories.)*
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|
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### Done — Phase 4 (most of it): menu descriptors
|
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|
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**16 states now have descriptors** — all registered in `describedStates` in
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`init.lua`, all resolving in the startup self-test:
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`main_menu` · `settings_menu` · `load_game` · `new_game` · `narration` ·
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`ingame_dialogue` · `ingame_observe` · `actions_menu` · `worldmap` ·
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`alchemy_table` · `journal` · `character` · `inventory` ·
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`menu_text` / `ingame_message` / `menu_message` (shared `_textscreen.lua`)
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Verified live: `Journal. Quests, A simple commission, 1 of 1` ·
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`Character, 1 of 3` · `Actions. Interact, 1 of 1` ·
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`Inventory. All items, empty, slot 1`. **21/21 testbed checks.**
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|
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#### Two driver improvements (both prompted by real failures)
|
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- **`menus.getAnyUpvalue`** — finds a file-local across *all* of a state's
|
||
functions plus one level into inner closures. Safe because a Lua file-local is
|
||
a single shared upvalue, so any closure referencing it sees the same variable.
|
||
Needed because `actions_menu` and `worldmap` build their lists in `open()` and
|
||
never mention them in `keypressed`. The generic probe path now falls back to it.
|
||
- **`menus.hasUpvalue`** — checks a local *exists* rather than *holds a value*.
|
||
`getUpvalue` can't tell "no such local" from "declared but nil", which made the
|
||
self-test cry PROBE BROKEN on `worldmap` (whose `local options` is nil until
|
||
the screen opens). Self-test now reports `ok (unset until opened)`.
|
||
|
||
#### Ownership rule: descriptors beat the popup patch
|
||
`patches/popups.lua` now **stands down for any state that has a descriptor.**
|
||
`inventoryCursorPopup.set` only fires when there *is* an item, so on an empty
|
||
slot or empty tab it said nothing — you couldn't tell whether the cursor moved.
|
||
The `inventory` descriptor reports item-or-empty plus slot and tab; letting both
|
||
speak would double up on every item.
|
||
|
||
### Done — Phase 4 remainder: crafting screens, slider, config
|
||
|
||
**21 states have descriptors; 4 patches applied.** 25/25 testbed checks.
|
||
|
||
**The slider is genuinely generic** — `modules/slider.lua` is a *factory*
|
||
(`newSlider(params)`), and one wrapper on it narrates **all four** users:
|
||
`craft`, `refine`, `trade` and `ingame_wait` (the wait-N-turns screen). Same
|
||
leverage as the `console.print` and `inventoryCursorPopup` patches.
|
||
|
||
⚠ **But the options screens do NOT use it.** `config_menu` changes values through
|
||
`config.increase` / `config.decrease`, so it needed its own descriptor. It
|
||
reports tab + option name + value:
|
||
`Allow hitting yourself, No, 3 of 11` → right → `…, Yes, …`. The focus key
|
||
includes the value, so left/right re-announce even though focus hasn't moved.
|
||
|
||
`accessibility/states/_itemgrid.lua` is now shared by `inventory`, `craft`,
|
||
`refine` and `trade` — all four build a `views/inventoryWindow`. It stays silent
|
||
while `confirmationWindowEnabled` is set, so the slider owns speech during
|
||
quantity selection rather than the two fighting.
|
||
|
||
**Ordering note:** `patches/slider.lua` replaces `package.loaded["modules.slider"]`,
|
||
so it only affects requires that happen *after* it. Safe because states load
|
||
lazily and `applyPatches()` runs before the self-test (the one thing that loads
|
||
state files early).
|
||
|
||
⚠ **Slider not exercised live.** `ingame_wait` is unreachable in the prologue —
|
||
`tutorial_bed = { parent = "bed", tryInteractFunction = function() end }`, i.e.
|
||
the tutorial bed does nothing *by design*. `craft`/`refine`/`trade` need an
|
||
alchemy table and real items. The patch is confirmed *applied* by the self-test;
|
||
the testbed has the walk-to-bed machinery ready (`walkTo`, tracker lookup) for
|
||
when a real bed is reachable.
|
||
|
||
### Known gaps (next up)
|
||
- **Phase 4 remainder**: `research` and `keybindings_menu` have no descriptors.
|
||
- **Phase 5**: player status key (HP, statuses, current action), popup
|
||
announcements (`popupStack.add`), damage alerts
|
||
(`ingame.checkInterruptions`), mod settings.
|
||
- `ingame` itself has no descriptor.
|
||
- **Unverified against real content:** tracker categories Items / Alchemy /
|
||
Exits / Creatures / Terrain (tutorial house has none), and inventory item
|
||
names (inventory is empty in the prologue).
|
||
- `worldmap`, `journal`, `character`, `research`, `inventory`, `craft`, `refine`,
|
||
`trade`, `actions_menu`, `alchemy_table`, `keybindings_menu`, `config_menu`,
|
||
`menu_text`, `ingame_message`, `menu_message` still have no descriptors.
|
||
|
||
### Next — Phase 2: tile examination
|
||
Patch `views/levelCursorPopup.set` to narrate the game's existing examine mode,
|
||
augmented with distance/direction/passability. Then the surroundings explorer
|
||
(`Alt`+numpad to probe a direction without moving). Needs Q3 (verbosity) answered.
|
||
|
||
---
|
||
|
||
## Invariants for all mod code
|
||
|
||
1. Every wrapper calls through to the original and returns its results verbatim (`return realFn(...)` — preserve multiple returns).
|
||
2. Speech must never throw. Missing DLL ⇒ silent no-op, game still runs.
|
||
3. No behaviour change for sighted players.
|
||
4. Never reveal information outside `FoV` / `rememberedFoV` — the tracker must not become a cheat.
|
||
5. Grid scans (`xMax × yMax`) happen on keypress or turn change, never per frame.
|
||
6. Our keys fall through to the game handler unless we own them.
|
||
|
||
---
|
||
|
||
## Modified game files (keep this list exhaustive)
|
||
|
||
| File | Change | Why |
|
||
|---|---|---|
|
||
| `main.lua` | +1 line: `require("accessibility").initialize()` after `console.prepare()` | Sole mod entry point. Placed there because templates, keybindings, `states.setup()` and the console canvas are all ready by then, and it's before the first `states.switch()`. |
|
||
|
||
Verify this list is exhaustive at any time with:
|
||
```
|
||
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore'
|
||
```
|
||
Currently: `main.lua | 1 +`.
|
||
|
||
### How to run
|
||
```
|
||
cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
|
||
"C:/Program Files/LOVE/lovec.exe" .
|
||
```
|
||
`lovec` (not `love`) gives the console, where `[speech]` lines mirror every
|
||
utterance — speech is verifiable from the log, not only by ear. `!` after
|
||
`[speech]` means the utterance interrupted.
|
||
|
||
---
|
||
|
||
## Scratchpad / notes
|
||
|
||
- `.luacheckrc` uses `std = "min+alch"` with an explicit globals list — add mod globals there to keep lint clean.
|
||
- Upstream quirk (not ours to fix): `modules/tile/preprocess.lua` flattens parents in a single `pairs()` pass, so a grandchild may inherit from a not-yet-flattened parent depending on hash order.
|
||
- Tolk DLL sources on this machine: `D:\code\cafe`, `D:\code\dragonrpg-mapmaker`, `D:\code\DragonWarriorAccess`.
|