Game-file footprint unchanged: still one line in main.lua. Adds descriptors for actions_menu, worldmap, alchemy_table, journal, character, inventory, and a shared one for the full-screen prose states (menu_text, ingame_message, menu_message). The prose states also push their text into the console history, so the existing review keys walk the manual paragraph by paragraph rather than delivering it as one unusable utterance. Two driver improvements, both prompted by real failures the self-test caught: - menus.getAnyUpvalue finds a file-local across all of a state's functions and one level into inner closures. Safe because a Lua file-local is a single shared upvalue. Needed because actions_menu and worldmap build their lists in open() and never reference them in keypressed, so the named probe function found nothing. The generic probe path now falls back to this. - menus.hasUpvalue checks that a local exists rather than that it holds a value. getUpvalue cannot distinguish 'no such local' from 'declared but currently nil', which made the self-test report PROBE BROKEN for worldmap, whose 'local options' is nil until the screen is first opened. patches/popups.lua now stands down for any state that has a descriptor. inventoryCursorPopup.set only fires when an item is under the cursor, so empty slots and empty tabs were silent and you could not tell the cursor had moved. The inventory descriptor reports item-or-empty plus slot and tab instead. 21/21 testbed checks, history unit tests passing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
87 lines
2.5 KiB
Lua
87 lines
2.5 KiB
Lua
-- Patch: views/levelCursorPopup.lua and views/inventoryCursorPopup.lua
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--
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-- `inventoryCursorPopup.set` is the convergence point for focus text in four
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-- screens: inventory, craft, refine and trade. Patching it narrates all four
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-- without touching any state file.
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--
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-- inventoryCursorPopup.set(lines, x, y, alignX, alignY) -- lines is a TABLE
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-- of {text=, icon=}
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--
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-- NOTE: levelCursorPopup (the examine cursor) is deliberately NOT handled here.
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-- It is set from an animation-completion callback, so its text lands a keypress
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-- late unless the player enables the game's "quickExaminationPopup" option.
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-- accessibility/states/ingame_observe.lua polls the cursor position instead,
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-- which is immediate and setting-independent.
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local speech = require("accessibility.speech")
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-- Suppress repeats: the setter is called on every mouse move, often with
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-- unchanged content.
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local lastInventoryText
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local function linesToText(lines)
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if type(lines) ~= "table" then
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return nil
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end
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local parts = {}
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for _, line in ipairs(lines) do
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if type(line) == "table" and line.text then
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parts[#parts + 1] = line.text
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elseif type(line) == "string" then
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parts[#parts + 1] = line
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end
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end
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if #parts == 0 then
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return nil
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end
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return table.concat(parts, ". ")
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end
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return function()
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----------------------------------------------------------------------------
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-- inventoryCursorPopup: inventory, craft, refine, trade
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----------------------------------------------------------------------------
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local inventoryPopup = require("views.inventoryCursorPopup")
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local realInventorySet = inventoryPopup.set
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if not realInventorySet then
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error("views.inventoryCursorPopup has no set function -- game structure changed")
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end
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inventoryPopup.set = function(lines, ...)
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local result = realInventorySet(lines, ...)
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pcall(function()
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-- Stand down for any state that has its own descriptor. A descriptor
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-- knows about empty slots and tab changes, which this popup never sees
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-- (it is only called when there IS an item), so letting both speak
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-- would double up on every item.
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local states = require("states")
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local menus = require("accessibility.menus")
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if menus.loadDescriptor(states.getCurrent()) then
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return
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end
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local text = linesToText(lines)
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if not text then
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lastInventoryText = nil
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return
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end
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text = speech.normalise(text)
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if not text or text == lastInventoryText then
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return
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end
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lastInventoryText = text
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speech.say(text, true)
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end)
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return result
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end
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end
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