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>
65 lines
1.8 KiB
Lua
65 lines
1.8 KiB
Lua
-- Shared descriptor for the full-screen prose states: menu_text (manual,
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-- credits), ingame_message and menu_message.
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--
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-- These have no focus cursor -- the whole screen is one block of text. Long ones
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-- (the manual runs to thousands of words) are unusable as a single utterance, so
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-- the text is ALSO pushed into the console history. That makes the existing
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-- review keys ([ and ]) work on it: you can walk the manual paragraph by
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-- paragraph, jump to the start with Shift+[, and re-read with \.
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local history = require("accessibility.history")
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-- Split on blank lines first, falling back to single newlines. Paragraph-sized
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-- chunks read far better than either one huge utterance or line-by-line
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-- fragments broken mid-sentence by the game's own wrapping.
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local function paragraphs(text)
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local chunks = {}
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for chunk in (text .. "\n\n"):gmatch("(.-)\n%s*\n") do
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chunk = chunk:gsub("^%s+", ""):gsub("%s+$", "")
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if chunk ~= "" then
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chunks[#chunks + 1] = chunk
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end
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end
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if #chunks == 0 then
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for line in text:gmatch("[^\n]+") do
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line = line:gsub("^%s+", ""):gsub("%s+$", "")
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if line ~= "" then
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chunks[#chunks + 1] = line
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end
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end
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end
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return chunks
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end
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local lastText
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return {
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read = function(stateTable, menus)
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local text = menus.getAnyUpvalue(stateTable, "messageText")
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if type(text) ~= "string" or text == "" then
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return nil, nil
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end
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if text == lastText then
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return nil, nil
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end
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lastText = text
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-- Feed the review buffer so [ and ] can walk it.
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local chunks = paragraphs(text)
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for _, chunk in ipairs(chunks) do
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pcall(history.append, chunk, "text")
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end
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local summary = #chunks > 1
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and string.format("%s. %d paragraphs, use review keys to read.", chunks[1], #chunks)
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or chunks[1]
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return summary, text
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end,
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}
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