Files
alchemist-accessibility/accessibility/testbed.lua
T
Accessibility ModandClaude Opus 5 81a209b600 tracker: sticky selection and Ctrl+Home walk-to; walltones: conventional volume
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>
2026-08-02 01:00:25 +02:00

634 lines
20 KiB
Lua

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