Files
alchemist-accessibility/accessibility/testbed.lua
T
Accessibility ModandClaude Opus 5 8b1eb44c38 Phase 2: tile examination and surroundings
Game-file footprint unchanged: still one line in main.lua.

- describe.lua: shared spatial formatting. 8-point compass and Chebyshev
  distance, since the game moves 8-directionally and Euclidean would overstate
  diagonal travel. Verbosity setting, because sweeping eight neighbours and
  inspecting a single tile want different amounts of detail.
- states/ingame_observe.lua: narrates the game's existing examine cursor.
- surroundings.lua: probe one direction, scan all eight, or report location,
  without moving anything or touching game state.
- patches/popups.lua: wraps inventoryCursorPopup.set, covering inventory, craft,
  refine and trade in a single patch.

Q3 resolved as augment rather than relay: the game's descriptions carry no
position, which is fine on screen and useless by ear, so distance and direction
are appended.

Examine mode is polled rather than driven by levelCursorPopup. That popup is set
from an animation-completion callback, so unless the player has enabled the
game's quickExaminationPopup option the text arrives a full keypress late -- in
testing you heard the previous tile while standing on the next. Polling
level.cursorX/Y is same-frame and setting-independent.

hotkeys.isCtrlDown/isShiftDown are now overridable fields rather than direct
love.keyboard calls: real hardware state cannot be faked by love.event.push, so
without that seam every modifier-gated hotkey would be untestable.

11/11 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 21:26:35 +02:00

296 lines
8.7 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
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")
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})
-- The game's own examine mode, now narrated via levelCursorPopup.
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