Pulls menu focus narration forward from Phase 4: it was a blocker, since the screen name was spoken but not the selected option, so the game could not be started at all. Game-file footprint unchanged: still one line in main.lua. - menus.lua: descriptor driver supporting both D3 backends (upvalue probe and patched-announce), sharing one render per screen. Probe self-test included. - Descriptors for main_menu, settings_menu, load_game, new_game, narration. - testbed.lua: drives the game by code via love.event.push, so input takes the same path as a human keypress. Coroutine-based, and navigates by READING focus rather than counting keypresses, which drifts when options are disabled. Three bugs found by the testbed and fixed: 1. love.keypressed was still bound to the pre-wrapper states.keypressed. states.setup() captures love[callback] by value and runs before us, and main.lua does not define love.keypressed itself, so wrapping the states table field alone had no effect. Now reassigns love.keypressed/textinput. 2. Focus can move with no keypress: main_menu.mousemoved assigns selectedOption from cursor position, silently overriding selection including at startup. Focus is now polled in the update hook instead of announced only on keypress. 3. Probes sometimes need chaining. narration.keypressed only calls continueNarration(), so the text locals are upvalues of that inner function. Verified: main menu -> new game -> name entry -> intro narration -> gameplay, 8/8 checks passing, including console.print capture and its (x2) fold. Known gap: ingame_dialogue announces 'Game' and reads no dialogue text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
232 lines
7.1 KiB
Lua
232 lines
7.1 KiB
Lua
-- accessibility/init.lua — mod entry point.
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--
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-- This is the ONLY thing the game calls into. main.lua gains exactly one line:
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--
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-- require("accessibility").initialize()
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--
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-- placed after console.prepare() and before the first states.switch(). By that
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-- point templates are preprocessed, keybindings are loaded, states.setup() has
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-- run, and the console canvas exists — everything we patch is ready.
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--
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-- Everything here is wrapped so that a bug in the mod degrades to "no speech"
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-- rather than taking the game down with it.
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local accessibility = {}
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local speech = require("accessibility.speech")
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local stateNames = require("accessibility.stateNames")
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local hotkeys = require("accessibility.hotkeys")
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local walltones = require("accessibility.walltones")
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local menus = require("accessibility.menus")
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local testbed = require("accessibility.testbed")
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local testbedActive = false
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-- States we ship focus descriptors for. Also the list the self-test walks.
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local describedStates = {
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"main_menu",
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"settings_menu",
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"load_game",
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"new_game",
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"narration",
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}
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local initialized = false
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--------------------------------------------------------------------------------
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-- Patch registry
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--
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-- Later phases register their patches here. Each entry is {name, fn}; fn is called
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-- inside a pcall during initialize(), and a failure disables only that patch.
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--------------------------------------------------------------------------------
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local patches = {}
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function accessibility.registerPatch(name, fn)
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patches[#patches + 1] = {name = name, fn = fn}
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end
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local patchResults = {}
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local function applyPatches()
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for _, patch in ipairs(patches) do
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local ok, err = pcall(patch.fn)
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patchResults[patch.name] = ok and "ok" or tostring(err)
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if not ok then
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print("[accessibility] patch '" .. patch.name .. "' FAILED: " .. tostring(err))
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end
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end
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end
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-- Startup self-test output. This is the version-bump canary: when the game
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-- updates and something we hook has moved, it shows up here immediately rather
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-- than as silence three screens into a playthrough.
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function accessibility.selfTest()
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print("[accessibility] --- self test ---")
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print("[accessibility] TTS: " .. (speech.isAvailable() and "available"
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or ("UNAVAILABLE (" .. tostring(speech.getFailureReason()) .. ")")))
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if speech.isAvailable() then
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-- Distinguishes "DLL loaded" from "actually reached a screen reader or SAPI".
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print("[accessibility] speech channel: " .. (speech.hasSpeech() and "yes" or "NO — nothing will be audible"))
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end
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for name, result in pairs(patchResults) do
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print("[accessibility] patch " .. name .. ": " .. result)
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end
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-- Menu focus probes. A renamed local in a future game version surfaces here at
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-- startup rather than as silence mid-playthrough.
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local ok, results = pcall(menus.selfTest, describedStates)
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if ok then
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for _, stateName in ipairs(describedStates) do
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print("[accessibility] menu " .. stateName .. ": " .. tostring(results[stateName]))
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end
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end
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print("[accessibility] --- end self test ---")
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end
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--------------------------------------------------------------------------------
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-- Core hooks into states.lua
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--------------------------------------------------------------------------------
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local function hookStates()
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local states = require("states")
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-- Screen changes: announce the new screen.
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local realSwitch = states.switch
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states.switch = function(newState, params)
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local result = realSwitch(newState, params)
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-- After the switch, so the state's open() has already set up its focus --
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-- main_menu, for one, only picks selectedOption inside open().
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pcall(function()
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local descriptor = menus.loadDescriptor(newState)
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if descriptor then
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menus.announceScreen(newState)
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if descriptor.onOpen then
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speech.say(descriptor.onOpen, false)
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end
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else
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speech.say(stateNames[newState] or newState, true)
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end
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end)
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return result
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end
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-- Per-frame speech flush. main.lua calls states.update(dt) via a table lookup,
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-- so wrapping the field here avoids editing love.update.
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local realUpdate = states.update
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states.update = function(dt)
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local result = realUpdate(dt)
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-- Poll focus rather than relying on keypress alone.
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--
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-- Focus can move with no key involved: main_menu.mousemoved assigns
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-- selectedOption straight from the cursor position, so wherever the mouse
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-- happens to rest silently overrides the selection -- including at startup,
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-- before the player has touched anything. Polling also closes the race
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-- where a state's open() sets focus after we have already announced.
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--
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-- Cheap: two debug.getupvalue lookups, and only for states we describe.
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pcall(function()
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menus.announceFocusIfChanged(states.getCurrent())
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end)
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pcall(walltones.update)
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pcall(speech.flush)
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if testbedActive then
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pcall(testbed.update, dt)
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end
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return result
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end
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-- Global hotkey layer. Ours are consumed; everything else falls through to the
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-- game untouched.
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local realKeypressed = states.keypressed
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states.keypressed = function(key, scancode)
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local consumed = false
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local ok, result = pcall(hotkeys.keypressed, key, scancode)
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if ok then
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consumed = result
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end
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if consumed then
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return
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end
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pcall(hotkeys.onGameKey)
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local keyResult = realKeypressed(key, scancode)
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-- After the game handler, so we read the focus it just moved to.
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pcall(function()
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menus.announceFocusIfChanged(states.getCurrent())
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end)
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return keyResult
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end
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-- Text entry (character naming) arrives via textinput, not keypressed.
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local realTextinput = states.textinput
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states.textinput = function(text)
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local result = realTextinput(text)
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pcall(function()
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menus.announceFocusIfChanged(states.getCurrent())
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end)
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return result
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end
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-- CRITICAL: re-point the love callbacks at our wrappers.
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--
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-- states.setup() runs before us and does:
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-- love[callback] = love[callback] or states[callback]
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-- which captures the function BY VALUE. main.lua defines love.load, update,
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-- mousepressed, mousereleased and quit itself, but NOT keypressed/textinput --
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-- so those were bound to the original states.keypressed at setup time.
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-- Replacing the states table field alone leaves love.keypressed pointing at
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-- the old function and our wrapper never runs.
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--
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-- states.switch and states.update are unaffected because they are looked up on
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-- the table at call time (from state files and from main.lua's love.update).
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love.keypressed = states.keypressed
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love.textinput = states.textinput
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end
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--------------------------------------------------------------------------------
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-- Entry point
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--------------------------------------------------------------------------------
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function accessibility.initialize()
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if initialized then
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return
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end
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initialized = true
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accessibility.registerPatch("console", require("accessibility.patches.console"))
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local ok, err = pcall(function()
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speech.initialize()
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walltones.load()
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hookStates()
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applyPatches()
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end)
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if not ok then
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print("[accessibility] initialisation FAILED, game continues unmodified: " .. tostring(err))
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return
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end
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accessibility.selfTest()
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if testbed.isEnabled() then
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testbedActive = true
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testbed.start()
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end
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end
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return accessibility
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