Files
alchemist-accessibility/accessibility/walltones.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

239 lines
7.0 KiB
Lua

-- walltones.lua — directional wall cues, played on each step.
--
-- Scans the four cardinal directions from the player out to `radius` tiles, finds
-- the first movement-blocking tile in each, and plays that direction's tone
-- positioned in 3D so the ear can place it.
--
--------------------------------------------------------------------------------
-- Why direction and distance are handled separately
--------------------------------------------------------------------------------
--
-- The game sets an *inverse* distance model (main.lua) and puts the listener at
-- the camera: views/levelWindow.lua does
--
-- love.audio.setPosition(x*0.4, y*0.4, 4)
--
-- i.e. 0.4 world units per tile, listener floating 4 units above the map plane.
--
-- If we simply placed each tone at its wall's real position, OpenAL's own
-- attenuation curve would decide the volume for us -- unpredictable, and tied to
-- whatever distance model the game happens to set. It would also be feeble
-- directionally: with the listener 4 units up and a wall 5 tiles out (2.0 units),
-- the vertical offset dominates and the pan collapses toward centre.
--
-- So we decouple the two:
--
-- * DIRECTION comes from 3D position. The source is placed at a FIXED radius
-- from the listener, in the wall's direction, at the listener's own height
-- (z = listener z) so the pan is purely horizontal and as wide as possible.
-- * DISTANCE comes from explicit volume, which we compute. Because the source
-- sits at a constant distance, OpenAL's attenuation is constant and does not
-- interfere.
--
-- Positioning relative to the *listener* (queried via love.audio.getPosition)
-- rather than to the player keeps the pan correct even while the player is
-- panning the camera away with the moveCamera key.
local walltones = {}
local config = {
enabled = true,
-- How far to look for a wall, in tiles.
radius = 5,
-- Fixed distance (world units) at which tones are placed. Only affects the
-- constant attenuation, not the perceived direction.
sourceRadius = 1.0,
-- Volume for a wall you are standing next to, and for one out at `radius`.
nearVolume = 1.0,
farVolume = 0.25,
-- Set true to invert: a wall further away becomes the louder one.
louderWhenFurther = false,
}
walltones.config = config
local directions = {
north = {dx = 0, dy = -1},
south = {dx = 0, dy = 1},
east = {dx = 1, dy = 0},
west = {dx = -1, dy = 0},
}
local sources = {}
-- The currently-sounding source per direction, so a tone is never retriggered on
-- top of itself. See playTone.
local playing = {}
local lastX, lastY, lastLevel
--------------------------------------------------------------------------------
-- Loading
--------------------------------------------------------------------------------
function walltones.load()
for name in pairs(directions) do
local path = "accessibility/assets/walltones/walltone_" .. name .. ".wav"
if love.filesystem.getInfo(path) then
sources[name] = path
else
print("[accessibility] missing wall tone: " .. path)
end
end
end
--------------------------------------------------------------------------------
-- Scanning
--------------------------------------------------------------------------------
-- Distance in tiles to the first movement-blocking tile in a direction, or nil if
-- none within radius.
--
-- Only counts tiles the player has actually seen (FoV or rememberedFoV), so this
-- never leaks map knowledge -- the tracker/explorer must not become a cheat.
local function distanceToWall(level, x, y, dx, dy)
for step = 1, config.radius do
local tx, ty = x + dx * step, y + dy * step
if not level.grid[tx] or not level.grid[tx][ty] then
return step -- edge of map reads as a wall
end
local seen = (level.FoV and level.FoV[tx] and level.FoV[tx][ty])
or (level.rememberedFoV and level.rememberedFoV[tx] and level.rememberedFoV[tx][ty])
if not seen then
return nil
end
for _, tile in ipairs(level.grid[tx][ty]) do
if tile.blocksMovement and not tile.isHidden then
return step
end
end
end
return nil
end
--------------------------------------------------------------------------------
-- Playing
--------------------------------------------------------------------------------
local function volumeFor(distance)
-- Normalise to 0 (adjacent) .. 1 (at the radius limit).
local t = (distance - 1) / math.max(1, config.radius - 1)
t = math.max(0, math.min(1, t))
if config.louderWhenFurther then
t = 1 - t
end
-- t is now 0 at the loud end, 1 at the quiet end.
return config.nearVolume + (config.farVolume - config.nearVolume) * t
end
local function playTone(name, dx, dy, distance)
local path = sources[name]
if not path then
return
end
-- One tone per direction at a time: stop the previous one, start the new one.
--
-- The tones are 2.33s long and steps land far faster than that, with up to
-- four directions sounding at once -- so letting them overlap stacked into a
-- continuous drone instead of reading as a per-step cue. Cutting the old tone
-- keeps this a layer on top of footsteps, and means the distance/volume you
-- hear always reflects where you are standing now.
local existing = playing[name]
if existing then
pcall(existing.stop, existing)
playing[name] = nil
end
-- Tagged so the game's own sfx/interface volume sliders apply.
local ok, source = pcall(TEsound.play, path, "static", {"sfx", "interface"}, volumeFor(distance))
if not ok or not source then
return
end
pcall(function()
local lx, ly, lz = love.audio.getPosition()
source:setPosition(
lx + dx * config.sourceRadius,
ly + dy * config.sourceRadius,
lz -- same height as the listener: maximise horizontal pan
)
end)
playing[name] = source
end
function walltones.playFor(level, x, y)
if not config.enabled then
return
end
for name, dir in pairs(directions) do
local distance = distanceToWall(level, x, y, dir.dx, dir.dy)
if distance then
playTone(name, dir.dx, dir.dy, distance)
end
end
end
--------------------------------------------------------------------------------
-- Step detection
--
-- Polling the player's tile coordinates each frame rather than hooking movement.
-- Comparing two integers is free, and it means no game function is wrapped --
-- every way the player can move (walk, path, teleport, portal, push) is covered
-- by construction.
--------------------------------------------------------------------------------
function walltones.update()
if not config.enabled then
return
end
local ok, world = pcall(require, "models.world")
if not ok then
return
end
local level = world.currentLevel
if not level or not level.playerActor then
return
end
local actor = level.playerActor
local x, y = actor.x, actor.y
if not x or not y then
return
end
-- Entering a new level should not fire a volley of tones for a position the
-- player never stepped from.
if level ~= lastLevel then
lastLevel = level
lastX, lastY = x, y
playing = {}
return
end
if x == lastX and y == lastY then
return
end
lastX, lastY = x, y
walltones.playFor(level, x, y)
end
return walltones