Files
alchemist-accessibility/accessibility/init.lua
T
Accessibility ModandClaude Opus 5 a1ad7f26c2 popups: read the modal recipe, lore and map popups
Learning a recipe spoke the word "Popup" and then nothing.

There are two separate popup mechanisms and only one was covered.
patches/popupstack.lua wraps popupStack.add, but views/fadingPopup.lua
registers just four types -- journal, loot, bestiary and tutorial -- so
the recipe/lore/map keys in that patch could never fire. Those three are
modal instead: states/{ingame,inventory,research} build one from
modules/{recipe,lore,map}Popup.lua and switch to states/ingame_popup.

ingame_popup had a name in stateNames.lua and no descriptor, so
announceScreen said "Popup" and the focus poll had nothing to add.

The popup modules are factories exposing only draw(), so every string is
a closure local. The new descriptor takes popupObject off the state and
reads them as upvalues of popupObject.draw, detecting the type by which
locals exist since the object carries no type tag. Reading order follows
draw order, newlines are flattened (the lore footer is one sentence with
hard breaks in it), and the blocks go into the console history so [ and ]
walk a long fragment back; = re-reads it.

The prologue fires no popup, so the testbed raises them itself via
ingame.recipePopup and ingame.lorePopup -- both display-only, so nothing
is learned and the world is untouched. That check is this descriptor's
version-bump canary: the self-test can only report "custom read()" here,
because the probe is on the popup object rather than the state.

88 testbed checks, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 02:29:01 +02:00

286 lines
9.3 KiB
Lua

-- accessibility/init.lua — mod entry point.
--
-- This is the ONLY thing the game calls into. main.lua gains exactly one line:
--
-- require("accessibility").initialize()
--
-- placed after console.prepare() and before the first states.switch(). By that
-- point templates are preprocessed, keybindings are loaded, states.setup() has
-- run, and the console canvas exists — everything we patch is ready.
--
-- Everything here is wrapped so that a bug in the mod degrades to "no speech"
-- rather than taking the game down with it.
local accessibility = {}
local speech = require("accessibility.speech")
local stateNames = require("accessibility.stateNames")
local hotkeys = require("accessibility.hotkeys")
local walltones = require("accessibility.walltones")
local menus = require("accessibility.menus")
local testbed = require("accessibility.testbed")
local testbedActive = false
-- States we ship focus descriptors for. Also the list the self-test walks.
local describedStates = {
"main_menu",
"settings_menu",
"load_game",
"new_game",
"narration",
"ingame_dialogue",
"ingame_observe",
"actions_menu",
"worldmap",
"alchemy_table",
"journal",
"character",
"menu_text",
"ingame_message",
"menu_message",
"inventory",
"craft",
"refine",
"trade",
"config_menu",
"keybindings_menu",
"research",
"ingame_popup",
}
local initialized = false
--------------------------------------------------------------------------------
-- Patch registry
--
-- Later phases register their patches here. Each entry is {name, fn}; fn is called
-- inside a pcall during initialize(), and a failure disables only that patch.
--------------------------------------------------------------------------------
local patches = {}
function accessibility.registerPatch(name, fn)
patches[#patches + 1] = {name = name, fn = fn}
end
local patchResults = {}
local function applyPatches()
for _, patch in ipairs(patches) do
local ok, err = pcall(patch.fn)
patchResults[patch.name] = ok and "ok" or tostring(err)
if not ok then
print("[accessibility] patch '" .. patch.name .. "' FAILED: " .. tostring(err))
end
end
end
-- Startup self-test output. This is the version-bump canary: when the game
-- updates and something we hook has moved, it shows up here immediately rather
-- than as silence three screens into a playthrough.
function accessibility.selfTest()
print("[accessibility] --- self test ---")
print("[accessibility] TTS: " .. (speech.isAvailable() and "available"
or ("UNAVAILABLE (" .. tostring(speech.getFailureReason()) .. ")")))
if speech.isAvailable() then
-- Distinguishes "DLL loaded" from "actually reached a screen reader or SAPI".
print("[accessibility] speech channel: " .. (speech.hasSpeech() and "yes" or "NO — nothing will be audible"))
end
for name, result in pairs(patchResults) do
print("[accessibility] patch " .. name .. ": " .. result)
end
-- Menu focus probes. A renamed local in a future game version surfaces here at
-- startup rather than as silence mid-playthrough.
local ok, results = pcall(menus.selfTest, describedStates)
if ok then
for _, stateName in ipairs(describedStates) do
print("[accessibility] menu " .. stateName .. ": " .. tostring(results[stateName]))
end
end
local lootOk, lootStatus = pcall(require("accessibility.lootoverlay").probeStatus)
print("[accessibility] loot overlay: " .. (lootOk and tostring(lootStatus) or ("FAILED: " .. tostring(lootStatus))))
print("[accessibility] --- end self test ---")
end
--------------------------------------------------------------------------------
-- Core hooks into states.lua
--------------------------------------------------------------------------------
local function hookStates()
local states = require("states")
-- Screen changes: announce the new screen.
local realSwitch = states.switch
states.switch = function(newState, params)
local result = realSwitch(newState, params)
-- After the switch, so the state's open() has already set up its focus --
-- main_menu, for one, only picks selectedOption inside open().
pcall(function()
-- Guard against NESTED switches. open() can itself switch state:
-- ingame.open() sees world.pendingDialogue and goes straight to
-- ingame_dialogue. Because we announce after realSwitch returns, the
-- inner announcement ("Conversation") happens first and the outer one
-- ("Game") then interrupts and clobbers it. If we are no longer the
-- current state, the inner switch already announced -- stay quiet.
if states.getCurrent() ~= newState then
return
end
local descriptor = menus.loadDescriptor(newState)
if descriptor then
menus.announceScreen(newState)
if descriptor.onOpen then
speech.say(descriptor.onOpen, false)
end
else
speech.say(stateNames[newState] or newState, true)
end
end)
return result
end
-- Per-frame speech flush. main.lua calls states.update(dt) via a table lookup,
-- so wrapping the field here avoids editing love.update.
local realUpdate = states.update
states.update = function(dt)
local result = realUpdate(dt)
-- Poll focus rather than relying on keypress alone.
--
-- Focus can move with no key involved: main_menu.mousemoved assigns
-- selectedOption straight from the cursor position, so wherever the mouse
-- happens to rest silently overrides the selection -- including at startup,
-- before the player has touched anything. Polling also closes the race
-- where a state's open() sets focus after we have already announced.
--
-- Cheap: two debug.getupvalue lookups, and only for states we describe.
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
pcall(walltones.update)
pcall(require("accessibility.viewwatch").update, dt)
pcall(require("accessibility.status").update)
pcall(require("accessibility.details").update, dt)
pcall(require("accessibility.lootoverlay").update)
pcall(speech.flush)
if testbedActive then
pcall(testbed.update, dt)
end
return result
end
-- Global hotkey layer. Ours are consumed; everything else falls through to the
-- game untouched.
local realKeypressed = states.keypressed
states.keypressed = function(key, scancode)
local consumed = false
local ok, result = pcall(hotkeys.keypressed, key, scancode)
if ok then
consumed = result
end
if consumed then
return
end
pcall(hotkeys.onGameKey)
local keyResult = realKeypressed(key, scancode)
-- The loot overlay is edge-triggered off a flag the game sets, and in
-- hold-to-highlight mode a quick tap can set it and clear it again inside
-- one frame -- the end-of-frame poll would then never see it up. Checking
-- here, between the game's keypressed and its keyreleased, catches the tap.
pcall(require("accessibility.lootoverlay").update)
-- After the game handler, so we read the focus it just moved to.
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
return keyResult
end
-- Text entry (character naming) arrives via textinput, not keypressed.
local realTextinput = states.textinput
states.textinput = function(text)
local result = realTextinput(text)
pcall(function()
menus.announceFocusIfChanged(states.getCurrent())
end)
return result
end
-- CRITICAL: re-point the love callbacks at our wrappers.
--
-- states.setup() runs before us and does:
-- love[callback] = love[callback] or states[callback]
-- which captures the function BY VALUE. main.lua defines love.load, update,
-- mousepressed, mousereleased and quit itself, but NOT keypressed/textinput --
-- so those were bound to the original states.keypressed at setup time.
-- Replacing the states table field alone leaves love.keypressed pointing at
-- the old function and our wrapper never runs.
--
-- states.switch and states.update are unaffected because they are looked up on
-- the table at call time (from state files and from main.lua's love.update).
love.keypressed = states.keypressed
love.textinput = states.textinput
end
--------------------------------------------------------------------------------
-- Entry point
--------------------------------------------------------------------------------
function accessibility.initialize()
if initialized then
return
end
initialized = true
accessibility.registerPatch("console", require("accessibility.patches.console"))
accessibility.registerPatch("popups", require("accessibility.patches.popups"))
accessibility.registerPatch("slider", require("accessibility.patches.slider"))
accessibility.registerPatch("popupstack", require("accessibility.patches.popupstack"))
accessibility.registerPatch("itemmenu", require("accessibility.patches.itemmenu"))
accessibility.registerPatch("hotbar", require("accessibility.patches.hotbar").apply)
pcall(function()
require("accessibility.surroundings").registerKeys(hotkeys)
require("accessibility.tracker").registerKeys(hotkeys)
require("accessibility.status").registerKeys(hotkeys)
require("accessibility.viewwatch").registerKeys(hotkeys)
require("accessibility.details").registerKeys(hotkeys)
end)
local ok, err = pcall(function()
speech.initialize()
walltones.load()
hookStates()
applyPatches()
end)
if not ok then
print("[accessibility] initialisation FAILED, game continues unmodified: " .. tostring(err))
return
end
accessibility.selfTest()
if testbed.isEnabled() then
testbedActive = true
testbed.start()
end
end
return accessibility