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alchemist-accessibility/accessibility/states/ingame_dialogue.lua
T
Accessibility ModandClaude Opus 5 da512fc67e Dialogue narration and wall tone retrigger fix
Game-file footprint unchanged: still one line in main.lua.

Wall tones: stop the previous tone per direction before playing the new one.
The tones are 2.33s mono; steps land far faster than that and up to four
directions sound at once, so overlapping them stacked into a continuous drone
instead of reading as a per-step cue. Cutting the old tone also means the
distance/volume you hear always reflects where you are standing now.

ingame_dialogue descriptor: speaks speaker and message on a node change, but
only the response on a selection change -- re-reading the whole speech every
time you move between responses would be unusable.

Two more bugs found by the testbed:

4. Nested states.switch announced in reverse. ingame.open() sees
   world.pendingDialogue and switches straight to ingame_dialogue; because we
   announce after realSwitch returns, the inner announcement fired first and the
   outer one interrupted and clobbered it, so entering a conversation said
   'Game' rather than 'Conversation'. Now we stay quiet if we are no longer the
   current state.

5. The game already numbers response text ('1. (Continue)'), matching the number
   key that picks it, so our own numbering produced '1. 1. (Continue)'.

9/9 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 20:59:04 +02:00

101 lines
2.9 KiB
Lua

-- states/ingame_dialogue.lua
--
-- Conversations. Two things must be spoken, and they change independently:
-- * the NPC's line (speaker name + message blocks) -- changes when the node does
-- * the currently selected response -- changes as you press up/down
--
-- So this tracks the node itself and announces the full block on a node change,
-- but only the option on a selection change. Repeating the whole speech every
-- time you move between responses would be unusable.
--
-- Responses can also be picked directly with the number keys 1-0, which the game
-- already supports and which is the fastest way to work through a conversation.
local descriptor = {}
local lastNodeKey
local function nodeKeyFor(speakerName, blocks, options)
local parts = {tostring(speakerName), tostring(#options)}
for _, block in ipairs(blocks or {}) do
parts[#parts + 1] = tostring(block.text)
end
return table.concat(parts, "|")
end
descriptor.read = function(stateTable, menus)
local keypressed = stateTable.keypressed
local options = menus.getUpvalue(keypressed, "options")
local selected = menus.getUpvalue(keypressed, "selectedOption")
if type(options) ~= "table" or type(selected) ~= "number" then
return nil, nil
end
-- speakerName / messageTextBlocks are not touched by keypressed directly --
-- it calls updateText(), so they are upvalues of that function.
local updateText = menus.getUpvalue(keypressed, "updateText")
local speakerName, blocks
if type(updateText) == "function" then
speakerName = menus.getUpvalue(updateText, "speakerName")
blocks = menus.getUpvalue(updateText, "messageTextBlocks")
end
local nodeKey = nodeKeyFor(speakerName, blocks, options)
local option = options[selected]
local optionText = option and option.text or nil
-- Selection moved within the same node: just the response.
if nodeKey == lastNodeKey then
if not optionText then
return nil, nil
end
return string.format("%s, %d of %d", optionText, selected, #options),
nodeKey .. ":" .. selected
end
-- New node: speaker, what they said, then the options.
lastNodeKey = nodeKey
local parts = {}
if speakerName and speakerName ~= "" then
parts[#parts + 1] = speakerName
end
for _, block in ipairs(blocks or {}) do
if block.text then
parts[#parts + 1] = block.text
end
end
if #options > 0 then
parts[#parts + 1] = #options .. (#options == 1 and " response" or " responses")
for i, entry in ipairs(options) do
if entry.text then
-- The game already prefixes response text with its number
-- ("1. (Continue)"), matching the number keys that select it.
-- Adding our own gave "1. 1. (Continue)".
if entry.text:match("^%s*%d+%s*[%.%)]") then
parts[#parts + 1] = entry.text
else
parts[#parts + 1] = i .. ". " .. entry.text
end
end
end
end
if #parts == 0 then
return nil, nil
end
return table.concat(parts, ". "), nodeKey .. ":" .. selected
end
return descriptor