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alchemist-accessibility/accessibility/docs/00-dev-setup.md
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Accessibility ModandClaude Opus 5 1f48dea550 publish: make the rewrite deterministic, so publishing fast-forwards
The script ended with `git rm -r accessibility/publish` plus a commit, which
was created fresh with the current time on every run. That changed the tip SHA
even when nothing else had, making the old tip a sibling rather than an
ancestor of the new one -- so every publish was a force-push. It also was not
achieving its stated purpose: `git rm` only removes a file from the tip, so
publish.sh was still present in every older commit of the published repo.

Fold the exclusion into the filter instead, as one filename callback covering
keep, rename and drop. The machinery now leaves the whole history, and the
rewrite is deterministic -- verified by publishing twice into separate
directories and diffing git rev-list --all: all 24 SHAs identical.

Publishing is now `git push`, and a rejected push means something real: that
the dev history itself was rewritten.

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

276 lines
11 KiB
Markdown

# Development setup
How to get from nothing to a tree you can run, test and publish from. The
arrangement is a little unusual, because the mod lives inside a copy of a
commercial game that must never be published.
**If you are already set up**, the only things you need daily are
[Everyday commands](#everyday-commands) and [Publishing](#publishing).
---
## The two trees
This repository exists in two forms, and the same `CLAUDE.md` ships in both, so
check which one you are in:
| | **Development tree** | **Standalone mod repo** |
|---|---|---|
| Contents | The whole extracted game (1838 files) **plus** `accessibility/` | `accessibility/` and the docs only |
| Beside `accessibility/` | `main.lua`, `states/`, `models/`, … | nothing |
| Can you run the game? | Yes | **No** |
| Can you run the testbed? | Yes | **No** |
| Remote | **None, deliberately** — see [Publishing](#publishing) | `code.iamtalon.me/talon/alchemist-accessibility` |
| Where it comes from | You build it, below | Generated from the dev tree by `publish.sh` |
The standalone repo is **derived, never developed in directly**. Every publish
rewrites its history from scratch, so any commit made there is destroyed on the
next publish. Always work in the development tree.
Everything outside `accessibility/` in the dev tree is the vanilla game: read-only
reference material. You read it to find out how the game works; you patch it only
where the docs sanction, which currently means exactly one line.
---
## What you need
| | Why | Notes |
|---|---|---|
| **The game, 0.4.2, as an extracted source folder** | The thing being modded | A directory containing `main.lua` and `conf.lua`. **Not** a packed `.love`, **not** the Steam build — see below. |
| **LÖVE 11.5** | Runs the game | `conf.lua` pins `t.version = "11.5"`. Installed here at `C:\Program Files\LOVE\`. Use **`lovec.exe`**, not `love.exe`. |
| **Standalone Lua 5.4** | Unit tests and syntax checks without launching the game | `lua` and `luac` on PATH. |
| **A screen reader, or nothing** | To hear the output | Tolk drives NVDA / JAWS / System Access and falls back to SAPI 5. Dev here uses **NVDA**. Speech is also mirrored to the console, so you can verify from a log with no reader running at all. |
| **`uv` (for `uvx`)** | `git-filter-repo` at publish time | Only needed when publishing. |
Optional: `luacheck`. `.luacheckrc` is configured (`std = "min+alch"` with an
explicit globals list) but the linter is not currently installed — `luac -p` is
what actually gets run.
### Why the game must be an extracted folder
`ffi.load("Tolk")` goes through the **OS** loader, not LÖVE's virtual filesystem,
so the TTS DLLs must exist as real files on disk. They can never live inside a
`.love` archive. This is also why the mod loads them by absolute path via
`love.filesystem.getSource()`. See `accessibility/vendor/love2talk/VENDORED.md`.
---
## Building the development tree from scratch
**1. Extract the game** into a working directory. This tree lives at
`D:\code\Sulphur Memories Alchemist 0.4.2 sanctified`.
**2. Commit the pristine game and tag it**, *before* adding any mod code, so the
baseline is genuinely clean:
```
git init
git add .
git commit -m "Vanilla Sulphur Memories: Alchemist 0.4.2"
git tag vanilla-0.4.2
```
The tag holds 1838 files and **no `accessibility/` directory**. That is the whole
point of it: it is what makes the footprint check below trustworthy.
**3. Add `accessibility/`** — copy it in, or clone the standalone repo and move
its `accessibility/` folder into place.
**4. Add the one line to `main.lua`.** In `love.load()`, immediately after
`console.prepare()`:
```lua
require("accessibility").initialize() --ACCESSIBILITY MOD: sole entry point
```
`accessibility/publish/install.patch` applies exactly this. The placement is not
arbitrary: by that point templates are preprocessed, keybindings are loaded,
`states.setup()` has run and the console canvas exists — and it is still before
the first `states.switch()`.
**5. Check the TTS DLLs survived the copy.** `accessibility/lib/` must contain
`Tolk.dll`, `nvdaControllerClient64.dll` and `SAAPI64.dll`.
⚠ `.gitignore` has a blanket `*.dll` with a deliberate `!accessibility/lib/*.dll`
un-ignore. If you ever restructure that folder, the DLLs will silently stop being
tracked and the mod will be mute for anyone who clones it.
**6. Verify.** Run the [everyday commands](#everyday-commands). A working setup
prints, at startup:
```
[accessibility] TTS: available
[accessibility] speech channel: yes
[speech]! Main menu
```
`speech channel: NO` means the DLLs loaded but nothing is listening — start a
screen reader, or expect SAPI.
---
## Everyday commands
Run all of these after any change. The testbed in particular: it has caught
essentially every bug in this project, and a change that looks obviously correct
is exactly the kind that fails it.
```
cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
lua accessibility/tests/test_history.lua # pure Lua, instant
luac -p accessibility/*.lua # syntax only, no LOVE needed
bash accessibility/tests/run-testbed.sh # ~4 min — save-safe, see below
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md'
```
The last one **must** print `main.lua | 1 +`. That is the invariant that keeps the
mod cheap to lift onto a new game version.
**What matters in the testbed run is `0 failures`, not the check count**, which
varies between runs because several blocks are conditional.
To just play it:
```
"C:/Program Files/LOVE/lovec.exe" .
```
### Save data
LÖVE writes to `~/AppData/Roaming/LOVE/Alchemist` (`t.identity = "Alchemist"` in
`conf.lua`). The testbed scenario assumes a fresh save and will not navigate
correctly without one — it drives a new game from the main menu through the
prologue, which has already happened in any real save.
**Do not clear that directory by hand.** It holds the player's actual
playthrough, and `rm -rf` on it — which is what these docs used to say — destroys
it. Use `accessibility/tests/run-testbed.sh`, which:
1. **Moves** the save to `Alchemist.a11y-backup.<pid>` (never deletes it),
2. runs the testbed against the empty directory LÖVE then creates,
3. discards the test run's directory and moves the real save back, from an `EXIT`
trap so this happens on failure, on a crashed run and on Ctrl-C too.
If the restore itself ever fails it says so loudly and leaves the backup on disk
rather than pressing on.
Why a wrapper and not something inside the mod: `love.load` calls
`config.initialize`, `keybindings.initialize` and `user.initialize` long before
`main.lua` reaches `require("accessibility").initialize()`. By the time any of
our Lua runs, the save directory has already been read — the swap has to happen
around the process.
Override the interpreter path with `LOVE=/path/to/lovec.exe` if yours differs.
Runtime files the game also drops next to the source during dev (`config.json`,
`user.json`, `keybindings.json`, savegames) are already in `.gitignore`.
### Reading the console
`lovec.exe` gives a console window, and every utterance is mirrored there as a
`[speech]` line — so speech is verifiable from a log rather than only by ear:
| Prefix | Meaning |
|---|---|
| `[speech]!` | interrupted whatever was being said |
| `[speech]*` | urgent, spoken immediately (bypasses the frame queue) |
| `[speech] ` | queued normally |
### If something mysteriously does not speak
Read the **startup self-test**. It reports every patch and every descriptor probe.
Most menu narration reads the game's file-local variables via `debug.getupvalue`,
so a renamed local in a future game version shows up there as
`PROBE BROKEN: no upvalue 'x'` rather than as silence three screens in.
`ok (unset until opened)` is normal.
---
## Publishing
**The development tree has no git remote, and must not be given one.** It holds
all 1838 files of a commercial title. Pushing it anywhere would distribute the
game.
Publishing therefore means: rebuild a separate repository that contains only the
mod, and push *that*.
```
sh accessibility/publish/publish.sh
```
This clones the dev tree to `../alchemist-accessibility-publish` and runs
`git-filter-repo` over the clone with a single filename callback that does three
things at once: keeps only `accessibility/` and `CLAUDE.md`, lifts
`accessibility/publish/README.md` and `install.patch` up to the root (so a visitor
to the mod repo finds them where they expect), and drops the publish machinery
itself from the **whole history**.
All three being one filter is what makes the rewrite deterministic, and that is
worth more than it sounds — see [Why this is not a force-push](#why-this-is-not-a-force-push).
Then **the check that matters**: it lists every path in the rewritten history and
aborts if anything that is not the mod or its docs survived. A clean run says:
```
clean: history contains only the mod and its docs
```
If it says `ABORT: non-mod files present in history`, **do not push** — a game
file leaked through the filter.
The script prints the push commands and stops rather than pushing for you:
```
cd ../alchemist-accessibility-publish
git remote add origin https://code.iamtalon.me/talon/alchemist-accessibility.git
git push -u origin master
```
⚠ Paste those as **separate lines**. If a shell wraps the `remote add` line, the
URL ends up on its own and gets run as a command.
### Why this is not a force-push
`git-filter-repo` is deterministic: given the same input commits and the same
filter, it produces byte-identical output commits, because it preserves author
and committer timestamps and a commit's SHA is a function of its tree and its
parents. Verified by running `publish.sh` twice into different directories and
diffing `git rev-list --all` — all 24 SHAs identical.
So **a publish that only adds commits to the dev tree is a plain fast-forward**,
and pushes only the new objects. Git is content-addressed on top of that: the
bulk of the repo is the four wall-tone WAVs (~740 KB) and the Tolk DLLs
(~135 KB), and those blobs are keyed by content, so they are never re-uploaded
even when a rewrite does happen.
It used to be a force-push every time, for a reason worth not reintroducing. The
script ended with a `git rm -r accessibility/publish` and a `git commit`, and
that commit was created fresh with the *current time* on every run — so the tip
SHA changed even when nothing else had, and the old tip was a sibling of the new
one rather than an ancestor. It was also not achieving much: `git rm` only
removes a file from the tip, so `publish.sh` was still present in every older
commit of the published repo. Filtering it out instead fixed both.
**If the push is rejected as non-fast-forward, that now means something**: the
dev history itself was rewritten — an `amend`, a `rebase`, or a rebase onto a new
game version. `--force` is correct there, and the mod repo is derived output so
nothing is lost. But it should be a deliberate act, not the daily command. A
force-push you always run is a force-push you stop reading.
⚠ The corollary, unchanged: any commit made **directly in the published repo** is
destroyed by the next publish. Always work in the development tree.
---
## Rebasing onto a new game version
Commit the new pristine tree on top of the `vanilla-0.4.2` baseline, then replay
the mod commits. The only game-file conflict possible is the single `main.lua`
line. Then run the startup self-test and read it: it tells you immediately which
patches and probes the new version broke.