Files
alchemist-accessibility/accessibility/docs/scratch.md
T
Accessibility ModandClaude Opus 5 fd06961af5 targeting: say what you are about to hit or throw at
Both aiming modes announced their name and then went silent, so there was
no way to know what the arrow keys were pointing at. Prompted by "it says
targetting, melee, but when I press the arrow keys it does not tell me
what I am currently selecting."

They look like a pair and are not, which is the whole shape of the fix.

Throw has a real free-roaming cursor on level.cursorX/cursorY, so its
descriptor is ingame_observe plus one clause: whether the tile is a legal
target. That clause is recomputed from level.FoV, level.interactableArea
and level.canThrowOnCell rather than read off the state's targetAllowed
upvalue, because ingame_targeting_throw.lua:228 sets targetAllowed false
for the whole 0.3s cursor glide and only the animation's onFinish
restores it -- and mid-glide is exactly when we speak, so it would have
said "blocked" on every single move. The same class of trap as the
examine-cursor popup lag, and the same answer: read the model, not the
view.

Melee has no cursor and no target state at all.
ingame_targeting_melee.lua:184-195 takes one direction key and fires the
callback in that same keypress, so nothing is ever "currently selected"
and there is no focus for a read() to return. Its descriptor speaks only
on entry, listing the eight adjacent tiles -- which are precisely the
legal targets, the game's rule being Chebyshev <= 1. Arrows still commit
immediately; the game plays as it did. A two-step confirm cursor was
considered and rejected for that reason.

That entry line is surroundings.scan()'s sentence, so scan() splits into
describeNeighbours() returning the text and scan() speaking it. onOpen
grows the ability to be a function rather than a fixed string, since the
neighbours differ every time.

menus.selfTest needed a branch for a descriptor with neither read nor
probe -- melee is the first -- or it would index a nil probe and take the
whole self test down with it, which is the one report that must never
fail quietly.

Neither mode is reachable by its key in the prologue: b is filtered out
by the room's level.allowedActions, and t falls through to
gotoInventory() when there is nothing throwable. Found that by writing
the testbed block as keypresses and watching it land in the inventory. It
now drives both states directly, borrowing levelWindow, hpbar and
levelDescriptionWindow off the ingame state's upvalues the way gotoAction
would pass them.

129 testbed checks, 0 failures. The throw block asserts the focus text
CHANGED across a cursor move rather than merely being non-nil, which is
the assertion that would have caught the targetAllowed mistake had it
been made. Still unverified against real content: only "can throw" has
been heard, not "blocked", "out of range" or "no line of sight".

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 16:38:21 +02:00

68 KiB
Raw Blame History

SCRATCH — current working state

Read this first on any handoff. Living document: update it whenever state changes, before ending a turn.

Last updated: 2026-08-03 · Currently: Phases 0–5 COMPLETE. In playtesting — fixing what Talon hits. Remaining work is polish, mod settings and distribution.

Game is playable start-to-finish by ear from main menu through the intro conversation into gameplay, plus journal, character, actions and inventory — verified by the testbed, 129 checks, 0 failures.

Not set up yet, or unsure how the two trees relate? → 00-dev-setup.md.

Run the testbed (do this after any change)

cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
bash accessibility/tests/run-testbed.sh

⚠ Use the script, not lovec . --a11y-test. The testbed needs an empty save directory, and this used to be a bare rm -rf ~/AppData/Roaming/LOVE/Alchemist in these docs — which ate Talon's actual playthrough. The script moves the save aside, runs, and moves it back (restore is on an EXIT trap, and it never deletes the real one). It can't be done inside the mod: love.load reads config, keybindings and user data long before main.lua reaches our entry point. It drives the game by code via love.event.push, navigating by reading focus rather than counting keypresses. Every bug listed below was caught by it.

⚠ The check COUNT varies between runs; this is expected. Several blocks are conditional — the config-menu section only runs if selectByText lands on "Options", and mouse-hover can move menu focus at startup (see trap 2). What matters is 0 failures, not the total.


What this project is

Blind-accessibility mod for Sulphur Memories: Alchemist 0.4.2 (LÖVE 11.5, Lua/LuaJIT), extracted to D:\code\Sulphur Memories Alchemist 0.4.2 sanctified. All mod code lives under accessibility/. Design goal: change as little game code as possible so the mod re-applies cleanly to new versions.

Full research is in accessibility/docs/ — read README.md there for the map.


Confirmed decisions (do not relitigate)

# Decision
D1 Dev uses system LÖVE at C:\Program Files\LOVE\ (lovec.exe for console output). Distribution deferred.
D2 Tracker hierarchy: category (Ctrl+PgUp/Dn) → kind (PgUp/Dn) → instance (Shift+PgUp/Dn), Home = distance+direction.
D3 Small explicit patches to game files are allowed where they simplify things — but every state descriptor also carries a probe spec so we can flip to zero-edit debug.getupvalue mode if the game ships fused on Steam. render is shared by both backends.
D4 Six tracker categories confirmed and coverage-verified: Creatures / Items / Exits / Interactables / Terrain features / Alchemy.
— Screen reader: NVDA. Running the game via lovec during dev is approved.
— User is blind — all verification must be describable in text; don't rely on screenshots.

Still-open questions (in 04-open-questions.md)

Answered: Q1 (dev LÖVE), Q2 (tracker hierarchy), Q3 (augment, not relay), Q4 (speak everything queued, cancelled by explicit action), Q5 (wall tones on step, stop-and-replay — confirmed working by ear), Q7/Q10 (patches allowed, probe backend kept open for Steam), Q9 (NVDA, lovec approved).

Still open: Q6 (integrate our keys into the game's rebinding UI, or keep a separate scheme) · Q8 (full keyboard-reachability audit as an explicit deliverable?). Neither blocks Phase 4.


Key facts worth not rediscovering

  • console.print(msg, colorTemplate) in modules/console.lua is the single chokepoint for all game log text. Repeated identical messages coalesce into "msg (x3)" via a times counter. Buffer entries expire after 3s — useless as history, so we keep our own.
  • level.getCursorMessage() returns the description under the examine cursor (actor first, then top visible tile). The game already has a full arrow-key examine mode: states/ingame_observe.lua.
  • inventoryCursorPopup.set(...) — one patch narrates focus in inventory, craft, refine and trade. ⚠ levelCursorPopup is deliberately not patched: it fires from an animation-completion callback and lands a keypress late. ingame_observe polls level.cursorX/Y instead.
  • All 28 states already implement keypressed. The gap is narration, not reachability.
  • modules/tile.lua:234: tile.tryInteract = (self.loot or self.tryInteractFunction). ⚠ This is not a "worth tracking" signal — wall has a flavour-only tryInteractFunction. Structural tiles (blocksMovement and blocksVision) must be excluded first. See the D4 correction in 05-decisions.md.
  • Template counts: 231 tiles, 40 actors, 344 items. Parent inheritance is already flattened by modules/tile/preprocess.lua during love.load, so read fields directly.
  • 6 un-nameable mechanical templates to exclude: blank, throw_blocker, movement_blocker, fire_detector, wall_features_position_dummy, ladder_down_hidden.
  • debug.getupvalue works on this Lua build — verified reading selectedOption / optionsList from a state's keypressed.
  • Tolk constraint: ffi.load("Tolk") uses the OS loader, so DLLs must sit next to love.exe — they can never live inside a .love archive.
  • tolk.lua calls Tolk_Load() at require time with no error handling, and Love2talk.lua leaks backend as a global. Always pcall the require.

Current status

Done

  • Full architecture research → docs/01-architecture.md
  • Hooking strategy → docs/02-hooking-strategy.md
  • Phased plan → docs/03-implementation-plan.md
  • Open questions → docs/04-open-questions.md
  • Decisions + category coverage proof → docs/05-decisions.md

Done — Phase 0 (bootstrap) · commit 5c581ed

  • git init, pristine tree committed and tagged vanilla-0.4.2 (commit bbb70d0, 1838 files, accessibility/ deliberately excluded so the tag is genuinely clean).
  • love2talk vendored to accessibility/vendor/love2talk/ — see VENDORED.md there for the five local modifications.
  • DLL elevation problem solved. Tolk.dll etc. live in accessibility/lib/ and are loaded by absolute path via love.filesystem.getSource(), with SetDllDirectoryA pointing at that folder so Tolk can find its own screen-reader clients. No admin rights, no copying into Program Files. Tracked in git via a !accessibility/lib/*.dll un-ignore.
  • accessibility/speech.lua — pcall-guarded, frame-queued, logToConsole = true.
  • accessibility/init.lua — patch registry + states.switch / states.update hooks
    • startup self-test.
  • accessibility/stateNames.lua — spoken names for all 28 states.
  • One line added to main.lua. Nothing else in the game touched.

Verified working via lovec.exe .:

[accessibility] TTS initialised
[accessibility] TTS: available
[accessibility] speech channel: yes
[speech]! Main menu

Done — Phase 1: console history + review keys · + wall tones

  • accessibility/history.lua — unbounded (1000-entry ring) history. Mirrors the game's (xN) coalescing so speech matches the screen. Review cursor holds still while new lines arrive and only follows the tail when not being used.
  • accessibility/hotkeys.lua — global key layer in front of states.keypressed.
  • accessibility/patches/console.lua — wraps console.print (calls the real one first, so a mod bug can't swallow an on-screen message) and console.clear.
  • accessibility/walltones.lua — see below.
  • accessibility/tests/test_history.lua — 16 assertions, all passing. Run with: lua accessibility/tests/test_history.lua (pure Lua, no LÖVE needed).

Auto-speak policy (Q4, answered): speak everything, queued and joined in order at end of frame. Any keypress that reaches the game counts as an explicit action and silences the pending backlog (hotkeys.onGameKey → speech.silence).

Verified in-game by the testbed (console capture + (x2) fold + review keys) and by Talon at the keyboard (wall tones).

Keymap so far

Key Action
[ / ] Previous / next console history line
Shift+[ / Shift+] Oldest / newest line
\ Repeat current line
Shift+\ Copy current line to clipboard
/ Scan all 8 neighbours, clockwise from north (terse)
Shift+/ View watch: cycle off / announce when you stop / announce every step
; Where am I — level, in-game time, coordinates
Ctrl+numpad 1–9 Probe that direction without moving (Ctrl+kp5 = standing on)
Ctrl+PageUp / Ctrl+PageDown Tracker: previous / next category
PageUp / PageDown Tracker: previous / next kind
Shift+PageUp / Shift+PageDown Tracker: previous / next instance
Home Tracker: distance, direction and path length to current instance
Ctrl+Home Tracker: walk to current instance (the left-click path)
' Health and active effects
, Current selected action
= / Shift+= Read details of the focused thing (Shift = keep the name line)
End Frontier report: unexplored ways, nearest first
Shift+End Nearest known exit (does not touch the tracker selection)

Game keys worth knowing: x enters examine mode (not e), f finds exits while examining, j journal, i inventory, c character, a actions menu.

Reserved for the tracker (Phase 3): PageUp/PageDown, Home, with Ctrl/Shift.

Free scancodes (game binds none of these): - , h k l m n o p u v w, F1–F12, insert, kp0 kp. kp+ kp- kp* kp/. Now taken by the mod: [ ] \ ; ' , / = pageup pagedown home end.

Game-claimed scancodes — never bind these unmodified: . 0-9 \ a b backspace c d delete down e escape f g i j kp1-kp9 kpenter lalt lctrl left lshift mouse3 q r ralt rctrl return right rshift s space t tab up x y z`

⚠ keybindings.getCommand() dispatches on scancode alone and ignores modifiers. Ctrl and Shift are held modifiers in game (moveCamera, repeatAction/adjustByFive). So Ctrl+Up is seen by the game as plain "up" — a movement. Never bind a modifier combo over a game-claimed scancode. Combos over unclaimed scancodes (e.g. Ctrl+PageUp) are safe. Always consume our keys.

Wall tones (Q5, answered: on step, 3D-positioned, radius 5)

Key design point, in walltones.lua: direction and distance are decoupled. The game's listener sits at the camera, 4 units above the plane, with an inverse distance model. Placing a tone at its wall's real position would (a) make far walls quieter — the opposite of what was asked — and (b) collapse the pan toward centre, since the 4-unit vertical offset dominates a 2-unit horizontal one.

So: the source is placed at a fixed radius from the listener in the wall's direction, at the listener's own height (pure horizontal pan, constant attenuation), and volume is computed explicitly from distance. Positioned relative to the listener via love.audio.getPosition(), so panning stays correct even while the camera is panned away.

Step detection polls playerActor.x/y each frame instead of hooking movement — free, and covers walking, pathing, portals and pushes by construction.

Volume follows the usual proximity convention: a near wall is loud (nearVolume), one out at radius is quiet (farVolume). Set config.louderWhenFurther = true in walltones.lua to invert it.

Respects FoV/rememberedFoV — never leaks unseen map geometry.

Done — Menu narration (Phase 4, pulled forward) + testbed

Pulled forward because menus were a blocker: Talon could hear the screen name but not the selected option, so the game could not be started at all.

  • accessibility/menus.lua — descriptor driver. Supports both D3 backends (probe via debug.getupvalue, patched via injected announce calls); the per-screen render is shared. Includes the probe self-test.
  • accessibility/states/{main_menu,settings_menu,load_game,new_game,narration}.lua
  • accessibility/testbed.lua — drives the game by code. lovec.exe . --a11y-test

Verified end to end: main menu → new game → name entry → intro narration → gameplay, 8/8 checks passing. Console patch smoke-tested including the (x2) fold and review keys.

Three real bugs the testbed caught

  1. love.keypressed was bound to the pre-wrapper function. states.setup() does love[callback] = love[callback] or states[callback], capturing by value, and it runs before us. main.lua defines love.load/update/ mousepressed/mousereleased/quit but NOT keypressed/textinput — so those were frozen to the original. Replacing the states table field alone did nothing. Fix: reassign love.keypressed/love.textinput after wrapping. states.switch/states.update were fine — looked up on the table at call time. ⚠ Any future callback we wrap needs the same treatment.

  2. Focus moves with no keypress. main_menu.mousemoved assigns selectedOption straight from cursor position, so wherever the mouse rests silently overrides selection — including at startup. Fix: poll focus in the update hook rather than announcing only on keypress. announceScreen now speaks only the screen name and lets the poll add focus a frame later (justSwitched makes that first one non-interrupting so it appends).

  3. Probes may need chaining. narration.keypressed doesn't touch displayData/currentPage/currentLoadedLine — it only calls continueNarration(), so they are upvalues of that function. The descriptor reaches continueNarration as an upvalue of keypressed, then reads through it. Expect this pattern in other states.

Also learned

  • states.lua loads states via require("states/"..name) — a SLASH. require() caches on the exact string, so require("states.main_menu") would load a second independent copy with its own upvalues. Always match the slash.
  • Plain movement is silent — actions/move.lua only prints when a move fails (bound, immobilized). Walking proves nothing about the console patch; drive console.print directly to test it.

Done — dialogue narration + wall tone retrigger fix

ingame_dialogue descriptor. Speaks speaker + 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). Responses can also be picked directly with number keys 1–0, which the game already supports.

Two more bugs found and fixed:

  1. Nested states.switch announced in reverse. ingame.open() sees world.pendingDialogue and switches straight to ingame_dialogue. Since we announce after realSwitch returns, the inner announcement ("Conversation") fired first and the outer ("Game") then interrupted and clobbered it. Fix: after switching, if states.getCurrent() ~= newState, stay quiet — a nested switch already announced.

  2. Double numbering. The game already prefixes response text with its number ("1. (Continue)", matching the number key that selects it), so adding ours gave "1. 1. (Continue)". Now only added when absent.

Wall tones — retrigger fix (per Talon: "stop previous tones and play new ones"). Tones are 2.33 s, mono, 44.1 kHz. Steps land far faster than that and up to four directions sound at once, so they stacked into a continuous drone. Now each direction stops its previous source before starting a new one, so it reads as a per-step cue layered over footsteps, and the volume you hear always reflects where you're standing now. playing is cleared on level change.

(Mono matters: OpenAL only spatialises mono sources. Stereo would not pan.)

Done — Phase 2: tile examination + surroundings

  • accessibility/describe.lua — shared spatial formatting. 8-point compass, Chebyshev distance (the game moves 8-directionally, so Euclidean would overstate diagonals), and tileFacts() / tile(). Verbosity setting (terse/normal/verbose) since sweeping 8 neighbours and inspecting one tile want different amounts of detail.
  • accessibility/states/ingame_observe.lua — narrates the game's examine cursor.
  • accessibility/states/ingame_targeting_throw.lua — narrates the ranged targeting cursor, plus whether the tile is a legal target.
  • accessibility/states/ingame_targeting_melee.lua — speaks the eight adjacent tiles on entry. No read(), by design (see below).
  • accessibility/surroundings.lua — probe/scan/where-am-I without moving. describeNeighbours() returns the eight-neighbour line; scan() speaks it and melee targeting reuses it.
  • accessibility/patches/popups.lua — wraps inventoryCursorPopup.set, covering inventory, craft, refine, trade in one patch.

Q3 answered by default: augment, not just relay. The game's descriptions ("A wooden chair.") carry no position — fine on screen, useless by ear. We append distance + direction, and blocked/has-items/water at normal verbosity.

Design note: why examine mode is polled, not popup-driven

levelCursorPopup.set is called from an animation-completion callback, so unless the player enables the game's quickExaminationPopup option the text lands a full keypress late — in testing you heard the previous tile while standing on the next. The ingame_observe descriptor polls level.cursorX/Y instead: same-frame, setting-independent, no game edit. levelCursorPopup is therefore deliberately not patched; only inventoryCursorPopup is.

(The level model is a closure instance, not a module, so it can't be patched at require time — reading its public fields is the decoupled route.)

Design note: the two targeting modes are not symmetrical

They look like a pair and are not.

Throw (states/ingame_targeting_throw.lua) has a real free-roaming cursor on level.cursorX/cursorY, so its descriptor is ingame_observe plus a validity clause. ⚠ Do not read the state's targetAllowed upvalue for that clause: throw.lua:228 sets it false for the whole 0.3s cursor glide and only the animation's onFinish restores it, so mid-glide — which is exactly when we speak — it always says "blocked". Recompute instead from the same three public inputs the game uses (throw.lua:86-89): level.FoV, level.interactableArea, level.canThrowOnCell.

Melee (states/ingame_targeting_melee.lua) has no cursor and no target state at all: melee.lua:184-195 takes one direction key and fires the callback in that same keypress. Nothing is ever "currently selected". Its descriptor therefore has no read() and speaks only on entry, listing the eight adjacent tiles (which are precisely the legal targets — the game's rule is Chebyshev ≤ 1, playerActions.lua:3-6). A future reader should not "fix" the missing read(); there is nothing for it to return. A two-step confirm cursor was considered and rejected: it would change how the game plays.

⚠ menus.selfTest had to grow a branch for descriptors with neither read nor probe — melee is the first — or it would index a nil probe and take the whole self test down with it.

⚠ Neither mode is reachable by its key in the prologue: b (hit) is filtered out by the room's level.allowedActions, and t (throw) falls through to gotoInventory() when there is nothing throwable (states/ingame.lua:986-990). The testbed drives both by states.switch, borrowing levelWindow/hpbar/levelDescriptionWindow off the ingame state's upvalues the way gotoAction would.

Testability seam

hotkeys.isCtrlDown / isShiftDown are overridable fields, not direct calls to love.keyboard.isScancodeDown. Real hardware state can't be faked by love.event.push, so without this seam every modifier-gated hotkey would be untestable. The testbed swaps them per keypress.

Done — Phase 3: object tracker

  • accessibility/categories.lua — flag-first classification into the six categories, plus the 6-template exclusion list and reuse of the game's exit tag.
  • accessibility/tracker.lua — scan, cache, three-level navigation, announcements.

Verified in the starting house:

Interactables, 12 kinds
a bed, 1, nearest 1 tile south-west, 2 of 12
an open door 1 of 1, 2 tiles north-west
an open door, 2 tiles north-west, 2 steps by path      <- Home

Caching: signature is level name : player x : player y : turn. Position matters because everything sorts by distance; turn matters because creatures move and containers empty. Scans run on keypress only, never per frame.

FoV respected — creatures only when currently visible, tiles when visible or remembered. The tracker never reveals what a sighted player couldn't see.

Home reports path length, not just offset. Straight-line distance is badly misleading indoors: a chest 3 tiles north through a wall can be 20 steps away. Uses the game's own calculatePathFromPlayer.

Ctrl+Home walks there. The game does support click-to-path: ingame.mousepressed (states/ingame.lua:661) builds calculatePathFromPlayer(cursorX, cursorY) and feeds it to level.bufferInput("move", path, ingame), or to playerInput directly when the path is one step. tracker.walkToSelection reuses that exact shape with the tracker's selected tile in place of the cursor, so interruptions, threatened- player truncation and animation skipping all behave the way a mouse click does.

Two wrinkles, both handled:

  • calculatePathFromPlayer returns nil for an impassable target, and most things worth tracking (creatures, chests, beds) are impassable. We fall back to the cheapest of the 8 neighbouring tiles and say "walking next to X".
  • Guard on states.getCurrent() == "ingame". In a menu or observe mode the input buffer belongs to a different state, and handing it moves would be a bug.

Note require("states/ingame") with a slash — that is the module key states.lua uses, and requiring states.ingame would load a second copy of the state.

Selection is sticky across rescans. The scan is rebuilt every turn and both lists are sorted by distance, so holding a bare index means one step by the player silently re-points the selection at a different rat. The tracker instead remembers identity — 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 stops being reported at all (out of FoV, killed, picked up); the existing clamp then falls back to the nearest.

⚠ Correction to D4 — tryInteract is NOT a clean "worth tracking" signal

wall carries a flavour-only tryInteractFunction ("You touch the wall. It's cold and rough."), so flag-first classification promoted every wall segment into Interactables — 13 in the starting house, burying the chest and cauldron. Fix: exclude structural tiles (blocksMovement and blocksVision) before the tryInteract test. Containers and furniture block movement but not sight, so they survive. 13 kinds/32 instances → 12 kinds/19 instances. docs/05-decisions.md D4 has been amended.

(Not a bug: Items/Alchemy are empty in the tutorial house because chest_tutorial literally prints "find nothing of use for now" — it has no loot yet. Verify against a later area before trusting those two categories.)

Done — Phase 4 (most of it): menu descriptors

16 states now have descriptors — all registered in describedStates in init.lua, all resolving in the startup self-test:

main_menu · settings_menu · load_game · new_game · narration · ingame_dialogue · ingame_observe · ingame_targeting_melee · ingame_targeting_throw · actions_menu · worldmap · alchemy_table · journal · character · inventory · menu_text / ingame_message / menu_message (shared _textscreen.lua)

Verified live: Journal. Quests, A simple commission, 1 of 1 · Character, 1 of 3 · Actions. Interact, 1 of 1 · Inventory. All items, empty, slot 1. 21/21 testbed checks.

Two driver improvements (both prompted by real failures)

  • menus.getAnyUpvalue — finds a file-local across all of a state's functions plus one level into inner closures. Safe because a Lua file-local is a single shared upvalue, so any closure referencing it sees the same variable. Needed because actions_menu and worldmap build their lists in open() and never mention them in keypressed. The generic probe path now falls back to it.
  • menus.hasUpvalue — checks a local exists rather than holds a value. getUpvalue can't tell "no such local" from "declared but nil", which made the self-test cry PROBE BROKEN on worldmap (whose local options is nil until the screen opens). Self-test now reports ok (unset until opened).

Ownership rule: descriptors beat the popup patch

patches/popups.lua now stands down for any state that has a descriptor. inventoryCursorPopup.set only fires when there is an item, so on an empty slot or empty tab it said nothing — you couldn't tell whether the cursor moved. The inventory descriptor reports item-or-empty plus slot and tab; letting both speak would double up on every item.

Done — Phase 4 remainder: crafting screens, slider, config

21 states have descriptors; 4 patches applied. 25/25 testbed checks.

The slider is genuinely generic — modules/slider.lua is a factory (newSlider(params)), and one wrapper on it narrates all four users: craft, refine, trade and ingame_wait (the wait-N-turns screen). Same leverage as the console.print and inventoryCursorPopup patches.

⚠ But the options screens do NOT use it. config_menu changes values through config.increase / config.decrease, so it needed its own descriptor. It reports tab + option name + value: Allow hitting yourself, No, 3 of 11 → right → …, Yes, …. The focus key includes the value, so left/right re-announce even though focus hasn't moved.

accessibility/states/_itemgrid.lua is now shared by inventory, craft, refine and trade — all four build a views/inventoryWindow. It stays silent while confirmationWindowEnabled is set, so the slider owns speech during quantity selection rather than the two fighting.

Ordering note: patches/slider.lua replaces package.loaded["modules.slider"], so it only affects requires that happen after it. Safe because states load lazily and applyPatches() runs before the self-test (the one thing that loads state files early).

⚠ Slider not exercised live. ingame_wait is unreachable in the prologue — tutorial_bed = { parent = "bed", tryInteractFunction = function() end }, i.e. the tutorial bed does nothing by design. craft/refine/trade need an alchemy table and real items. The patch is confirmed applied by the self-test; the testbed has the walk-to-bed machinery ready (walkTo, tracker lookup) for when a real bed is reachable.

Done — Phase 4 complete + Phase 5: status, popups, damage alerts

All 23 states now have descriptors. 5 patches. 26/26 testbed checks. Final two descriptors:

  • keybindings_menu — two panels (commands / keys) with independent selection; currentlyActiveWindow says which has focus. Announcing the wrong panel's row would be actively misleading, as the lists are unrelated.
  • research — a 2D node graph, not a list. Nodes are icons with no text label, so the focus line must carry the name; the useful facts are researched / locked / cannot afford / available. Without the affordability part the screen is unusable by ear, since enter on an unaffordable node silently does nothing. Name, cost, unlocks and description all come from the state's currentNode upvalue — the display table updateCurrentNode() builds for the hint window. Read that rather than models/research.lua: its nodes table is file-local, and its unlocks are recipe ids, whereas currentNode.unlocks is already {title = <item name>}. title also beats humanising the id ("Alchemical fire", not "alchemical fire"). Cost, unlocks and description are served by details() on =; see below.

Phase 5 — accessibility/status.lua:

Key Action
' Health + active effects — Health 20 of 20. no active effects
, Current action — Action: Interact

Plus unprompted damage alerts, polled from actor.hp: Hit, minus 3, health 17 of 20 (immediate + interrupting), and Healed 3, health 20 of 20 (queued — worth knowing, never urgent).

⚠ Damage is polled, not hooked. ingame.checkInterruptions(hpLoss) exists but only fires for interruptions during queued movement — damage taken on your own turn never reaches it. Watching hp catches every source (combat, poison, fire, falling) with no game edit.

patches/popupstack.lua wraps popupStack.add, the single entry point for loot / recipe / lore / map / quest / tutorial / bestiary popups. None of these go through console.print, so they were completely silent before.

speech.immediate now logs too ([speech]*). It bypasses the frame queue, so it also bypassed the flush-time logger — meaning damage alerts fired but were invisible in the testbed transcript. Log prefixes: ! interrupt, * immediate, queued.

Done — journal page text (bug fix, reported by Talon)

Symptom: open the journal with j, select an entry, hear nothing useful.

Cause: the journal is three widgets at once — the tab row, the list of entry titles on the left, and the page on the right that holds the actual text. The descriptor read only the first two. So it announced Quests, A simple commission, 1 of 1 and stopped, which is an index into content you could never reach. Page flipping (left/right) was silent too.

Fix — accessibility/states/journal.lua:

  • Reads options[selectedOption].pages[selectedPageId], a list of text blocks, and speaks their text. Page size is bounded by what fits on screen, so a page is safe to speak as one utterance.
  • Flattens the newlines in each block. journalModel.splitTextByPages concatenates the game's own wrapped lines with \n, so those are pure layout — left in, the reader pauses mid-sentence at every wrap point.
  • Says page 2 of 3 only when there is more than one page.
  • Pushes the blocks into the console history, so [ / ] / \ re-read the page after the utterance has gone by — the same trick _textscreen.lua uses for the manual.
  • Title leads only when the entry changed, tab only when the tab changed, so flipping pages doesn't bury the page you just turned to under a repeated title.

⚠ read() must be idempotent. It is called for the same focus from four places: the per-frame poll, the post-keypress announce, menus.repeatFocus, and the testbed's before/after probes. Any "only say this when it changed" state inside a descriptor is therefore a trap — the poll consumes the flag and the real announcement comes out headless. The journal descriptor caches its last (key, text) and replays it whenever the key is unchanged, so the suppression state advances exactly once per genuine focus change.

New generic hook: descriptor.reset, called by menus.announceScreen. Change-suppression memory lives in file-locals that outlive the screen, so without it, reopening the journal on the entry you left it on would read the page with no title in front of it.

Verified live: Journal. Quests, A simple commission, 1 of 1, Someone's banging at my door. Whoever it is, this person is very persistent and doesn't know about doorbells. 34/34 testbed checks, including a new one that asserts the spoken text actually contains the page body rather than merely being non-nil.

Done — view watch: what comes in and out of view while walking (Talon request)

accessibility/viewwatch.lua, toggled with Shift+/ — a natural pair with / (scan around me now): / is "what is here", Shift+/ sets how much of that happens by itself.

Three modes, cycled by the key:

Mode Behaviour
settled (default) Changes accumulate while moving; spoken once the player has stood still for settleDelay (0.4 s).
always Every step reports its own change.
off —

Why settled is the default and why it diffs against the last announcement, not the last step. Talon's question was "announce as they happen, or combine". Combining is right for a long walk, but only if the baseline is the state at the last announcement — then the summary is a genuine net change: something that came into view mid-walk and left again before you stopped is correctly not mentioned, and something that stayed in view throughout is mentioned once. A per-step diff summed up would say both, which is worse than either mode. A single step is the degenerate case: you are already standing still, so it reports 0.4 s after the step lands.

Arrivals and departures are deliberately asymmetric. Membership is current FoV only (never rememberedFoV — the question is what you can see from where you stand). But furniture drops out of FoV constantly indoors as walls come between you and it, and "the bed is out of view" every other step is pure noise. So arrivals are reported for every watched category; departures only for config.announceGone, which is creatures only by default.

Other decisions:

  • Terrain is not watched by default (config.watched.terrain = false) — water arrives dozens of tiles at a time and would drown everything else. Classification is otherwise the tracker's (categories.classifyTile), so the wall-exclusion correction to D4 applies here too.
  • Scan is a box of radius 14 tiles around the player, not the whole grid. Sight range is well inside that, and this runs on every step.
  • Step detection polls playerActor.x/y, same as walltones — covers walking, pathing, portals and pushes with no game function wrapped. The scan runs only when the position changed or a settle is due, never per frame (invariant 5).
  • Entering a new level re-baselines in silence rather than reading the whole first room; so does any mode change.
  • Speech is queued, not interrupting — this is background awareness, so anything the player asked for outranks it.
  • Announces only in ingame / ingame_observe.

Testability seam: viewwatch.snapshot() and viewwatch.diffText(prev, cur, px, py) are pure and exposed, so the testbed asserts the wording and the FoV invariant directly instead of trying to capture speech. 34/34 testbed checks (5 new). Verified live during the run — the walk to the bed produced In view: a chest, 1 tile south-west. a torch on the wall, 3, nearest 2 tiles south-west. ….

Done — inventory item action menu (bug fix, reported by Talon)

Symptom: enter/z on an inventory item makes a click and then nothing is spoken. Equipping the tutorial torch was therefore impossible to confirm.

Cause: the click is the menu opening. inventory.keypressed → inventoryWindow.enableItemMenu() → modules/item/itemMenu.lua, a second, nested selection drawn as a small popup over the grid: the list of actions this item currently allows, built by modules/item/getActionsList.lua from the per-action conditions in itemActions.lua (Activate, Wield, Wear, Switch on, Drink, Read, Open, Prepare for throwing…). Up/down move in it, enter activates, any other key cancels it. None of this goes through console.print or the cursor popup, so it was entirely silent. TEsound.play(sound.select) in enableItemMenu was the click. This is the game's only equipment UI — there is no separate equip screen — so the whole screen was unusable.

Fix — accessibility/states/_itemgrid.lua:

  • window.itemMenu is checked first and the grid cell stays quiet under it; the menu is modal over the grid, so announcing the cell would be wrong.
  • The menu is a closure with no getters, so lines and currentSelectedAction are read as upvalues of its own draw().
  • Leads with the item name only when the menu just opened. The "just opened" memory is the menu table itself, not a flag, which keeps read() idempotent (see the journal warning above — a flag would be consumed by the poll and the real announcement would come out headless).
  • isEquipped is now part of the cell text and of the focus key. After "Switch on" the menu closes with the cursor unmoved, so without it the re-read would be suppressed as unchanged and the action would still feel silent. Now: Switch on → a torch, equipped, slot 3.

Plus accessibility/patches/itemmenu.lua (6th patch), wrapping the views/inventoryWindow factory: when getActionsList returns nil — an item with no applicable actions, e.g. a plain reagent — the game does literally nothing, not even the click, which by ear is indistinguishable from a dropped keypress. Says <item>, no actions. Success is not announced here; the descriptor owns it.

⚠ Still not exercised against a real item. The prologue inventory is empty, so the testbed instead builds an itemMenu directly from a fake usable item and asserts the two upvalue names still resolve — the version-bump canary for this descriptor. 38/38 checks. The live path (an actual torch, actually equipped) is Talon's to confirm.

Done — item details: = and the settle timer (Talon request)

Symptom: on the item grids you could hear which item you were on (a torch, slot 3) but nothing about what it was — no description, no condition, and crucially no "what does this refine into", which is the whole of alchemy. Talon proposed a key. Two findings changed the shape of the answer.

1. The game already composes the whole detail text in one place. item.getPopupMessage() (modules/item.lua:199) returns the popup's line list: name+quantity, category, condition (only when canDegrade), the free-text description, a Yields: block with one line per refinement type, and lore-fragment progress. It is a plain method on the item, callable any time — so accessibility/itemdetails.lua reads it rather than re-deriving anything from templates. Verified text: It is a raw material. Some fresh green leaves from ivy. They contain weak poison. Yields: x1 when ground in a mortar. x0.2 when distilled.

2. The game gates this behind a dwell, and so do we. The popup only fades in after config.get("examinationPopupFadeInDuration") (default 0.4 s). Arrow past a slot quickly and a sighted player never sees the details either. So details settle: stop for details.config.settleDelay (0.6 s — longer than 0.4 because speech is slower than a glance) and they speak themselves, queued not interrupting. = reads them on demand; Shift+= keeps the name line too. This mirrors an existing game behaviour instead of inventing a modality.

⚠ r is unusable even though it was the obvious mnemonic — it is in the game-claimed scancode list, and keybindings.getCommand() dispatches on scancode ignoring modifiers, so any binding on it can fire a game command. = is from the verified free list and sits by the [ ] \ review cluster.

New generic hook: descriptor.details(stateTable, menus, verbose), returning a list of blocks, not one string. Blocks are spoken joined and pushed individually into the console history, so [ / ] / \ walk a long description back afterwards — the same trick states/journal.lua uses for pages. Driven by accessibility/details.lua (get / speak / update / the pure settleStep). Implemented by _itemgrid.lua and by research (cost with the shortfall spelled out, what it unlocks, the description; verbose adds the name line and the full knowledge purse). ingame_observe and journal are the obvious cheap follow-ups.

The hint panels are the other half, and one reader covers all three. craft / refine / trade each draw a permanent panel beside the grid that the cursor popup never contains — and price exists only there (states/trade.lua:156), as do a recipe's component costs. The three panels turn out to share a shape (hintDescription, a componentHints list of {nameText, descriptionText, color}, and a budget line), so hintBlocks() in _itemgrid.lua reads all three by upvalue rather than needing per-state callbacks; unused fields are simply nil. Affordability is carried only by the red {0.9,0.2,0.2} colour, and it decides whether enter does anything at all, so it is decoded from the colour and spoken as cannot afford.

Notes:

  • The action menu is deliberately not excluded from details the way it is from read(). The menu is modal so the verb is what focus announces, but the thing you want described is still the item — which is exactly when you want to know what "Drink" would be drinking.
  • The settle key is state-qualified and fires once per focus key; leaving a screen and returning resets, or the same slot would be "already spoken".
  • patches/popups.lua still stands down on all four grids. That is now correct-by-design rather than a gap: details is the sanctioned route to that same content, on demand and with history review.

59 testbed checks, 0 failures (was 38). New: a synthetic ivy_leaves item asserting description + Yields survive (the version-bump canary for getPopupMessage), a hasUpvalue canary over all the hint-panel locals in craft/refine/trade, four assertions on the pure settleStep, and an end-to-end = press in the inventory (No details on an empty slot — silence would be indistinguishable from a dropped key).

⚠ Not exercised against a real item. Same bucket as the action menu: the prologue inventory is empty and craft/refine/trade need an alchemy table. The live path is Talon's to confirm.

Done — the loot overlay key s (Talon request)

Symptom: the tutorial says "Press 's' to see the contents of containers" and nothing was spoken. That is the one mechanic the game explicitly teaches for finding reagents, and alchemy starts with finding reagents.

What s actually does. It is the lootOverlay command, and it sets a single flag — levelWindow.itemsHighlightEnabled. views/levelWindow.lua:818 then draws, over every tile in current FoV, the icon of levelModel.getItemOnCoordinates(x,y) — i.e. the topmost item of the topmost loot-bearing tile. So the sighted affordance is "there is something in that chest", one icon per tile, not a contents list.

accessibility/lootoverlay.lua speaks the same set of tiles, nearest first, and reads out the whole tile.loot list rather than just the top entry — the icon can only show one, we are not so limited. Blocks are pushed into the console history so [ / ] / \ walk a long list back. No loot in view when empty: silence would be indistinguishable from a dropped key.

Live text: Tiled man-made floor, here, A bunch of ivy leaves, 3.

Decisions worth not relitigating:

  • No key of ours. s is game-claimed and keybindings.getCommand() ignores modifiers, so binding it in our layer would collide. We watch the flag instead, on its rising edge. That covers the key in both hold and toggle mode (holdForItemHighlight, which defaults to hold), the toolbar icon, the player's own rebinding, and all four ingame states — they share one levelWindow instance, created once in ingame.open and passed on by params.
  • The flag is checked in TWO places. The end-of-frame poll is not enough on its own: in hold mode a quick tap pushes keypressed and keyreleased inside one frame, so the poll only ever sees it back down. init.lua's states.keypressed wrapper therefore also calls lootoverlay.update() between the game's keypressed and its keyreleased. The poll still earns its place — it is what catches the mouse and the key being released.
  • levelWindow is reached by menus.getAnyUpvalue on states/ingame and cached (it is created once, not per level). Covered by the startup self-test ([accessibility] loot overlay: ok) as the version-bump canary.
  • Loot entries are item params, not items — {templateId, quantity}; modules/lootPopup.lua only builds real items when the popup opens. Names come from modules/item/templates, so nothing is allocated to say a name.
  • Membership matches levelWindow's test exactly: current FoV only, not hidden, visibilityAlpha ~= 0, non-empty loot. conditionalLoot is not read — the overlay does not draw it either. Invariant 4 holds: nothing is said that is not being drawn on screen at that moment.
  • unlootable containers are still reported (the overlay draws them) but tagged cannot be taken. Scan is bounded to a 20-tile box and runs on the edge only, never per frame — invariant 5.

71 testbed checks, 0 failures (was 59). The prologue has no loot at all (chest_tutorial is empty by design), so the live path is exercised by planting ivy_leaves on the tile under the player, scanning, and putting the tile back — otherwise only the "nothing here" branch would ever run. Plus the pure phrasing checks, the FoV invariant over the real grid, the levelWindow probe, and an end-to-end s press.

Done — hotbar keys 1–0 (bug fix, reported by Talon)

Symptom: bind an item to the hotbar, press its key, and you hear the sound the action plays — and nothing else. No item name, no verb, no confirmation that the key registered at all.

Cause. views/hotbar.lua:checkKeypress resolves the slot and calls hotkey.action(state) (models/hotkey.lua), which for an equipment binding looks up the applicable entry in modules/item/itemActions.lua and calls its onActivation directly — Wield, Unwield, Drink, Switch on, Pack away… None of those go through console.print or a popup; most only play a sound. So the whole hotbar was silent by construction.

accessibility/patches/hotbar.lua (7th patch) wraps the hotbar view factory. Live text: Torch, Wield → Torch, Unwield.

Decisions worth not relitigating:

  • The view, not the model. models/hotbar.lua captures newHotkey as a file-local at require time, and models/world.lua captures newHotbar the same way — both long before we run, so replacing package.loaded for either would change nothing. views/hotbar.lua is required only by states/{ingame,inventory,actions_menu}, which load lazily; same ordering argument as patches/slider.lua.
  • The verb is computed BEFORE the action runs. The itemAction conditions key off item.isEquipped, which the action itself flips — asked afterwards they return the opposite verb, so a press that wielded would announce "Unwield".
  • hotkey.pack() is the only public view of a hotkey ({type, command, index, itemTemplateId}); everything else in it is a closure local. hotbarModel is tracked by wrapping refreshModel rather than probed, since it is swapped when the player changes hotbar page.
  • actionIdsFor mirrors a file-local table (itemActionsByEquipmentCommand in models/hotkey.lua) that has no getter. It is exported and canaried by the testbed: every id must still exist and still carry a header.
  • Item not in inventory: we say nothing. The game already prints "<name> not found in your inventory." and patches/console.lua speaks it.
  • Empty slot is announced (Hotbar 1, empty) — silence is indistinguishable from a dropped key. So is the silent "no applicable action" branch, except where autoSwitchToThrow fires, which reports the new action instead.
  • Binding and unbinding are narrated too (self.bind), since those are sound-only as well: Torch bound to hotbar 1 / Hotbar 1 cleared.
  • Action-type hotkeys (hit/interact/throw/push) report the resulting action with status.lua's wording: Action: Throw.

78 testbed checks, 0 failures (was 71). The prologue gives the player no items, so the live path is exercised by planting a torch, binding it to slot 1, pressing 1 twice, and putting the world back (a lit torch would otherwise change FoV for the viewwatch and loot checks that follow). Plus the header-table canary and the Wield/Unwield flip.

Done — modal popups: recipe / lore / map (bug fix, reported by Talon)

Symptom: learning a recipe (and similar) speaks the word "Popup" and then nothing — the body text is never read.

Cause. There are two entirely separate popup mechanisms, and we had only covered one.

  • patches/popupstack.lua wraps popupStack.add — the fading corner popups. But views/fadingPopup.lua registers only four types: journal, loot, bestiary, tutorial. The recipe / lore / map keys in that patch's typeNames table can never fire.
  • Recipe, lore and map popups are modal. states/{ingame,inventory,research} build one with modules/{recipe,lore,map}Popup.lua and then states.switch("ingame_popup", {popup = ...}).

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

Fix — accessibility/states/ingame_popup.lua (24th descriptor):

  • popupObject comes off the state via getAnyUpvalue; the four popup modules are factories exposing only draw, so every string is read as an upvalue of popupObject.draw.
  • Type is detected by which locals exist, since the popup object carries no type tag: itemsList→loot, items→recipe, title+subHeader→lore, title→map. An unrecognised popup falls back to reading the usual field names rather than to silence.
  • Reading order follows draw order, so speech matches the screen top to bottom.
  • Newlines are flattened (lorePopup's footer is one sentence with hard breaks in it) and blocks are pushed into the console history, so [ / ] / \ walk a long lore fragment back. = re-reads it via the details hook.
  • read() is idempotent per the journal warning; the popup table's identity is the focus key, and only the history push is guarded.
  • Blocks are joined with a space, not ". ", when the block already ends in sentence punctuation — otherwise NVDA gets "book.. This".

Live text: Popup. New recipe available! A bunch of ivy leaves. See the details in your journal.

88 testbed checks, 0 failures (was 78). The prologue fires no popup, so the testbed raises them itself by calling ingame.recipePopup and ingame.lorePopup — both display-only, so nothing is learned and the world is untouched. ⚠ The dismiss key needs wait(90) first: ingame_popup.keypressed ignores input until fadeInAlpha >= 0.8, over a 0.6 s fade. The self-test can only say custom read() here (the probe is on the popup object, not the state), so the testbed check is this descriptor's version-bump canary.

Still unexercised: the map popup (needs worldmap.getLastAreaIcon, i.e. a discovered area) and the modal loot popup from inventory.lootPopup.

Done — research tree details (Talon request)

The research screen read only the node name and whether it was affordable. Cost, what it unlocks and the description are all drawn in the hint windows beside the tree and were never spoken, so "cannot afford" gave no way to find out what was missing. states/research.lua now implements details() — the same = / Shift+= hook the item grids use — and the focus line takes its name from currentNode.title instead of humanising the node id.

Everything comes from the state's currentNode upvalue, the display table updateCurrentNode() assembles for the hint window: title, knowledgeCost, unlocks (already {title = <item name>}), description. Not from models/research.lua — its nodes table is file-local and its unlocks are recipe ids, so it would name the recipe rather than the item. The shortfall is computed against journalModel.knowledge, required lazily.

Verified live: Sewing techniques, cannot afford then Costs 4 practical knowledge, short 4 practical. Unlocks Protective gloves, Tall boots. Simple craft of needle and string, …; verbose adds the name line and Knowledge available, 0 practical, 0 ecclesiastic, 0 academic, 0 occult.

98 testbed checks, 0 failures (was 88). The tree has no hotkey and the prologue may have no writing desk, so the testbed enters it the way the desk does: ingame.interface("research"), the exact call in the desk's tryInteractFunction. ⚠ Require it as states/ingame, not states.ingame — states.lua uses the slash form, and the dot form loads a second copy of the module whose levelWindow is nil, which research.draw indexes on its first frame.

Done — orientation: world map, frontier report, nearest exit (Talon request)

Prompted by "do sighted players have a minimap we don't have access to?" The answer is no widget, but two map surfaces were only half exposed.

Two corrections worth not rediscovering:

  • level.exits does not exist at runtime. It is packed as nil (modules/level.lua:416) and never assigned anywhere; exits is a generator parameter baked into individual tiles. The primitive to use is the game's own level.getListByTag("exit") (modules/level.lua:1382) — it walks the grid, gates on FoV or rememberedFoV, skips hidden tiles, and returns {x, y} sorted by distance to the player. The FoV rule is then enforced by vanilla rather than restated by us. The tag set is way_out, building_door, horse, ladder_up, ladder_down (modules/tile/templatesByTag.lua — the only tag the game defines).
  • Exits were already a tracker category (categories.lua:41, classified before the lootable and structural filters so nothing can steal them). The new key is a shortcut, not a new capability.

1. World map (accessibility/states/worldmap.lua, rewritten). Was speaking name / completed / favourite / visitedMessage only, dropping the three things the picture carries: area type, geography, travel time.

Switched from probe/render to read() + details() — necessarily, because render(entry, index, total) gets no state table and the travel time needs the screen's currentAreaId. All three locals (options, selectedOption, currentAreaId, states/worldmap.lua:112-114) are upvalues of exported functions, so menus.getAnyUpvalue reaches them. Travel time is the game's own worldmapModel.getDistanceMessage, the same call the screen makes at states/worldmap.lua:360 — already finished English, including "You are currently here."

Two gotchas found on the way:

  • options[i].icon is already an image object (states/worldmap.lua:240). The icon id string lives on the model area, worldmapModel.areas[id].icon. Do not add a name table to models/interface/mapIcons.lua: icons.preprocess iterates it with pairs and would treat a new table as an image. All 20 ids are readable once the underscores go, so it is a gsub rather than a lookup — new ids in a future version read sensibly instead of vanishing.
  • describe.direction only tests the sign of each delta, so on the map's floating-point 0..1 coordinates it called almost everything diagonal. There is now a 25% deadzone, with the same 4/3 x-correction the game's own distance maths uses (models/worldmap.lua:64), so the bearing agrees with the travel time.

New: descriptor.probeNames (menus.lua, selfTest). A read() descriptor has no probe table, so it previously reported a bare custom read() and lost the version-bump canary entirely — on exactly the screens that reach for the most upvalues. A descriptor can now declare the game locals it depends on and get the same PROBE BROKEN: no upvalue 'x' check. worldmap and research both declare theirs.

2. Frontier report, End (accessibility/frontier.lua, new). The level view is the map: rememberedFoV keeps everything ever seen on screen, and a sighted player pans over it and reads the fog edge. Nothing in the mod answered "where haven't I been" — surroundings is local, examine is one tile, the tracker only finds things it already knows about.

A frontier tile is: seen, not blocksMovement, with at least one cardinal neighbour that is in bounds and not seen. Both restrictions are load-bearing —

  • in bounds, or every walkable tile on the grid boundary is a frontier and the report is nothing but map edge;
  • cardinal, not all 8, or the diagonal test fires on the unseen tile behind every wall corner, which is not anywhere you can walk. Standing in a lit corridor would report an "unexplored way" per corner.

Clustered 8-connected (so a wide doorway is one way, but two separate openings that both lie north stay two), reduced to each cluster's nearest member, sorted, capped at 4 with "and N more". Flood fill uses an explicit stack, not recursion.

Not a cheat: reads only FoV/rememberedFoV and reports only that an opening exists, never what is beyond it — exactly what the fog edge shows.

3. Nearest exit, Shift+End (tracker.announceNearestExit). Lives in tracker.lua for the level access, offsetFromPlayer and the path-length logic, but deliberately does not touch the category/kind/instance selection — that is the whole reason it is a separate key rather than a category jump. Uses getListByTag rather than the tracker's own scan.

4. "remembered" promoted to normal verbosity (describe.lua). It was verbose-only. tileFacts reads actors only when the tile is currently visible, so a remembered tile is silent about whatever may be standing on it now — and at normal verbosity that silence was indistinguishable from "nothing there". It is a safety flag, not a nicety.

120 testbed checks, 0 failures (was 98). Two bugs the testbed caught that review had not:

  • The world map said "You are currently here." twice. getDistanceMessage and getLastVisitedMessage return the same sentence for the area you are standing in (models/worldmap.lua:75-77 and :106-107). On screen they are two separate panels and nobody notices; by ear it is a stutter. read() now drops visitedMessage when it duplicates the travel line. General lesson: two game strings that are fine side by side on screen can collide when concatenated into one utterance.
  • The first version of the frontier test walked one step east and demanded the numbers change. It failed on a run where nothing was wrong — the step landed, but both openings kept the same Chebyshev distance. Replaced with the property that actually matters and is deterministic: every reported distance must equal Chebyshev from the player's current position, and the list must be sorted nearest first.

The testbed opens the world map the way a travel tile does — ingame.interface("worldmap", {locationId = 1}) — and never presses enter, which would travel and take the run out of the prologue. Same states/ingame slash-form require trap as the research tree.

Known gaps (next up)

  • Phase 5: player status key (HP, statuses, current action), popup announcements (popupStack.add), damage alerts (ingame.checkInterruptions), mod settings.
  • ingame itself has no descriptor.
  • Targeting is verified only against the prologue room, where neither mode is reachable by its own key and the testbed drives them by states.switch. The throw descriptor's "out of range" / "no line of sight" / "blocked" branches have not been seen against real content — only "can throw".
  • Unverified against real content: tracker categories Items / Alchemy / Exits / Creatures / Terrain (tutorial house has none), and inventory item names (inventory is empty in the prologue).
  • worldmap, journal, character, research, inventory, craft, refine, trade, actions_menu, alchemy_table, keybindings_menu, config_menu, menu_text, ingame_message, menu_message still have no descriptors.

Next — Phase 2: tile examination

Patch views/levelCursorPopup.set to narrate the game's existing examine mode, augmented with distance/direction/passability. Then the surroundings explorer (Alt+numpad to probe a direction without moving). Needs Q3 (verbosity) answered.


Invariants for all mod code

  1. Every wrapper calls through to the original and returns its results verbatim (return realFn(...) — preserve multiple returns).
  2. Speech must never throw. Missing DLL ⇒ silent no-op, game still runs.
  3. No behaviour change for sighted players.
  4. Never reveal information outside FoV / rememberedFoV — the tracker must not become a cheat.
  5. Grid scans (xMax × yMax) happen on keypress or turn change, never per frame.
  6. Our keys fall through to the game handler unless we own them.

Modified game files (keep this list exhaustive)

File Change Why
main.lua +1 line: require("accessibility").initialize() after console.prepare() Sole mod entry point. Placed there because templates, keybindings, states.setup() and the console canvas are all ready by then, and it's before the first states.switch().

Verify this list is exhaustive at any time with:

git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md'

Currently: main.lua | 1 +.

How to run

cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
"C:/Program Files/LOVE/lovec.exe" .

lovec (not love) gives the console, where [speech] lines mirror every utterance — speech is verifiable from the log, not only by ear. ! after [speech] means the utterance interrupted.


Scratchpad / notes

  • .luacheckrc uses std = "min+alch" with an explicit globals list — add mod globals there to keep lint clean.
  • Upstream quirk (not ours to fix): modules/tile/preprocess.lua flattens parents in a single pairs() pass, so a grandchild may inherit from a not-yet-flattened parent depending on hash order.
  • Tolk DLL sources on this machine: D:\code\cafe, D:\code\dragonrpg-mapmaker, D:\code\DragonWarriorAccess.

HANDOFF — read this if you are resuming

State of play

Phases 0–5 complete. 24 state descriptors, 7 patches, 120 testbed checks (0 failures), history unit tests passing, one line changed in the game (main.lua).

Everything in the original brief is implemented: console speech with line-by-line review, the object tracker with the requested key scheme, tile exploration, wall tones, and keyboard+speech access to every screen.

First thing to do after any change

lua accessibility/tests/test_history.lua                        # pure Lua, instant
bash accessibility/tests/run-testbed.sh                         # ~4 min, 120 checks
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md'   # must stay: main.lua | 1 +

The five traps (all cost real debugging time — don't rediscover them)

  1. love.keypressed is captured by value. states.setup() runs love[cb] = love[cb] or states[cb] before us. Wrapping the states table field alone does nothing for keypressed/textinput — you must also reassign love.keypressed. switch/update are fine (looked up at call time). Any new callback you wrap needs the same treatment.
  2. Focus moves without a keypress. main_menu.mousemoved assigns selectedOption from cursor position. Hence focus is polled in the update hook, not announced only on keypress.
  3. Nested states.switch announces inner-first. ingame.open() can switch straight to ingame_dialogue. We announce after realSwitch returns, so the outer announcement would clobber the inner one — guarded by checking states.getCurrent() ~= newState.
  4. states.lua requires with a SLASH (require("states/"..name)). require("states.main_menu") loads a second independent copy with its own upvalues. Always match the slash.
  5. Probes may need chaining or a cross-function search. Some locals are upvalues of an inner function (narration → continueNarration) or are only touched in open() (actions_menu, worldmap). Use menus.getAnyUpvalue. Use menus.hasUpvalue when you need "exists" rather than "has a value".

Not verified — needs a real playthrough

These are blocked on content the prologue does not contain, not known broken:

  • Tracker categories Items / Alchemy / Exits / Creatures / Terrain. Only Interactables is populated in the tutorial house. Diagnostic: the testbed prints tracker contents: with per-category kind names.

  • Inventory item names, the equipped suffix and the item ACTION MENU — inventory is empty in the prologue, so only the "empty slot" path has run live. The action-menu upvalue names are covered by a synthetic testbed check.

  • Item details (=, Shift+=, and the 0.6 s settle) against a real item, and the craft / refine / trade hint panels. The synthetic ivy_leaves check covers getPopupMessage, and hasUpvalue covers the panel locals, but no live item has been focused. The settle delay in particular wants tuning by ear — details.config.settleDelay.

  • The quantity slider (patches/slider.lua). Confirmed applied by the self-test but never exercised: ingame_wait is unreachable because tutorial_bed has an empty tryInteractFunction by design, and craft/refine/trade need an alchemy table and real items. The testbed already has walkTo() and tracker-based bed lookup ready for when one is reachable.

  • The loot overlay (s) against real loot. The prologue contains none, so live it has only ever said No loot in view. The contents path is proven by the testbed's planted-loot check, not by a real chest.

  • Corner popup announcements (patches/popupstack.lua) — loot / quest / bestiary / tutorial popups did not fire during the prologue run. (The modal recipe / lore / map popups are a separate mechanism and are now covered by the ingame_popup descriptor and the testbed.)

  • The nearest-exit key (Shift+End) against a real exit. The tutorial house has no exit-tagged tile in view, so getListByTag("exit") returns an empty list and live it has only ever said No exits known. The testbed proves the call still answers and that the key leaves the tracker selection alone; it has not proven the sentence.

  • The frontier report (End) on a real dungeon. In the prologue house it finds 2 clusters, both south-west, which is the right shape for one door but is not much of a test of the clustering. The invariants (never an unseen tile, never an impassable one, every cluster really touches unexplored ground, distances measured from the player, nearest first) are all checked, but the phrasing wants judging by ear on a level with several branches. In particular: whether connected components read better than bucketing by bearing, and whether a bare direction is enough or each way wants a hint of what it is.

  • The world map with more than one area. The prologue has only Vyshberek, so the bearing clause and a real travel duration have never been spoken — every run so far says "You are currently here." The deadzone in bearing() (25%) is therefore untuned by ear.

Known-missing features (deliberate, not bugs)

  • No mod settings UI. Verbosity (describe.verbosity), wall-tone config (walltones.config) and speech.logToConsole are code-level fields only.
  • Q6 unanswered: our hotkeys are a separate scheme, not registered in the game's own rebinding UI. They are therefore not user-rebindable.
  • Q8 unanswered: no exhaustive keyboard-reachability audit was done. All 28 states implement keypressed, and every screen reached so far was navigable, but this was not proven screen-by-screen.
  • Distribution not designed (D1 deferred). Any shipped build must place the Tolk DLLs beside the executable — they cannot live inside a .love.

If a future game version breaks something

Run the game and read the startup self-test. It reports every patch and every descriptor probe. PROBE BROKEN: no upvalue 'x' means that local was renamed — fix the descriptor in accessibility/states/<state>.lua. ok (unset until opened) is normal.

To rebase the mod 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.