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