Game-file footprint unchanged: still one line in main.lua. Console (Q4: speak everything queued, cancelled by explicit action): - history.lua keeps our own unbounded history, since the game's console buffer expires entries after 3s. Mirrors the game's (xN) coalescing so what is heard matches what is on screen. The review cursor holds position while new lines arrive rather than being yanked to the tail mid-read. - patches/console.lua wraps console.print, calling the real one first so a bug on our side cannot swallow a message the player would otherwise see. - Any keypress reaching the game silences the pending speech backlog. Hotkeys: [ and ] review, Shift+[/] jump to ends, \ repeat, Shift+\ copy. Chosen from scancodes the game does not bind. Note keybindings.getCommand() ignores modifiers, so Ctrl+Up would read to the game as a movement -- our keys are consumed and never overlay a game-claimed scancode. Wall tones (Q5: on step, 3D-positioned, radius 5): - Direction and distance are deliberately decoupled. The listener sits at the camera 4 units above the plane under an inverse distance model, so placing a tone at the wall's real position would make distant walls quieter (the opposite of the request) and collapse the stereo pan. Instead the source sits at a fixed radius in the wall's direction at listener height, and volume is computed explicitly from distance. - Step detection polls player coordinates rather than hooking movement, so it covers walking, pathing, portals and pushes for free. - Respects FoV/rememberedFoV; never leaks unseen geometry. tests/test_history.lua: 16 assertions, all passing, pure Lua. Not yet verified in actual play -- needs a human at the keyboard. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
143 lines
4.3 KiB
Lua
143 lines
4.3 KiB
Lua
-- accessibility/init.lua — mod entry point.
|
|
--
|
|
-- This is the ONLY thing the game calls into. main.lua gains exactly one line:
|
|
--
|
|
-- require("accessibility").initialize()
|
|
--
|
|
-- placed after console.prepare() and before the first states.switch(). By that
|
|
-- point templates are preprocessed, keybindings are loaded, states.setup() has
|
|
-- run, and the console canvas exists — everything we patch is ready.
|
|
--
|
|
-- Everything here is wrapped so that a bug in the mod degrades to "no speech"
|
|
-- rather than taking the game down with it.
|
|
|
|
local accessibility = {}
|
|
|
|
local speech = require("accessibility.speech")
|
|
local stateNames = require("accessibility.stateNames")
|
|
local hotkeys = require("accessibility.hotkeys")
|
|
local walltones = require("accessibility.walltones")
|
|
|
|
local initialized = false
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Patch registry
|
|
--
|
|
-- Later phases register their patches here. Each entry is {name, fn}; fn is called
|
|
-- inside a pcall during initialize(), and a failure disables only that patch.
|
|
--------------------------------------------------------------------------------
|
|
|
|
local patches = {}
|
|
|
|
function accessibility.registerPatch(name, fn)
|
|
patches[#patches + 1] = {name = name, fn = fn}
|
|
end
|
|
|
|
local patchResults = {}
|
|
|
|
local function applyPatches()
|
|
for _, patch in ipairs(patches) do
|
|
local ok, err = pcall(patch.fn)
|
|
patchResults[patch.name] = ok and "ok" or tostring(err)
|
|
if not ok then
|
|
print("[accessibility] patch '" .. patch.name .. "' FAILED: " .. tostring(err))
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Startup self-test output. This is the version-bump canary: when the game
|
|
-- updates and something we hook has moved, it shows up here immediately rather
|
|
-- than as silence three screens into a playthrough.
|
|
function accessibility.selfTest()
|
|
print("[accessibility] --- self test ---")
|
|
print("[accessibility] TTS: " .. (speech.isAvailable() and "available"
|
|
or ("UNAVAILABLE (" .. tostring(speech.getFailureReason()) .. ")")))
|
|
if speech.isAvailable() then
|
|
-- Distinguishes "DLL loaded" from "actually reached a screen reader or SAPI".
|
|
print("[accessibility] speech channel: " .. (speech.hasSpeech() and "yes" or "NO — nothing will be audible"))
|
|
end
|
|
for name, result in pairs(patchResults) do
|
|
print("[accessibility] patch " .. name .. ": " .. result)
|
|
end
|
|
print("[accessibility] --- end self test ---")
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Core hooks into states.lua
|
|
--------------------------------------------------------------------------------
|
|
|
|
local function hookStates()
|
|
local states = require("states")
|
|
|
|
-- Screen changes: announce the new screen.
|
|
local realSwitch = states.switch
|
|
states.switch = function(newState, params)
|
|
local result = realSwitch(newState, params)
|
|
|
|
-- After the switch, so a state's open() has already set up its focus.
|
|
pcall(function()
|
|
local name = stateNames[newState] or newState
|
|
speech.say(name, true)
|
|
end)
|
|
|
|
return result
|
|
end
|
|
|
|
-- Per-frame speech flush. main.lua calls states.update(dt) via a table lookup,
|
|
-- so wrapping the field here avoids editing love.update.
|
|
local realUpdate = states.update
|
|
states.update = function(dt)
|
|
local result = realUpdate(dt)
|
|
pcall(walltones.update)
|
|
pcall(speech.flush)
|
|
return result
|
|
end
|
|
|
|
-- Global hotkey layer. Ours are consumed; everything else falls through to the
|
|
-- game untouched.
|
|
local realKeypressed = states.keypressed
|
|
states.keypressed = function(key, scancode)
|
|
local consumed = false
|
|
local ok, result = pcall(hotkeys.keypressed, key, scancode)
|
|
if ok then
|
|
consumed = result
|
|
end
|
|
|
|
if consumed then
|
|
return
|
|
end
|
|
|
|
pcall(hotkeys.onGameKey)
|
|
return realKeypressed(key, scancode)
|
|
end
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Entry point
|
|
--------------------------------------------------------------------------------
|
|
|
|
function accessibility.initialize()
|
|
if initialized then
|
|
return
|
|
end
|
|
initialized = true
|
|
|
|
accessibility.registerPatch("console", require("accessibility.patches.console"))
|
|
|
|
local ok, err = pcall(function()
|
|
speech.initialize()
|
|
walltones.load()
|
|
hookStates()
|
|
applyPatches()
|
|
end)
|
|
|
|
if not ok then
|
|
print("[accessibility] initialisation FAILED, game continues unmodified: " .. tostring(err))
|
|
return
|
|
end
|
|
|
|
accessibility.selfTest()
|
|
end
|
|
|
|
return accessibility
|