feat(engine): one-shot achievement-onboarding toast on first win

After the player's very first win the engine now writes
"First win! Press A to see your achievements." via InfoToastEvent,
then flips a persisted Settings.shown_achievement_onboarding flag so
the cue never re-fires. Mentions the A hotkey by name so the toast
is actionable on its own.

The toast path runs after StatsUpdate so games_won has been
incremented to 1 when the system reads it; .after(GameMutation)
keeps the post-move state visible. Three guards: first win only,
flag was false, GameWonEvent fired this tick.

Persistence mirrors onboarding_plugin's complete_onboarding pattern:
save via save_settings_to with the existing
SettingsStoragePath/Option<&PathBuf> graceful-fallback shape.
Atomic .tmp+rename writes are unchanged.

Settings gains a single bool field with #[serde(default)] so legacy
settings.json files deserialize cleanly to false. The field is
local-only by design — it's about UI teaching for THIS device, not
progression — so SyncPayload and merge logic are untouched.

Seven new tests pin the contract: default value is false, field
round-trips through save/load, legacy JSON without the field
deserializes to false, first win fires the toast and flips the
flag, subsequent wins are silent, the fifth win on a synced device
is silent (won't fire when games_won has been bumped via sync), and
no win event means no toast.

Toast duration is the existing animation_plugin
QUEUED_TOAST_SECS = 2.5 s — InfoToastEvent is a tuple struct with
no duration parameter, so the agent kept the existing event shape
rather than expanding it.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-02 03:01:18 +00:00
parent 9887343d8b
commit ca5788f714
2 changed files with 317 additions and 3 deletions
+57
View File
@@ -132,6 +132,17 @@ pub struct Settings {
/// `#[serde(default = ...)]`.
#[serde(default = "default_theme_id")]
pub selected_theme_id: String,
/// Set to `true` once the achievement-onboarding info-toast has been
/// shown to the player after their very first win. Acts as a
/// one-shot teach: subsequent wins must not re-fire the cue. Older
/// `settings.json` files written before this field existed
/// deserialize cleanly to `false` thanks to `#[serde(default)]` —
/// players who already had wins recorded before this field was
/// introduced are guarded by the post-condition `games_won == 1`
/// checked by `achievement_plugin::fire_achievement_onboarding_toast`,
/// so the toast still does not fire for them.
#[serde(default)]
pub shown_achievement_onboarding: bool,
}
fn default_draw_mode() -> DrawMode {
@@ -165,6 +176,7 @@ impl Default for Settings {
color_blind_mode: false,
window_geometry: None,
selected_theme_id: default_theme_id(),
shown_achievement_onboarding: false,
}
}
}
@@ -318,6 +330,7 @@ mod tests {
color_blind_mode: false,
window_geometry: None,
selected_theme_id: "default".to_string(),
shown_achievement_onboarding: false,
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
@@ -506,4 +519,48 @@ mod tests {
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(s.window_geometry.is_none());
}
// -----------------------------------------------------------------------
// shown_achievement_onboarding — first-win cue one-shot guard
// -----------------------------------------------------------------------
#[test]
fn settings_shown_achievement_onboarding_default_is_false() {
assert!(
!Settings::default().shown_achievement_onboarding,
"default shown_achievement_onboarding must be false so the cue fires once"
);
}
#[test]
fn settings_shown_achievement_onboarding_round_trip() {
let path = tmp_path("achievement_onboarding_round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
shown_achievement_onboarding: true,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert!(
loaded.shown_achievement_onboarding,
"shown_achievement_onboarding must survive serde round-trip"
);
let _ = fs::remove_file(&path);
}
#[test]
fn legacy_settings_without_shown_achievement_onboarding_deserializes_to_false() {
// A settings.json written by an older version of the game will be
// missing this field entirely. `#[serde(default)]` on the field
// must yield `false` — the cue then fires on the next win, but
// only when stats.games_won == 1, so existing players who have
// already won past their first game won't see the toast either.
let json = br#"{ "sfx_volume": 0.7, "first_run_complete": true }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(
!s.shown_achievement_onboarding,
"legacy settings.json missing shown_achievement_onboarding must deserialize to false"
);
}
}
+260 -3
View File
@@ -14,17 +14,19 @@ use solitaire_core::achievement::{
ALL_ACHIEVEMENTS,
};
use solitaire_data::{
achievements_file_path, load_achievements_from, save_achievements_to, AchievementRecord,
save_progress_to,
achievements_file_path, load_achievements_from, save_achievements_to, save_settings_to,
AchievementRecord, save_progress_to,
};
use crate::events::{
AchievementUnlockedEvent, GameWonEvent, ToggleAchievementsRequestEvent, XpAwardedEvent,
AchievementUnlockedEvent, GameWonEvent, InfoToastEvent, ToggleAchievementsRequestEvent,
XpAwardedEvent,
};
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{LevelUpEvent, ProgressResource, ProgressStoragePath, ProgressUpdate};
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
@@ -91,6 +93,7 @@ impl Plugin for AchievementPlugin {
.add_message::<AchievementUnlockedEvent>()
.add_message::<GameWonEvent>()
.add_message::<XpAwardedEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
// Run after GameMutation (so GameWonEvent is available), after
// StatsUpdate (so stats reflect this win), and after ProgressUpdate
@@ -102,6 +105,16 @@ impl Plugin for AchievementPlugin {
.after(StatsUpdate)
.after(ProgressUpdate),
)
// Achievement-onboarding cue: fires once after the player's very
// first win to teach the Achievements panel exists. Must run
// `.after(StatsUpdate)` so `stats.games_won` reflects the win
// that just landed (StatsUpdate increments it on `GameWonEvent`).
.add_systems(
Update,
fire_achievement_onboarding_toast
.after(GameMutation)
.after(StatsUpdate),
)
.add_systems(Update, toggle_achievements_screen)
.add_systems(Update, handle_achievements_close_button);
}
@@ -209,6 +222,67 @@ fn evaluate_on_win(
}
}
/// Achievement-onboarding cue.
///
/// On the player's very first win — and only their first — fires a single
/// `InfoToastEvent` nudging them toward the Achievements panel (`A` hotkey)
/// so they discover the progression layer.
///
/// Three guards prevent spurious or repeat firings:
///
/// * `stats.games_won == 1` — the post-condition is checked **after**
/// `StatsUpdate` increments `games_won`, so the cue only fires for the
/// true first win, not (for example) a player who imported existing
/// sync data and won a later game.
/// * `!settings.shown_achievement_onboarding` — flips to `true` after
/// the toast fires, persists to `settings.json`, and serves as the
/// one-shot guard across launches and merged sync.
/// * The system bails immediately when no `GameWonEvent` arrived this
/// frame so it is a no-op outside the post-win frame.
///
/// The `A` hotkey is mentioned verbatim in the toast text so players who
/// dismiss the cue still know where to find the panel.
fn fire_achievement_onboarding_toast(
mut wins: MessageReader<GameWonEvent>,
stats: Res<StatsResource>,
mut settings: Option<ResMut<SettingsResource>>,
settings_path: Option<Res<SettingsStoragePath>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
// Drain the event queue regardless — multiple wins on a single frame
// only need a single onboarding toast at most.
let any_win = wins.read().last().is_some();
if !any_win {
return;
}
// Without a `SettingsResource` (headless tests that omit `SettingsPlugin`)
// we have no flag to consult; bail out cleanly.
let Some(settings) = settings.as_mut() else {
return;
};
if settings.0.shown_achievement_onboarding {
return;
}
if stats.0.games_won != 1 {
return;
}
toast.write(InfoToastEvent(
"First win! Press A to see your achievements.".to_string(),
));
settings.0.shown_achievement_onboarding = true;
// Persist so the cue stays one-shot across launches. `None` storage
// (headless / test) is a documented no-op.
if let Some(path) = settings_path.as_ref()
&& let Some(target) = path.0.as_deref()
&& let Err(e) = save_settings_to(target, &settings.0)
{
warn!("failed to save settings (achievement onboarding): {e}");
}
}
/// Convenience: resolve an achievement ID to its human-readable name.
/// Used by the toast renderer in `animation_plugin`.
pub fn display_name_for(id: &str) -> String {
@@ -921,4 +995,187 @@ mod tests {
assert!(s.contains("How to unlock"));
assert!(!s.contains("Reward"), "got {s:?}");
}
// -----------------------------------------------------------------------
// Achievement-onboarding cue (`fire_achievement_onboarding_toast`)
// -----------------------------------------------------------------------
/// Builds a headless app that **also** includes `SettingsPlugin::headless()`
/// so the achievement-onboarding system (which reads `SettingsResource`)
/// has a flag to consult and persist into.
fn onboarding_test_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(StatsPlugin::headless())
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(crate::settings_plugin::SettingsPlugin::headless())
.add_plugins(AchievementPlugin::headless());
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
/// Collects every `InfoToastEvent` written so tests can assert on
/// count and message contents.
fn drain_info_toasts(app: &App) -> Vec<String> {
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut cursor = events.get_cursor();
cursor.read(events).map(|e| e.0.clone()).collect()
}
/// First-win path: with the flag false and `games_won` about to be
/// 1, exactly one `InfoToastEvent` mentioning the `A` hotkey must
/// fire and the flag must flip to `true`.
#[test]
fn first_win_fires_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Sanity: fresh app starts with games_won = 0 and the flag unset.
assert_eq!(app.world().resource::<StatsResource>().0.games_won, 0);
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding
);
// StatsPlugin (StatsUpdate) increments games_won to 1 *before* the
// achievement-onboarding system reads stats — our system runs
// `.after(StatsUpdate)`. The system then sees games_won == 1 and
// the cue fires.
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let toasts = drain_info_toasts(&app);
let onboarding_toasts: Vec<&String> = toasts
.iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert_eq!(
onboarding_toasts.len(),
1,
"exactly one achievement-onboarding toast must fire on the first win; \
saw all toasts: {toasts:?}"
);
assert!(
app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"shown_achievement_onboarding must flip to true after the toast fires"
);
}
/// Second-win path: with the flag already `true` (player already
/// saw the cue on a previous run), no onboarding toast may fire.
#[test]
fn subsequent_wins_do_not_fire_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-set the flag to simulate a player who already dismissed
// the cue on a previous run.
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.shown_achievement_onboarding = true;
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire when shown_achievement_onboarding is already true; \
got: {onboarding_toasts:?}"
);
}
/// Sync-import path: a player imports stats with `games_won = 5`
/// already on the books. The flag is still `false` (they were on a
/// pre-cue release on this device), but the cue must NOT fire because
/// this isn't actually their first win — the post-condition
/// `games_won == 1` guards against retroactive nagging.
#[test]
fn non_first_win_does_not_fire_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-seed games_won = 5 BEFORE the win lands. StatsUpdate will
// bump it to 6 on the GameWonEvent, taking the system well past
// the `games_won == 1` post-condition.
app.world_mut().resource_mut::<StatsResource>().0.games_won = 5;
// Confirm the flag is still false so we know the guard that
// prevents firing is the games-won post-condition, not the flag.
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding
);
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire on a non-first win; got: {onboarding_toasts:?}"
);
// And the flag must remain false so the cue can still teach a
// genuinely-fresh second device or a wiped install.
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"shown_achievement_onboarding must remain false when the cue did not fire"
);
}
/// Without any `GameWonEvent` arriving the system must be a no-op:
/// no toast, no flag flip — even on update ticks where stats happen
/// to read `games_won == 1`.
#[test]
fn no_win_event_means_no_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-seed games_won = 1 to simulate the misleading mid-frame
// state without actually firing a GameWonEvent.
app.world_mut().resource_mut::<StatsResource>().0.games_won = 1;
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire without a GameWonEvent; got: {onboarding_toasts:?}"
);
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"flag must not flip without a win event"
);
}
}