First-run onboarding: contextual coach-marks + How-to-Play card + dev replay toggle

Teaches the deep, interlocking loop — especially the inverted win condition
(you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043).

- OnboardingSystem: client-only observe-only PresentationSystemGroup overlay
  (own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence
  with a world-space ▶ pointer; never mutates sim / never destroys a ghost.
- OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied +
  scheme-aware prompts + pointer kinds + persisted-mask helpers).
- HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats /
  Win-Lose), reachable from the main menu and the pause overlay.
- Per-client client-local state in GameSettings (TutorialHints + OnboardingMask
  bitmask, additive) — a Join client keeps its own; a host save-wipe never
  re-teaches. Settings toggle + menu "Replay Tutorial".
- Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch):
  SettingsService.Boot wipes the mask + forces hints on in-memory every launch
  so the tutorial always replays fresh.
- HudSystem suppresses its own location hint while onboarding is active
  (single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)].

Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean
U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end.

Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Luis Gonzalez
2026-06-29 14:18:22 -07:00
parent 3bb9999173
commit 29e90a5008
20 changed files with 1058 additions and 9 deletions
@@ -12,7 +12,7 @@ namespace ProjectM.Client
[Serializable]
public struct GameSettings
{
public const int CurrentVersion = 1;
public const int CurrentVersion = 2;
public int Version;
@@ -30,6 +30,13 @@ namespace ProjectM.Client
public float Music;
public float Sfx;
// ---- Onboarding (client-local first-run state; NEVER replicated — a Join client keeps its own,
// unlike the host-only SaveData) ----
public int TutorialHints; // 0 = first-run coach-marks off, 1 = on
public int OnboardingMask; // bitmask of completed coach-mark steps (0 = nothing seen; bit i = step i done)
public int ForceOnboardingEachLaunch; // DEV: 1 = wipe OnboardingMask + force hints on at every launch so the
// first-run coach-marks always replay fresh (additive; 0-default off)
/// <summary>Sensible defaults derived from the current display + active quality level.</summary>
public static GameSettings Defaults()
{
@@ -47,6 +54,9 @@ namespace ProjectM.Client
Master = 1f,
Music = 1f,
Sfx = 1f,
TutorialHints = 1,
OnboardingMask = 0,
ForceOnboardingEachLaunch = 0,
};
}
@@ -65,6 +75,9 @@ namespace ProjectM.Client
s.Master = Mathf.Clamp01(s.Master);
s.Music = Mathf.Clamp01(s.Music);
s.Sfx = Mathf.Clamp01(s.Sfx);
s.TutorialHints = s.TutorialHints != 0 ? 1 : 0;
s.ForceOnboardingEachLaunch = s.ForceOnboardingEachLaunch != 0 ? 1 : 0;
// OnboardingMask is an opaque bitmask — deliberately NOT clamped.
return s;
}
}