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
@@ -22,6 +22,18 @@ namespace ProjectM.Client
static void Boot()
{
Load();
// DEV convenience ("Force Each Launch", Settings → Onboarding): wipe the persisted completed-step mask at
// EVERY boot — each editor Play-enter / each built-player launch runs this hook — so the first-run
// coach-marks always replay from the top, and force hints on so they actually show. In-memory only (the
// wipe is NOT written back to disk); OnboardingSystem re-persists progress as the player advances, and the
// next launch wipes it again. Toggle it off to return to normal once-only first-run behaviour.
if (Current.ForceOnboardingEachLaunch != 0)
{
var s = Current;
s.OnboardingMask = 0;
s.TutorialHints = 1;
Current = s;
}
Apply(Current);
}
@@ -103,14 +115,21 @@ namespace ProjectM.Client
// Additive-only as the schema grows (never throws on an unknown version).
static GameSettings Migrate(GameSettings old)
{
var def = GameSettings.Defaults();
if (old.ResWidth > 0) def.ResWidth = old.ResWidth;
if (old.ResHeight > 0) def.ResHeight = old.ResHeight;
if (old.Master > 0f) def.Master = old.Master;
if (old.Music > 0f) def.Music = old.Music;
if (old.Sfx > 0f) def.Sfx = old.Sfx;
def.Version = GameSettings.CurrentVersion;
return def;
// Preserve EVERY recognized field from the old save (Load() Clamps the result, fixing any 0/garbage),
// and seed ONLY the genuinely-new fields — a v1 file deserializes those to 0. Migrating from a fresh
// Defaults() instead would silently reset graphics fields (display mode / quality / v-sync / fps cap /
// refresh rate) that v1 already carried — a regression the version bump would otherwise surface.
var s = old;
if (old.Version < 2)
{
// v1 had no onboarding fields. An existing settings.json ⇒ a returning player who already played a
// pre-onboarding build, so mark every coach-mark step complete (dormant); hints stay on so
// "Replay Tutorial" (which clears OnboardingMask) still re-arms.
s.TutorialHints = 1;
s.OnboardingMask = int.MaxValue;
}
s.Version = GameSettings.CurrentVersion;
return s;
}
}
}