using ProjectM.Simulation; namespace ProjectM.Client { /// /// Pure, engine-free logic for the first-run onboarding coach-mark sequence — the testable core of /// (mirrors the project's *Math helper discipline; no UnityEngine / /// Entities types so it unit-tests as plain C#). Defines the ordered step list, a of the /// observable client state each step reads, the deterministic per-step completion test, prompt copy, the /// spatial-cue kind, and the persisted-mask helpers. /// /// RE-AUTHORED for the expedition redesign (demo polish): base nodes are gone (mining happens IN the run), /// so the old at-base Mine step is dead — the first lap is now Build (grubstake Ore) → Fabricator → /// READY UP → fight rooms (mine in-run) → boon → boss/return → defend. Step BITS are re-meant, never /// renamed-in-place semantics: a veteran's full mask stays dormant; a partial first-run mask at worst /// replays one beat. /// /// Pacing (operator-locked = soft-gated): a step shows until its action is performed (no per-step timeout), /// EXCEPT two info beats — and — which also auto-advance, plus /// the timed strip. Veteran / co-op auto-suppress falls out for free: the count-based /// steps (, ) test an ABSOLUTE structure count, so a client joining /// an already-built base satisfies them on entry and skips straight past. /// public static class OnboardingStepMath { // ---- ordered steps (byte ids; bit i of GameSettings.OnboardingMask = step i complete) ---- public const byte Welcome = 0; // tiny win-condition framing strip (timed) public const byte Move = 1; public const byte Build = 2; // open palette + place a Turret (the 50-Ore grubstake covers it) public const byte Fabricator = 3; // Ore -> Charge (soft info beat) public const byte ReadyUp = 4; // press T / click READY — the party launches together public const byte Rooms = 5; // fight the rooms; attack crystal nodes to haul resources public const byte Boon = 6; // clear a room -> pick 1 of 3 boons + choose the path public const byte Return = 7; // fell the boss — the haul + the Engine charge come home public const byte Defend = 8; // survive the retaliation siege (soft info beat) public const byte Done = 9; // closing beat public const byte StepCount = 10; // ---- tunable thresholds (public so the EditMode tests pin the contract) ---- public const float WelcomeSeconds = 5f; public const float MoveThreshold = 3f; // accumulated player movement (world units) public const float FabricatorSoftSeconds = 14f; // soft beat auto-advance if no Fabricator built public const float DefendNoSiegeSeconds = 20f; // advance if no siege ever materialises public const float DoneSeconds = 6f; // closing beat lingers before going dormant public const float RoomsSeconds = 7f; // D2: keep the mine-the-crystals prompt + node pointer up a beat AFTER teleport (past the ~3s launch countdown -> ~4s in the room) public const float ReturnMaxSeconds = 75f; // D3: soft backstop so a missed homecoming signal can NEVER stall the sequence // ---- spatial-cue kinds the System resolves to a live world target ---- public const byte PointerNone = 0; public const byte PointerOreNode = 1; public const byte PointerBaseGate = 2; // RETIRED target (walk-in gate died with the redesign); byte kept public const byte PointerExpeditionGate = 3; // RETIRED target; byte kept for mask/step stability /// Observable client state for one evaluation. Built by the System from ECS + input each frame. public struct Snapshot { public float StepElapsed; // seconds the current step has been shown public float MoveDistance; // accumulated player movement since the Move step began public int TurretCount; // live Turret structures (absolute) public int FabricatorCount; // live Fabricator structures (absolute) public bool LocalReady; // the LOCAL player's replicated PlayerReady flag public byte Lifecycle; // replicated RunInfo.Lifecycle (RunLifecycle.*) public bool OnExpedition; // local player is in the expedition region public byte ObjectiveState; // ExpeditionObjective.State (Idle/Active/Cleared) public bool SawSiege; // a Siege phase was observed while the Defend step was showing public bool WasOnExpedition;// D3: latched true once the player was seen on expedition during the Return step (so a start-at-base Return doesn't instantly satisfy) public byte Phase; // CycleState.Phase (Calm/Siege) } /// True when the step's taught action is complete (or its soft timeout has elapsed). public static bool IsSatisfied(byte step, in Snapshot s) { switch (step) { case Welcome: return s.StepElapsed >= WelcomeSeconds; case Move: return s.MoveDistance >= MoveThreshold; case Build: return s.TurretCount >= 1; case Fabricator: return s.FabricatorCount >= 1 || s.StepElapsed >= FabricatorSoftSeconds; case ReadyUp: return s.LocalReady || s.Lifecycle != RunLifecycle.Staging; case Rooms: return s.OnExpedition && s.StepElapsed >= RoomsSeconds; // D2: show the mine prompt + node pointer IN the room, not the instant we teleport case Boon: return s.ObjectiveState == ExpeditionObjectiveState.Cleared || s.Lifecycle == RunLifecycle.RoomReward || s.Lifecycle == RunLifecycle.RouteSelect; case Return: return (s.WasOnExpedition && !s.OnExpedition) || s.StepElapsed >= ReturnMaxSeconds; // D3: home AFTER being on expedition, else a soft timeout (never gate on the 1-tick Returning edge) case Defend: return s.SawSiege ? s.Phase == CyclePhase.Calm : s.StepElapsed >= DefendNoSiegeSeconds; case Done: return s.StepElapsed >= DoneSeconds; default: return true; } } /// Which world target (if any) the prompt should point at this step. public static byte PointerKind(byte step) { switch (step) { case Rooms: return PointerOreNode; // in-run crystal nodes (base nodes no longer exist) default: return PointerNone; } } /// Ultra-short, verb-first prompt copy with the player's real input glyph (scheme-aware). public static string Prompt(byte step, bool gamepad) { string move = gamepad ? "Left Stick" : "WASD"; string build = gamepad ? "Y" : "Tab"; // matches the existing HUD build-discovery chip glyph switch (step) { case Welcome: return "CLEAR 2 EXPEDITIONS to charge the Engine, then survive the FINAL SIEGE. (Space to continue · Esc → How to Play)"; case Move: return move + " — Move"; case Build: return build + " — open Build, place a Turret by your Core (your 50 starting Ore covers it)"; case Fabricator: return "Build a Fabricator — turrets need Charge (Ore → ammo)"; case ReadyUp: return "Press T (or click READY UP) — when everyone is ready, the party launches"; case Rooms: return "Fight through the rooms — attack the glowing crystals to haul resources home"; case Boon: return "Clear the room — pick 1 of 3 BOONS, then choose your path on the map"; case Return: return "Fell the ALPHA HUSK, then return home — your haul + the Engine charge (+1) come with you"; case Defend: return "Defend the Core! — a completed run provokes a retaliation siege"; case Done: return "You've got it — clear 2 expeditions to fill the Engine, then hold the final siege to win."; default: return ""; } } // ---- persisted-mask helpers (GameSettings.OnboardingMask) ---- /// D4: the early BASE-framing steps (the coach-mark owns the prompt voice, so the HUD blanks its own /// location line) vs the combat steps (the HUD MUST keep showing room/siege/out-of-ammo cues). Welcome..ReadyUp /// are early. Read each frame by OnboardingSystem to set OnboardingState.SuppressLocationLine. public static bool IsEarlyStep(byte step) => step <= ReadyUp; /// All steps complete (the sequence is dormant). public static bool AllComplete(int mask) { int all = (1 << StepCount) - 1; return (mask & all) == all; } /// The lowest not-yet-completed step (resume point); when all are complete. public static byte FirstIncomplete(int mask) { for (byte i = 0; i < StepCount; i++) if ((mask & (1 << i)) == 0) return i; return Done; } } }