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feat(progression): fancy notifications for quest/path progress + completion (#552)
* feat(progression): fancy notifications for quest/path progress + completion (#551) Surface achievement feedback as in-app toasts when the player advances or finishes a daily/weekly quest, and when they progress or level up an instrument path. - progression-core.js: _diff() now emits two partial-advance events — quest-progressed (a still-incomplete quest whose count rose) and path-progressed (a challenge toward the next level completed without a level-up). Both are guarded so the increment that COMPLETES a quest / the level-up itself stays a single quest-completed / path-level-up event (no double toast). Period rollovers and brand-new quest ids emit nothing. New events added to the capability owner's declared events list. - notifications.js (new): reusable window.fbNotify toast surface (stacked, animated, auto-dismiss; animation + accent via inline styles so no new Tailwind utilities) + progression wiring — subtle toasts for advances, celebratory toasts for quest completion, path level-up, and rank-up. - index.html: load notifications.js after progression-core. - tests: progression_progress_events (diff emission + guards) and progression_notifications (toast rendering + wiring) — 11 cases. No backend change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(progression): unwrap CustomEvent .detail in notification handlers Codex P2: window.slopsmith.on delivers a CustomEvent (bus.on → addEventListener), so the progression payload is e.detail — not the raw argument. All five notifications.js handlers read the arg directly, so in the browser every field was undefined (e.g. rank-changed never toasted). Unwrap e.detail in each handler, matching every other sm.on consumer. The test harness masked this by invoking handlers with raw payloads; it now wraps them as {detail: payload} like the real bus, so the unwrap is actually exercised (the tests fail without the fix). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
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@@ -14,9 +14,11 @@
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*
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* Lifecycle events are emitted on the capability surface and mirrored on
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* window.slopsmith as `progression:*` for non-capability consumers:
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* challenge-completed, quest-completed, path-level-up, rank-changed,
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* db-changed, calibration-completed, cosmetic-equipped (+ progression:updated
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* whenever fresh state lands).
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* challenge-completed, quest-completed, quest-progressed, path-level-up,
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* path-progressed, rank-changed, db-changed, calibration-completed,
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* cosmetic-equipped (+ progression:updated whenever fresh state lands).
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* quest-progressed / path-progressed are the partial-advance counterparts to
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* the *-completed / *-level-up events (the achievement-toast feed).
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*
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* Vanilla JS, no framework (constitution P-II).
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*/
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@@ -37,6 +39,19 @@
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}
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}
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// Index quests by "period:id" so a refresh can be diffed against the last
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// state (period_type isn't on the per-quest payload, so carry it here).
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function _questIndex(state) {
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const out = {};
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const quests = (state && state.quests) || {};
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['daily', 'weekly'].forEach((period) => {
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(((quests[period] || {}).quests) || []).forEach((item) => {
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if (item && item.id != null) out[period + ':' + item.id] = { period, item };
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});
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});
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return out;
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}
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function _diff(prev, next) {
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if (!prev || !next) return;
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if (prev.mastery_rank !== next.mastery_rank) {
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@@ -45,6 +60,38 @@
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const before = (prev.wallet || {}).balance;
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const after = (next.wallet || {}).balance;
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if (before !== after) _emit('db-changed', { from: before, to: after, wallet: next.wallet });
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// Quest "advance" — a still-incomplete quest whose count rose since the
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// last state. The increment that COMPLETES a quest is intentionally left
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// to quest-completed (emitted from notify()'s summary) so a finished
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// quest surfaces once, not twice. A period rollover (count resets to 0,
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// or a brand-new quest id) produces no event.
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const prevQuests = _questIndex(prev);
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const nextQuests = _questIndex(next);
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Object.keys(nextQuests).forEach((key) => {
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const pq = prevQuests[key];
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const nq = nextQuests[key];
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if (pq && !nq.item.completed && Number(nq.item.count) > Number(pq.item.count)) {
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_emit('quest-progressed', Object.assign({ period_type: nq.period }, nq.item));
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}
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});
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// Path "progress" — a challenge toward the next level completed
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// (next.completed rose) WITHOUT a level-up. The level-up itself is
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// emitted as path-level-up from notify()'s summary, so it surfaces once.
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const prevPaths = {};
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(prev.paths || []).forEach((p) => { if (p && p.id != null) prevPaths[p.id] = p; });
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(next.paths || []).forEach((np) => {
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const pp = prevPaths[np && np.id];
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if (!pp || !np.next || !pp.next) return;
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if (np.level === pp.level && Number(np.next.completed) > Number(pp.next.completed)) {
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_emit('path-progressed', {
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id: np.id, name: np.name, level: np.level,
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next_level: np.next.level,
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completed: np.next.completed, required: np.next.required,
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});
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}
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});
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}
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async function refresh() {
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@@ -135,7 +182,8 @@
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ownership: 'exclusive-owner',
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safety: 'safe',
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commands: ['inspect', 'record-event', 'list-shop', 'buy-item', 'equip-item'],
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events: ['challenge-completed', 'quest-completed', 'path-level-up', 'rank-changed',
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events: ['challenge-completed', 'quest-completed', 'quest-progressed',
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'path-level-up', 'path-progressed', 'rank-changed',
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'db-changed', 'calibration-completed', 'cosmetic-equipped'],
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description: 'Owns player progression: mastery rank, instrument-path challenges, daily/weekly quests, the Decibels wallet, and the cosmetics shop.',
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handlers: {
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