# Skill Tree Milestone Popups ## Context When users reach major skill tree milestones, they should see celebratory popups explaining what they've achieved and what's next. Four milestone types: 1. **Lowercase complete** — all 26 lowercase keys mastered, other branches become available 2. **Branch complete** — a non-lowercase branch fully mastered 3. **All keys unlocked** — every key on the keyboard is available for practice 4. **All keys mastered** — every key at full confidence, ultimate achievement These popups appear after key unlock/mastery popups and before the drill summary screen, using the existing `milestone_queue` system. The existing post-drill input lock (800ms) applies to these popups when they're the first popup shown after a drill. ## Implementation ### 1. Extend `SkillTreeUpdate` (`src/engine/skill_tree.rs`) Add fields to `SkillTreeUpdate`: ```rust pub branches_newly_available: Vec, // Locked → Available transitions pub branches_newly_completed: Vec, // → Complete transitions pub all_keys_unlocked: bool, // every key now in practice pool pub all_keys_mastered: bool, // every key at confidence >= 1.0 ``` **In `update()`:** - Snapshot non-lowercase branch statuses before the auto-unlock loop. After it, collect `Locked` → `Available` transitions into `branches_newly_available`. - Snapshot all branch statuses before updates. After `update_lowercase()` and all `update_branch_level()` calls, collect branches that became `Complete` into `branches_newly_completed`. - `all_keys_unlocked`: compare `total_unlocked_count()` against `compute_total_unique_keys()`. Set to `true` only if they're equal now AND they weren't equal before (using a before-snapshot of unlocked count). - `all_keys_mastered`: `true` if every branch in `ALL_BRANCHES` has `BranchStatus::Complete` after updates AND at least one wasn't `Complete` before. `BranchId` is already used across all layers. Display names come from `get_branch_definition(id).name`. ### 2. Add milestone variants to `MilestoneKind` (`src/app.rs`) ```rust pub enum MilestoneKind { Unlock, Mastery, BranchesAvailable, // lowercase complete → other branches available BranchComplete, // a non-lowercase branch fully completed AllKeysUnlocked, // every key on the keyboard is unlocked AllKeysMastered, // every key at full confidence } ``` **In `finish_drill()`, after mastery popup queueing**, check each flag and push popups in order: 1. `branches_newly_available` non-empty → push `BranchesAvailable` 2. `branches_newly_completed` non-empty (excluding `BranchId::Lowercase` since `BranchesAvailable` covers it) → push `BranchComplete` 3. `all_keys_unlocked` → push `AllKeysUnlocked` 4. `all_keys_mastered` → push `AllKeysMastered` For all four: `keys` and `finger_info` are empty, `message` is unused. The renderer owns all copy. **Input lock**: These popups are pushed to `milestone_queue`, so the existing check `!self.milestone_queue.is_empty()` at `finish_drill()` already triggers `arm_post_drill_input_lock()`. No changes needed — the lock applies to whatever the first popup is. ### 3. Render popup variants in `render_milestone_overlay()` (`src/main.rs`) Each variant gets its own rendering branch. No keyboard diagram for any of these. All use the standard footer (input lock remaining / "Press any key to continue"). **`BranchesAvailable`:** - Title: `"New Skill Branches Available!"` - Body: ``` Congratulations! You've mastered all 26 lowercase keys! New skill branches are now available: • Capitals A-Z • Numbers 0-9 • Prose Punctuation • Whitespace • Code Symbols Visit the Skill Tree to unlock a new branch and start training! Press [t] from the menu to open the Skill Tree ``` (Branch names rendered dynamically from `get_branch_definition(id).name` for each ID in `branches_newly_available`.) **`BranchComplete`:** - Title: `"Branch Complete!"` - Body: ``` You've fully mastered the {branch_name} branch! Other branches are waiting to be unlocked in the Skill Tree. Keep going! Press [t] from the menu to open the Skill Tree ``` (If multiple branches completed simultaneously, list them all: "You've fully mastered the {name1} and {name2} branches!") **`AllKeysUnlocked`:** - Title: `"Every Key Unlocked!"` - Body: ``` You've unlocked every key on the keyboard! All keys are now part of your practice drills. Keep training to build full confidence with each key! ``` **`AllKeysMastered`:** - Title: `"Full Keyboard Mastery!"` - Body: ``` Incredible! You've reached full confidence with every single key on the keyboard! You've completed everything keydr has to teach. Keep practicing to maintain your skills! ``` ### 4. Sequencing Queue order in `finish_drill()`: 1. Key unlock popups (existing) 2. Key mastery popups (existing) 3. `BranchesAvailable` (if applicable) 4. `BranchComplete` (if applicable, excluding lowercase) 5. `AllKeysUnlocked` (if applicable) 6. `AllKeysMastered` (if applicable) The input lock is armed once when `milestone_queue` is non-empty (existing logic). User dismisses each popup with any keypress. ### 5. Tests **In `src/engine/skill_tree.rs` tests:** - `branches_newly_available` non-empty on first `update()` after lowercase completion, empty on second call - `branches_newly_completed` contains the branch ID when a non-lowercase branch completes - `all_keys_unlocked` fires when the last key becomes available, not on subsequent calls - `all_keys_mastered` fires when all branches reach Complete, not on subsequent calls - `branches_newly_available` only contains the five non-lowercase branch IDs **In `src/app.rs` tests:** - Queue order test: last lowercase key mastered → queue contains unlock → mastery → BranchesAvailable (no BranchComplete for lowercase) - Branch complete test: non-lowercase branch completes → BranchComplete queued - Helper: `seed_near_complete_lowercase(app)` — 25 keys at confidence 1.0, last key at 0.95 ## Files to Modify 1. `src/engine/skill_tree.rs` — Extend `SkillTreeUpdate`, detect transitions in `update()` 2. `src/app.rs` — Add variants to `MilestoneKind`, queue popups in `finish_drill()` 3. `src/main.rs` — Render the four new popup variants in `render_milestone_overlay()` ## Verification 1. `cargo build` — compiles cleanly 2. `cargo test` — all existing + new tests pass 3. Manual testing with test profiles for each milestone scenario