feat(review): request a store review after a 3-star win, once
Adds an in-app review prompt gated by ReviewPromptPolicy: only after a 3-star stage win, once the player has cleared >=5 stages, at most once ever (persisted reviewRequested flag). ReviewService swallows all failures and only burns the one-shot when the store actually shows the sheet, so an unavailable store retries on a later win. StoreReviewer wraps in_app_review behind a Reviewer seam so unit tests skip platform channels. 13 new tests; full suite 194 green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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// lib/services/review_prompt_policy.dart
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/// Decides — as pure logic, with no plugin or storage dependency — whether the
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/// app should ask the player for a store review right now.
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///
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/// Store review prompts only land when they catch the player at a genuine high
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/// point, and both OSes hard-throttle how often the native sheet can appear.
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/// So we ask at most once (the caller persists [alreadyRequested]), and only
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/// after a clean, high-scoring win once the player is clearly invested.
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class ReviewPromptPolicy {
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const ReviewPromptPolicy({
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this.minStagesWon = 5,
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this.requiredStars = 3,
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});
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/// How many stages the player must have cleared before we'll ask, so the
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/// prompt never interrupts a newcomer still deciding if they like the game.
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final int minStagesWon;
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/// The star count the triggering win must reach — a top-marks finish is the
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/// emotional peak we want to ride.
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final int requiredStars;
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/// True when a just-finished stage result should trigger the review prompt.
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/// [alreadyRequested] is the persisted one-time guard owned by the caller.
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bool shouldRequest({
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required bool alreadyRequested,
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required bool won,
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required int stars,
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required int totalStagesWon,
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}) {
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if (alreadyRequested) return false;
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if (!won) return false;
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if (stars < requiredStars) return false;
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if (totalStagesWon < minStagesWon) return false;
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return true;
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}
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}
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