variable-rewards
Generates a variable reward system with randomized rewards, daily bonuses, mystery box mechanics, and ethical engagement caps. Use when user wants daily spins, mystery boxes, random rewards, or gamification reward systems.
Best use case
variable-rewards is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Generates a variable reward system with randomized rewards, daily bonuses, mystery box mechanics, and ethical engagement caps. Use when user wants daily spins, mystery boxes, random rewards, or gamification reward systems.
Teams using variable-rewards should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/variable-rewards/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How variable-rewards Compares
| Feature / Agent | variable-rewards | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Generates a variable reward system with randomized rewards, daily bonuses, mystery box mechanics, and ethical engagement caps. Use when user wants daily spins, mystery boxes, random rewards, or gamification reward systems.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Variable Rewards Generator
Generate a variable reward system — randomized rewards (daily spins, mystery boxes, bonus points) that leverage variable-ratio reinforcement to increase engagement. Implements ethical engagement patterns with daily/weekly caps, transparent probability disclosure, and no pay-to-play mechanics.
## When This Skill Activates
Use this skill when the user:
- Asks to "add daily rewards" or "daily spin" mechanic
- Wants a "reward system" or "random rewards"
- Mentions "mystery box" or "loot box" (non-paid)
- Asks about "bonus system" or "daily bonus"
- Wants "gamification rewards" or "engagement rewards"
- Mentions "reward wheel" or "spin to win"
- Asks about "variable rewards" or "intermittent reinforcement"
## Pre-Generation Checks
### 1. Project Context Detection
- [ ] Check Swift version (requires Swift 5.9+)
- [ ] Check deployment target (iOS 17+ / macOS 14+ for @Observable and SwiftData)
- [ ] Check for SwiftData availability and existing model container setup
- [ ] Identify source file locations
### 2. Conflict Detection
Search for existing reward or points systems:
```
Glob: **/*Reward*.swift, **/*Points*.swift, **/*DailySpin*.swift, **/*MysteryBox*.swift
Grep: "reward" or "dailySpin" or "mysteryBox" or "rewardPool" or "lootBox"
```
If existing reward system found:
- Ask if user wants to replace or extend it
- If extending, generate only the missing components
### 3. Platform Detection
Determine if generating for iOS or macOS or both (cross-platform). The templates use SwiftUI and are cross-platform by default.
## Configuration Questions
Ask user via AskUserQuestion:
1. **Reward types?** (multi-select)
- Points (numeric currency the user accumulates)
- Items (unlockable content: themes, stickers, avatars)
- Features (time-limited feature unlocks)
- Badges (collectible achievement badges)
- Mixed (all of the above) -- recommended
2. **Reward mechanism?**
- Daily spin (wheel animation, one spin per day)
- Mystery box (card-flip or chest-open, one per day)
- Random bonus (surprise toast notification on qualifying action)
- Multiple (daily spin + random bonus) -- recommended
3. **Include daily/weekly caps and cooldowns?**
- Yes — enforce max rewards per day and per week with cooldown timers (recommended, ethical design)
- No — unlimited claims (not recommended)
4. **Visual presentation?**
- Wheel spin (rotating wheel with segments)
- Card flip (card turns over to reveal reward)
- Chest open (chest lid opens with glow effect)
- All of the above -- recommended
## Generation Process
### Step 1: Read Templates
Read `templates.md` for production Swift code.
### Step 2: Create Core Files
Generate these files:
1. `Reward.swift` — Model for reward type, value, rarity, display metadata
2. `RewardPool.swift` — Weighted probability distribution with seeded random for testability
3. `RewardManager.swift` — @Observable class managing claims, daily resets, caps, history via SwiftData
### Step 3: Create UI Files
4. `DailySpinView.swift` — Animated spin wheel with disabled state when already claimed
5. `MysteryBoxView.swift` — Card-flip / chest-open animation with matchedGeometryEffect
6. `RewardHistoryView.swift` — List of past rewards grouped by day
7. `RewardNotificationView.swift` — Toast/banner overlay for reward availability
### Step 4: Determine File Location
Check project structure:
- If `Sources/` exists -> `Sources/VariableRewards/`
- If `App/` exists -> `App/VariableRewards/`
- Otherwise -> `VariableRewards/`
## Output Format
After generation, provide:
### Files Created
```
VariableRewards/
├── Reward.swift # Reward model with type, rarity, value
├── RewardPool.swift # Weighted random selection engine
├── RewardManager.swift # Core manager: claims, caps, history
├── DailySpinView.swift # Animated spin wheel
├── MysteryBoxView.swift # Card-flip / chest-open reveal
├── RewardHistoryView.swift # Past rewards grouped by day
└── RewardNotificationView.swift # Toast overlay for available rewards
```
### Integration Steps
**Set up the model container (SwiftData):**
```swift
@main
struct MyApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
.modelContainer(for: [RewardClaim.self])
}
}
```
**Add the daily spin to your home screen:**
```swift
struct HomeView: View {
@Environment(\.modelContext) private var modelContext
@State private var rewardManager: RewardManager?
var body: some View {
VStack {
if let manager = rewardManager {
DailySpinView(manager: manager)
}
}
.onAppear {
rewardManager = RewardManager(modelContext: modelContext)
}
}
}
```
**Trigger a mystery box reveal:**
```swift
struct MilestoneView: View {
@Environment(\.modelContext) private var modelContext
@State private var rewardManager: RewardManager?
@State private var showMysteryBox = false
var body: some View {
VStack {
Button("Open Mystery Box") {
showMysteryBox = true
}
.disabled(rewardManager?.canClaimToday == false)
}
.sheet(isPresented: $showMysteryBox) {
if let manager = rewardManager {
MysteryBoxView(manager: manager)
}
}
.onAppear {
rewardManager = RewardManager(modelContext: modelContext)
}
}
}
```
**Show a reward notification toast:**
```swift
struct ContentView: View {
@Environment(\.modelContext) private var modelContext
@State private var rewardManager: RewardManager?
var body: some View {
ZStack {
MainTabView()
if let manager = rewardManager {
RewardNotificationView(manager: manager)
}
}
.onAppear {
rewardManager = RewardManager(modelContext: modelContext)
}
}
}
```
**View reward history:**
```swift
struct ProfileView: View {
@Environment(\.modelContext) private var modelContext
@State private var rewardManager: RewardManager?
var body: some View {
NavigationStack {
if let manager = rewardManager {
RewardHistoryView(manager: manager)
}
}
.onAppear {
rewardManager = RewardManager(modelContext: modelContext)
}
}
}
```
### Testing
```swift
import Testing
import SwiftData
@Test
func dailySpinGrantsReward() async throws {
let container = try ModelContainer(
for: RewardClaim.self,
configurations: ModelConfiguration(isStoredInMemoryOnly: true)
)
let context = ModelContext(container)
let pool = RewardPool(seed: 42) // Deterministic for testing
let manager = RewardManager(modelContext: context, rewardPool: pool)
let reward = try await manager.claimDailySpin()
#expect(reward != nil)
#expect(manager.canClaimToday == false) // Already claimed
}
@Test
func dailyCapEnforced() async throws {
let container = try ModelContainer(
for: RewardClaim.self,
configurations: ModelConfiguration(isStoredInMemoryOnly: true)
)
let context = ModelContext(container)
let pool = RewardPool(seed: 42)
let manager = RewardManager(modelContext: context, rewardPool: pool, dailyCap: 1)
_ = try await manager.claimDailySpin()
let second = try await manager.claimDailySpin()
#expect(second == nil) // Cap reached
}
@Test
func deterministicSeedProducesSameReward() {
let pool1 = RewardPool(seed: 123)
let pool2 = RewardPool(seed: 123)
let reward1 = pool1.drawReward()
let reward2 = pool2.drawReward()
#expect(reward1.type == reward2.type)
#expect(reward1.rarity == reward2.rarity)
}
@Test
func weeklyCapResetsAfterWeek() async throws {
let container = try ModelContainer(
for: RewardClaim.self,
configurations: ModelConfiguration(isStoredInMemoryOnly: true)
)
let context = ModelContext(container)
let pool = RewardPool(seed: 42)
let manager = RewardManager(modelContext: context, rewardPool: pool, weeklyCap: 3)
// Simulate 3 claims on different days within the same week
let calendar = Calendar.current
for daysAgo in (0...2).reversed() {
let date = calendar.date(byAdding: .day, value: -daysAgo, to: .now)!
_ = try await manager.claimDailySpin(date: date)
}
#expect(manager.weeklyClaimCount == 3)
#expect(manager.canClaimThisWeek == false)
}
```
## Common Patterns
### Daily Spin
```swift
// Check if user can spin today
if rewardManager.canClaimToday {
let reward = try await rewardManager.claimDailySpin()
// Show reward animation
}
// Time until next spin
let timeRemaining = rewardManager.timeUntilNextClaim
// Returns TimeInterval — use for countdown display
```
### Claim a Reward
```swift
// Claim via mystery box mechanism
let reward = try await rewardManager.claimMysteryBox()
// Claim via random bonus (triggered by app action)
let bonus = try await rewardManager.claimRandomBonus()
// All claim methods enforce daily/weekly caps automatically
```
### View History
```swift
// Get all past rewards
let history = rewardManager.claimHistory // [RewardClaim]
// Grouped by day for display
let grouped = rewardManager.claimHistoryByDay // [Date: [RewardClaim]]
// Filter by rarity
let rareRewards = rewardManager.claims(withRarity: .rare)
```
### Query Reward State
```swift
let canClaim = rewardManager.canClaimToday // Daily cap not reached
let canClaimWeek = rewardManager.canClaimThisWeek // Weekly cap not reached
let countdown = rewardManager.timeUntilNextClaim // Seconds until midnight reset
let todayCount = rewardManager.dailyClaimCount // Claims made today
let weekCount = rewardManager.weeklyClaimCount // Claims made this week
```
## Gotchas & Edge Cases
### Ethical Design: Caps, Transparency, No Pay-to-Play
Variable-ratio reinforcement is a powerful engagement mechanic. The templates enforce ethical boundaries:
- **Daily and weekly caps** prevent compulsive over-engagement. Default: 1 daily spin + 2 random bonuses per day, 10 total per week.
- **Probability transparency** — `RewardPool` exposes its rarity weights so you can display them in a "Reward Rates" info sheet (required by some App Store regions).
- **No pay-to-play** — the templates do not gate rewards behind purchases. If you add premium reward tiers, keep a generous free tier and clearly label paid content.
- **Cooldown timers** show users exactly when the next reward is available rather than encouraging constant app-checking.
### Server Time vs Device Time for Daily Resets
Users can change their device clock to claim extra rewards. Mitigations:
- For local-only apps, use `Date()` with `Calendar.current.startOfDay(for:)` — accept that determined users can game it.
- For server-synced apps, fetch the current time from your server on each claim and validate server-side. The templates include a `timeProvider` protocol for injecting server time.
- Store raw `Date` timestamps alongside normalized day values so you can detect anomalies (claims with `createdAt` before a previously recorded claim).
### Deterministic Testing of Random Outcomes
`RewardPool` accepts a `seed` parameter that initializes the random number generator deterministically. In tests, always pass a fixed seed so assertions are stable:
```swift
let pool = RewardPool(seed: 42)
let reward = pool.drawReward() // Always produces the same reward for seed 42
```
In production, omit the seed to use system entropy.
### Rarity Weight Tuning
The default rarity weights (common: 60%, uncommon: 25%, rare: 10%, epic: 5%) produce one epic reward roughly every 20 claims. Adjust weights in `RewardPool.defaultWeights` to match your engagement goals. Verify with a histogram test:
```swift
@Test
func rarityDistributionMatchesWeights() {
let pool = RewardPool(seed: 0)
var counts: [Reward.Rarity: Int] = [:]
for _ in 0..<10_000 {
let reward = pool.drawReward()
counts[reward.rarity, default: 0] += 1
}
// Epic should be roughly 5% (500 +/- tolerance)
#expect(counts[.epic]! > 300 && counts[.epic]! < 700)
}
```
### App Reinstall / Data Loss
SwiftData stores persist across app updates but are lost on reinstall. For valuable reward inventories, sync to CloudKit or a backend. The `RewardManager` includes a `lastSyncDate` hook for this purpose.
### Midnight Reset Race Condition
If a user claims a reward at 11:59:59 PM and the daily reset fires at midnight, ensure the claim is attributed to the correct day. The templates use `Calendar.current.startOfDay(for: claimDate)` to normalize all claims to their calendar day, avoiding off-by-one errors at the boundary.
## References
- **templates.md** — All production Swift templates for variable rewards
- Related: `generators/milestone-celebration` — Celebrate reward milestones with animations
- Related: `generators/streak-tracker` — Combine streaks with daily rewards for compounding engagement
- Related: `generators/tipkit-generator` — Coach marks to introduce the reward system to new usersRelated Skills
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