feat(progression): Profile aggregate (slice 4)
best times only improve; achievement unlock announces on the transition only, so popup/Steam subscribers cannot double-fire; statistics are increase-only (IncrementStat took any int). RelockAchievement is console-only and documented as not reaching Steam - a Steam achievement cannot be un-earned, so the disagreement is permanent and deliberate. refactor: extract EventLog, composed by both aggregates now that the duplication actually exists. 34 tests.
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@@ -4,7 +4,7 @@ namespace Mr.BrickAdventures.Progression;
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/// A completion time for one Level. Strictly positive — a zero time means the clock was never
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/// running, which is a defect rather than a fast run.
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/// </summary>
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public readonly struct LevelTime
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public readonly struct LevelTime : IEquatable<LevelTime>
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{
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public double Seconds { get; }
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@@ -13,4 +13,11 @@ public readonly struct LevelTime
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public static LevelTime Of(double seconds) => double.IsFinite(seconds) && seconds > 0
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? new LevelTime(seconds)
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: throw new ArgumentOutOfRangeException(nameof(seconds), seconds, "A completion time must be a finite positive number.");
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public bool IsFasterThan(LevelTime other) => Seconds < other.Seconds;
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public bool Equals(LevelTime other) => Seconds.Equals(other.Seconds);
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public override bool Equals(object? obj) => obj is LevelTime other && Equals(other);
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public override int GetHashCode() => Seconds.GetHashCode();
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public override string ToString() => $"{Seconds:0.###}s";
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}
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