feat(progression): Coins, LevelTime, SkillLevel core invariants (slice 1)

three bug-encoding invariants, one red/green cycle each:
- Coins.TrySubtract fails instead of clamping
- LevelTime rejects zero (continued-run zero best-times)
- SkillLevel has no zero (unowned is absence, not Level=1)

plan: drop signed NetCoins; add Attempt outcome as idempotency guard
This commit is contained in:
2026-07-28 18:22:46 +02:00
parent c3bbf3282a
commit 313a5315b1
7 changed files with 142 additions and 7 deletions

37
progression/Coins.cs Normal file
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namespace Mr.BrickAdventures.Progression;
/// <summary>
/// A non-negative quantity of coins. Amounts only — there is no signed coin value; a shortfall is
/// a failed subtraction the caller must handle, never a negative total.
/// </summary>
public readonly struct Coins : IEquatable<Coins>
{
public int Value { get; }
private Coins(int value) => Value = value;
public static Coins Of(int value) => value < 0
? throw new ArgumentOutOfRangeException(nameof(value), value, "Coins cannot be negative.")
: new Coins(value);
/// <summary>
/// Subtracts <paramref name="amount"/>. Returns false when the amount exceeds what is held,
/// leaving <paramref name="remaining"/> untouched rather than clamping to zero.
/// </summary>
public bool TrySubtract(Coins amount, out Coins remaining)
{
if (amount.Value > Value)
{
remaining = this;
return false;
}
remaining = new Coins(Value - amount.Value);
return true;
}
public bool Equals(Coins other) => Value == other.Value;
public override bool Equals(object? obj) => obj is Coins other && Equals(other);
public override int GetHashCode() => Value;
public override string ToString() => Value.ToString();
}

16
progression/LevelTime.cs Normal file
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namespace Mr.BrickAdventures.Progression;
/// <summary>
/// A completion time for one Level. Strictly positive — a zero time means the clock was never
/// running, which is a defect rather than a fast run.
/// </summary>
public readonly struct LevelTime
{
public double Seconds { get; }
private LevelTime(double seconds) => Seconds = seconds;
public static LevelTime Of(double seconds) => seconds <= 0
? throw new ArgumentOutOfRangeException(nameof(seconds), seconds, "A completion time must be positive.")
: new LevelTime(seconds);
}

16
progression/SkillLevel.cs Normal file
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namespace Mr.BrickAdventures.Progression;
/// <summary>
/// How far a Skill has been upgraded. Starts at one; there is no zero, because a Playthrough
/// records only the Skills it owns and absence from that record is what "unowned" means.
/// </summary>
public readonly struct SkillLevel
{
public int Value { get; }
private SkillLevel(int value) => Value = value;
public static SkillLevel Of(int value) => value < 1
? throw new ArgumentOutOfRangeException(nameof(value), value, "A skill level starts at 1; unowned is absence, not level 0.")
: new SkillLevel(value);
}