feat(progression): use cases (slice 6)

ProgressionService holds the loaded Profile, active Playthrough and
active Attempt, so "exactly one active Attempt" has a testable home.

EnterLevel always announces LevelStarted - the reason ghost recording
and splits never worked on level 1 or after a Continue. Refuses
unreachable levels. Does not touch campaign position, so a Replay
leaves it alone.

SkillCatalogue returns null for a skill with no authored upgrades,
killing the Upgrades[0].Cost overrun. PurchaseSkill reads the current
level from the ledger first, so one Attempt can unlock then upgrade.
HandlePlayerDeath now persists - death was free if you quit.

SkillLevel.First/Next driven out here by a real caller. 53 tests.
This commit is contained in:
2026-07-28 19:10:06 +02:00
parent 003ec4b010
commit 330e10880c
8 changed files with 433 additions and 6 deletions

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@@ -15,3 +15,10 @@ public sealed record RunEnded : ProgressionEvent;
/// popup or pushes to Steam cannot fire twice however often it is told.
/// </summary>
public sealed record AchievementUnlocked(AchievementId Achievement) : ProgressionEvent;
/// <summary>
/// Raised whenever a Level is entered — every time, including the first Level of a new Playthrough
/// and the first Level after resuming one. Ghost recording and the speedrun timer both start from
/// this, so an entry path that does not announce is an entry path where neither works.
/// </summary>
public sealed record LevelStarted(LevelId Level) : ProgressionEvent;