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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namespace Mr.BrickAdventures.Progression;
/// <summary>
/// The application layer for player progression: holds what is currently loaded — the Profile, the
/// active Playthrough, the active Attempt — and exposes the operations gameplay triggers.
/// </summary>
/// <remarks>
/// One class rather than a class per use case, because they all act on the same loaded state. Split
/// apart, that state would have to live in the Godot autoload, where the invariant "there is exactly
/// one active Attempt" could not be tested.
/// </remarks>
public sealed class ProgressionService
{
private readonly IPlaythroughStore _playthroughs;
private readonly IProfileStore _profiles;
private readonly Campaign _campaign;
private readonly SkillCatalogue _skills;
private readonly Lives _startingLives;
private readonly EventLog _events = new();
private Playthrough? _playthrough;
private Attempt? _attempt;
public ProgressionService(
Profile profile,
IPlaythroughStore playthroughs,
IProfileStore profiles,
Campaign campaign,
SkillCatalogue skills,
Lives startingLives)
{
Profile = profile;
_playthroughs = playthroughs;
_profiles = profiles;
_campaign = campaign;
_skills = skills;
_startingLives = startingLives;
}
public Profile Profile { get; }
public void StartPlaythrough(PlaythroughId id)
{
_playthrough = Playthrough.StartNew(id, _campaign, _startingLives);
_attempt = null;
_playthroughs.Save(_playthrough);
}
/// <summary>
/// Begins an Attempt at <paramref name="level"/> and announces it. Does not touch campaign
/// position — that advances only on a First Clear, so a Replay leaves it alone.
/// </summary>
/// <returns>False if there is no active Playthrough, or the Level is not reachable in it.</returns>
public bool EnterLevel(LevelId level)
{
if (_playthrough is null) return false;
if (!_playthrough.ReachableLevels(_campaign).Contains(level)) return false;
_attempt = new Attempt(level);
_events.Raise(new LevelStarted(level));
return true;
}
/// <summary>
/// Records coins picked up during the active Attempt. They are banked only by a First Clear.
/// </summary>
public void RecordCoinsFound(Coins amount) => _attempt?.RecordCoinsFound(amount);
/// <summary>
/// Buys the next level of a Skill, charging it to the active Attempt's ledger — so dying undoes
/// both the spend and the Skill, and only a First Clear makes either permanent.
/// </summary>
public PurchaseOutcome PurchaseSkill(SkillId skill)
{
if (_playthrough is null || _attempt is null) return PurchaseOutcome.NotPlaying;
if (_skills.MaxLevelOf(skill) is not { } topLevel) return PurchaseOutcome.NotPurchasable;
var next = CurrentLevelOf(skill) is { } owned ? owned.Next() : SkillLevel.First;
if (next.Value > topLevel.Value) return PurchaseOutcome.AlreadyAtTopLevel;
if (_skills.CostToReach(skill, next) is not { } cost) return PurchaseOutcome.AlreadyAtTopLevel;
if (!_playthrough.CanAfford(_attempt, cost)) return PurchaseOutcome.NotAffordable;
return _attempt.TryRecordPurchase(skill, next, cost)
? PurchaseOutcome.Purchased
: PurchaseOutcome.NotPlaying;
}
/// <summary>
/// The level a Skill is at right now: what this Attempt has bought if anything, otherwise what
/// the Playthrough owns. Reading only the Playthrough would let the same level be bought twice
/// within one Attempt.
/// </summary>
private SkillLevel? CurrentLevelOf(SkillId skill)
{
if (_attempt is not null && _attempt.SkillsBought.TryGetValue(skill, out var bought))
return bought;
return _playthrough is not null && _playthrough.OwnedSkills.TryGetValue(skill, out var owned)
? owned
: null;
}
/// <summary>
/// Charges the active Attempt's death to the Playthrough and persists it. Repeated calls for one
/// Attempt cost one life — the Playthrough defers to the Attempt's terminal outcome (ADR-0005),
/// so overlapping hazards or a hazard re-firing before the scene reloads are harmless.
/// </summary>
public void HandlePlayerDeath()
{
if (_playthrough is null || _attempt is null) return;
if (!_playthrough.SettleDeath(_attempt)) return;
_playthroughs.Save(_playthrough);
}
/// <summary>
/// Settles a completed Level. The Best Time and the completion statistic are recorded either way
/// (ADR-0003), while banking and advancing happen only on a First Clear — which the Playthrough
/// decides for itself from the Attempt's Level.
/// </summary>
public void FinishLevel(LevelTime time)
{
if (_playthrough is null || _attempt is null) return;
if (_attempt.Outcome != AttemptOutcome.InProgress) return;
var level = _attempt.Level;
// Counts completions, including Replays — deliberately a different fact from
// ClearedLevels.Count, which counts distinct Levels. Conflating the two is what made the old
// levels_completed statistic disagree with CompletedLevels.
Profile.Record(StatName.LevelsCompleted, 1);
Profile.RecordTime(level, time);
var wasFirstClear = _playthrough.SettleCompletion(_attempt, _campaign);
_attempt = null;
if (wasFirstClear) _playthroughs.Save(_playthrough);
_profiles.Save(Profile);
}
/// <summary>
/// Takes the events raised by this service and both aggregates. The composition root drains once
/// after each operation and republishes.
/// </summary>
public IReadOnlyList<ProgressionEvent> DrainEvents()
{
var drained = _events.Drain().ToList();
drained.AddRange(Profile.DrainEvents());
if (_playthrough is not null) drained.AddRange(_playthrough.DrainEvents());
return drained;
}
}