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.
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progression/PurchaseOutcome.cs
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progression/PurchaseOutcome.cs
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namespace Mr.BrickAdventures.Progression;
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/// <summary>
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/// Why a Skill purchase did or did not happen. Named outcomes rather than a bool, because the
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/// marketplace wants to say something different for each.
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/// </summary>
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public enum PurchaseOutcome
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{
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Purchased,
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/// <summary>The Bank plus this Attempt's coins, less what it has already spent, is not enough.</summary>
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NotAffordable,
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/// <summary>The Skill is already at the top level its authored upgrade table defines.</summary>
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AlreadyAtTopLevel,
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/// <summary>The Skill has no authored upgrades, so it cannot be bought at any price.</summary>
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NotPurchasable,
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/// <summary>There is no Playthrough loaded, or no Attempt in progress to charge it to.</summary>
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NotPlaying,
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}
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