feat(progression): Attempt ledger with terminal-outcome guard (slice 2)
Attempt carries its LevelId so settlement decides First Clear vs Replay without trusting the caller. Outcome is terminal and refuses to change: one death costs one life, one completion banks once. Coins.Zero/Add driven out by the ledger rather than added up front. 21 tests. ADR-0005: Playthrough settles Attempts, has no LoseLife.
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# Playthrough has no LoseLife; it settles Attempts
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Playthrough and Attempt are separate aggregate roots (ADR-0002), but "one death costs exactly one life" requires
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ending the Attempt and decrementing lives *together*. Rather than expose bare mutators and rely on the caller to
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sequence them, Playthrough exposes only what happened — `Commit(attempt)`, `SettleDeath(attempt)`,
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`SettleReplay(attempt)` — each of which calls the Attempt's own `TryEnd…` internally and does nothing when it
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returns false. Every operation is therefore atomic and idempotent, and there is no `LoseLife` to call from
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somewhere else.
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The alternative shape, `if (attempt.TryEndInDeath()) playthrough.LoseLife();`, puts the idempotency in the domain
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but leaves the sequencing to the caller. A public `LoseLife` is an invitation: the code being replaced has two
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paths to exactly that operation — `LivesStateHandler.RemoveLife` and `ConsoleManager` writing `Player.Lives`
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directly, unclamped — because the operation existed to be called.
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## Considered options
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Collapsing the two into one aggregate with Attempt as an inner entity, making the atomicity structural. Rejected:
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`Commit(Attempt)` already gave the shape we needed, and passing one root into another's method is a transient
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reference rather than a stored association, so ADR-0002 stands unchanged.
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## Consequences
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- Overlapping hazards in a kill zone, or a hazard re-firing during the two seconds before `DeathScreen` reloads,
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cost one life rather than two.
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- `ExitDoorComponent` and `ConsoleManager.GoToNextLevelCommand` can both request completion; only the first banks.
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- The application layer holds the active Attempt and passes it in. The Attempt carries its own `LevelId`, so
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`Commit` decides First Clear versus Replay from the Attempt itself rather than trusting a level supplied
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alongside it — finishing a Replay stops being a way to corrupt campaign position.
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