Commit Graph

5 Commits

Author SHA1 Message Date
e8d1da8f89 feat: lives and death move to the new domain (commit C of the swap)
fixes the regression commit B introduced: coins and skills lived in the
Attempt ledger, but nothing discarded it, because LivesStateHandler still
called the old store and HandlePlayerDeath was never invoked. Dying kept
everything earned that level. Discard-on-death is the ledger's purpose,
so it could not be separated from it.

new AttemptFailed(remaining, runOver) event, raised after the life is
spent and the ledger discarded. DeathScreen and GameOverScreen react to
that instead of being wired to HealthComponent.Death by scene connections
which fired *before* the life was charged - on the last life game-over
saw one life left and showed nothing, then the death screen saw zero and
refused to reload. 18 scene connections deleted; the race is now
unrepresentable rather than fixed.

DeathScreen also had two read paths for lives - a signal and a direct
store read - because neither was reliable alone. Now one.

Hud reads both facts from signals; only health still polls, and that
belongs to the component rather than to progression. GameManager no
longer touches GameStateStore or SaveSystem at all.
2026-07-28 20:19:35 +02:00
ca54bf0f82 feat(progression): read surface and change announcements (slice 10a)
reads for the UI: TotalCoins, Lives, IsRunOver, CurrentLevel,
LevelOf/IsOwned/CanAfford, HasCleared. The read half of candidate 01 -
callers get a narrow surface instead of reaching into state.

new domain events LivesChanged / TotalCoinsChanged / SkillSetChanged,
announced by comparing against the last announced value, so an operation
can neither forget to announce nor announce something unchanged.

HandlePlayerDeath now clears the spent attempt - it was still counting
towards TotalCoins after its ledger had been discarded.

republisher and EventBus extended; SkillSetChanged is what SkillManager
will reconcile against instead of the non-atomic call pairs. 65 tests.
2026-07-28 19:50:05 +02:00
330e10880c 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.
2026-07-28 19:10:06 +02:00
05149bb4a9 feat(progression): Profile aggregate (slice 4)
best times only improve; achievement unlock announces on the transition
only, so popup/Steam subscribers cannot double-fire; statistics are
increase-only (IncrementStat took any int).

RelockAchievement is console-only and documented as not reaching Steam -
a Steam achievement cannot be un-earned, so the disagreement is
permanent and deliberate.

refactor: extract EventLog, composed by both aggregates now that the
duplication actually exists. 34 tests.
2026-07-28 18:56:58 +02:00
ffa2b986ae feat(progression): Playthrough aggregate (slice 3)
no LoseLife (ADR-0005). SettleDeath / SettleCompletion defer to the
Attempt's terminal outcome, so both are atomic and idempotent.
SettleCompletion branches on HasCleared itself - a Replay cannot bank
or move campaign position backwards (ADR-0003).

Campaign value object holds authored level order; ReachableLevels is
derived, replacing the stored UnlockedLevels. Coins.IsAtLeast driven
out by cross-scope affordability.

29 tests. CONTEXT.md: Campaign, Settle.
2026-07-28 18:52:20 +02:00