namespace Mr.BrickAdventures.Progression; /// /// Something that happened to player progression, raised by an aggregate as part of the operation /// that caused it. Plain records with no engine dependency — an adapter republishes them as Godot /// signals (ADR-0004), which is what makes "state changed ⇒ signal fired" un-bypassable. /// public abstract record ProgressionEvent; /// Raised when a Playthrough loses its last life. public sealed record RunEnded : ProgressionEvent; /// /// Raised the first time an Achievement is unlocked, and only then — so a subscriber that shows a /// popup or pushes to Steam cannot fire twice however often it is told. /// public sealed record AchievementUnlocked(AchievementId Achievement) : ProgressionEvent; /// /// 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. /// public sealed record LevelStarted(LevelId Level) : ProgressionEvent;