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.
7.4 KiB
7.4 KiB