feat(battle-xp): IBattleXpService with per-mode overrides and auto level-up
- IBattleXpService.GrantAsync mutates viewer.Classes in place; caller SaveChanges - Resolves win/loss amount from per-mode override or global XpPerWin/XpPerLoss - Story mode ignores isWin, uses StoryXpPerClear ?? XpPerWin - Level-up loop consults curve[row.Level].NecessaryExp; carries overflow - Saturates at max curve level (excess piles in Exp) - Unknown classId → no-op returning (0, 0, 1), logs Warning - 10 unit tests (Moq-backed curve stub); DI registered next to InventoryService - GameConfigurationJsonbTests baseline updated (19 sections) Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -99,6 +99,8 @@ public class Program
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builder.Services.AddScoped<IGachaPointService, GachaPointService>();
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builder.Services.AddScoped<SVSim.Database.Services.Inventory.IInventoryService,
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SVSim.Database.Services.Inventory.InventoryService>();
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builder.Services.AddScoped<SVSim.Database.Services.BattleXp.IBattleXpService,
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SVSim.Database.Services.BattleXp.BattleXpService>();
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builder.Services.AddScoped<SVSim.Database.Repositories.BattlePass.IBattlePassRepository,
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SVSim.Database.Repositories.BattlePass.BattlePassRepository>();
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builder.Services.AddScoped<SVSim.Database.Repositories.BattlePass.IViewerBattlePassRepository,
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