feat(rank-progress): RankProgressResult carries TierAdvanced signal
RankProgressResult gains a TierAdvanced bool (defaulted false so the 7-arg positional-constructor sites don't break). Set true iff the grant is a win AND RankTier.Name resolves both pre-grant and post-grant to distinct strings — i.e. a promotion crossed a tier boundary. Explicitly guards on isWin so a demotion (in principle possible after a loss below a tier floor, though the current floor rules prevent it) never fires the achievement backward. Three new tests: no-cross win, beginner→d cross, loss stays false. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -4,9 +4,13 @@ using SVSim.Database.Models;
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namespace SVSim.Database.Services.RankProgress;
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/// <summary>
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/// Wire-shape result of a single rank-battle finish grant. All fields map 1:1 to
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/// <c>RankBattleFinishResponseDto</c> keys the client reads via GetValueOrDefault
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/// in Wizard/RankBattleFinishTask.cs:57-63.
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/// Wire-shape result of a single rank-battle finish grant. The wire-mapped fields
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/// (<see cref="Rank"/>, <see cref="AfterBattlePoint"/>, <see cref="AfterMasterPoint"/>,
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/// <see cref="BattlePoint"/>, <see cref="MasterPoint"/>, <see cref="IsMasterRank"/>,
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/// <see cref="IsGrandMasterRank"/>) map 1:1 to <c>RankBattleFinishResponseDto</c>
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/// keys the client reads via GetValueOrDefault in Wizard/RankBattleFinishTask.cs:57-63.
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/// <see cref="TierAdvanced"/> is a controller-side signal for the rank_achieved mission
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/// emit and is not serialized to the wire.
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/// </summary>
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/// <param name="Rank">rank_id post-grant (1..29).</param>
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/// <param name="AfterBattlePoint">Point post-grant (accumulated).</param>
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@@ -15,6 +19,10 @@ namespace SVSim.Database.Services.RankProgress;
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/// <param name="MasterPoint">Signed MasterPoint delta.</param>
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/// <param name="IsMasterRank">True iff Rank == 25.</param>
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/// <param name="IsGrandMasterRank">True iff Rank >= 26.</param>
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/// <param name="TierAdvanced">
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/// True iff this grant crossed the viewer into a higher <see cref="RankTier"/> bucket
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/// than they held pre-grant. Callsites gate rank_achieved mission emits on this flag.
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/// </param>
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public sealed record RankProgressResult(
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int Rank,
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int AfterBattlePoint,
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@@ -22,7 +30,8 @@ public sealed record RankProgressResult(
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int BattlePoint,
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int MasterPoint,
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bool IsMasterRank,
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bool IsGrandMasterRank);
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bool IsGrandMasterRank,
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bool TierAdvanced = false);
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public interface IRankProgressService
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{
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@@ -39,6 +39,9 @@ public sealed class RankProgressService : IRankProgressService
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viewer.RankProgress.Add(row);
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}
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// Snapshot pre-tier for the TierAdvanced signal — compared to post-tier below.
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string? preTier = RankTier.Name(CurrentRankId(row, byId));
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int deltaPoint = 0;
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int deltaMp = 0;
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int masterFloor = byId[MasterRankId].LowerLimitPoint; // 50000
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@@ -81,6 +84,12 @@ public sealed class RankProgressService : IRankProgressService
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}
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int finalRank = CurrentRankId(row, byId);
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string? postTier = RankTier.Name(finalRank);
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// Tier "advanced" only on a promotion (pre != post AND both resolve). Demotion by
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// point loss would technically change the tier string too, but rank_achieved is
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// an achievement — it doesn't fire on going backward.
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bool tierAdvanced = isWin && preTier != postTier && postTier is not null && preTier is not null;
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return new RankProgressResult(
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Rank: finalRank,
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AfterBattlePoint: row.Point,
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@@ -88,7 +97,8 @@ public sealed class RankProgressService : IRankProgressService
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BattlePoint: deltaPoint,
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MasterPoint: deltaMp,
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IsMasterRank: finalRank == MasterRankId,
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IsGrandMasterRank: finalRank >= FirstGrandMasterRankId);
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IsGrandMasterRank: finalRank >= FirstGrandMasterRankId,
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TierAdvanced: tierAdvanced);
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}
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public async Task<RankProgressResult> GetAsync(
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