MissionEventKeys grows six new nested static classes covering the wire-up
gap for the counter families that Practice/Story left uncovered. Each mirrors
the established (Practice/Story) shape: named accessors for individual keys,
`{Family}.WinAll(...)` / `AchievedAll(...)` etc. as convenience arrays that
callers pass straight to RecordEventAsync.
RankTier lives at SVSim.Database/Enums/RankTier.cs since the concept (rank_id
→ tier bucket) is data-shaped, not emit-specific, and RankProgressService
will need it internally for tier-crossing detection. Ranked/ClassLevel/Rank
builders in MissionEventKeys compose Class.Name and RankTier.Name.
12 new registry tests cover the family shapes plus tier boundary edges
(rank 4/5, 24/25, 25/26).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Three new EF entities and a migration:
- PackDrawConfigEntry (per-pack: animation rate, has-bonus flag, special-kind label)
- PackDrawSlotRateEntry (pack/slot/tier -> rate, unique index)
- PackDrawCardWeightEntry (per-card-rate facts incl rate-less rows)
DrawSlot {General, Eighth, Bonus} and DrawTier {Bronze, Silver, Gold, Legendary, Special}.
Special collapses leader_card and limited_time_leader (verified mutually exclusive per pack).
IsEnabled column on PackConfigEntry — admin gate for synthesized stubs, distinct from
the wire-mirror IsHide.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>