Every _xp.GrantAsync callsite now conditionally emits class_level_up:{class}
when the returned BattleXpGrantResult.LeveledUp is true. Six callsites total:
- PracticeController.Finish
- RankBattleController.FinishInternal
- FreeBattleController.Finish
- ArenaTwoPickBattleController.Finish (LeveledUp + ClassId routed via
BattleFinishResultDto — controller-side signals, not on wire)
- ArenaColosseumBattleController (missed in the original wire-up survey;
colosseum-battle XP now also fires the level-up event when applicable)
- StoryController.Finish (LeveledUp + ClassId routed via new
StoryFinishOutcome wrapper, mirroring the TK2 RunFinishOutcome pattern)
Story's IStoryService.FinishAsync now returns StoryFinishOutcome instead of
FinishResponse directly. Test callsites updated to unwrap .Response.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
11 lines
598 B
C#
11 lines
598 B
C#
namespace SVSim.EmulatedEntrypoint.Models.Dtos.Story;
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/// <summary>
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/// What <c>IStoryService.FinishAsync</c> returns to <c>StoryController.Finish</c>.
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/// <see cref="Response"/> is the wire payload; <see cref="LeveledUp"/> and
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/// <see cref="ClassId"/> are controller-side signals for the class_level_up mission emit
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/// and are never serialized. <see cref="ClassId"/> is nullable because skip-shape finishes
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/// (no class chosen) don't grant XP and therefore can't level anything up.
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/// </summary>
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public sealed record StoryFinishOutcome(FinishResponse Response, bool LeveledUp, int? ClassId);
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