Files
SVSimServer/SVSim.EmulatedEntrypoint/Models/Dtos/Story/StoryFinishOutcome.cs
gamer147 8e41739bde feat(mission): wire class_level_up emits from every XP-granting controller
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>
2026-07-04 13:31:04 -04:00

11 lines
598 B
C#

namespace SVSim.EmulatedEntrypoint.Models.Dtos.Story;
/// <summary>
/// What <c>IStoryService.FinishAsync</c> returns to <c>StoryController.Finish</c>.
/// <see cref="Response"/> is the wire payload; <see cref="LeveledUp"/> and
/// <see cref="ClassId"/> are controller-side signals for the class_level_up mission emit
/// and are never serialized. <see cref="ClassId"/> is nullable because skip-shape finishes
/// (no class chosen) don't grant XP and therefore can't level anything up.
/// </summary>
public sealed record StoryFinishOutcome(FinishResponse Response, bool LeveledUp, int? ClassId);