## 2026-10-01T02:46:48Z
You are explorer_m2_progression_1, a teamwork_preview_explorer for Milestone M2 (LevelProgressionService & Death Penalty).
Your working directory is: c:\Projects\FreeExile\.agents\teamwork\explorer_m2_progression_1
Your parent is: orchestrator_4 (conversation ID: 6f4a2aa2-4315-4660-8cb7-8352a7220c95)

Read the authoritative requirements in c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md under section ## 2026-10-01T00:40:44Z.
Read the project architecture in c:\Projects\FreeExile\.agents\teamwork\orchestrator_4\PROJECT.md.
Also read docs/standards/ENGINEERING_STANDARDS_2026.md and GEMINI.md.
Read existing files:
- `server/world/game_design_matrix_service.py`
- `server/world/level_progression_curve.py`
- `tests/e2e/test_level_progression_e2e.py` (Feature F03, F04, F05)

Task Objective:
Analyze the architecture and implementation design of `server/world/level_progression_types.py` and `server/world/level_progression_service.py`:
1. Design `level_progression_types.py`:
   - Immutable DTOs with `@dataclass(slots=True, frozen=True)`:
     * `PlayerProgressionState`: `player_id: str`, `level: int`, `current_exp: int`, `exp_to_next_level: int`, `cumulative_exp: int`, `lifetime_exp: int`, `unspent_talent_points: int`, `total_talent_points: int`, `deaths_count: int`
     * `ExpAwardResult`: `exp_awarded: int`, `raw_exp: int`, `gap_multiplier: float`, `level_gap: int`, `previous_level: int`, `new_level: int`, `leveled_up: bool`, `levels_gained: int`, `current_exp: int`, `exp_to_next_level: int`
     * `DeathPenaltyResult`: `exp_lost: int`, `penalty_ratio: float`, `level: int`, `current_exp_before: int`, `current_exp_after: int`, `de_leveled: bool` (always False!)
     * `LevelUpEvent`: `player_id: str`, `old_level: int`, `new_level: int`, `talent_points_awarded: int`, `stats_gained: Dict[str, float]`
2. Design `level_progression_service.py`:
   - `LevelProgressionService`:
     * Dependency inject or initialize `GameDesignMatrixService`.
     * `calculate_level_gap_multiplier(player_level: int, monster_level: int) -> float`:
       Delta = abs(player_level - monster_level).
       If Delta <= 5: return 1.0.
       If Delta > 5: return exp(-0.60 * (Delta - 5)).
       If Delta >= 10: verify that multiplier <= 0.05 (exp(-3.0) ~= 0.049787 <= 0.05).
     * `award_monster_exp(player_id: str, monster_level: int, base_exp: Optional[int] = None, zone_level: Optional[int] = None) -> ExpAwardResult`:
       If player_level >= 100: exp_awarded = 0, no level up.
       Base EXP resolution from benchmark if None. Apply level gap penalty.
       Handle single or multi-level up if EXP exceeds `exp_to_next_level`.
       Maintain strict level cap at 100 with zero overflow past Level 100 cumulative EXP.
     * `apply_death_penalty(player_id: str) -> DeathPenaltyResult`:
       Lookup tiered penalty ratio for current level from `progression_benchmarks`:
       Lv 1-60: 0.0, Lv 61-80: 0.05, Lv 81-89: 0.10, Lv 90-98: 0.15, Lv 99: 0.25, Lv 100: 0.0.
       exp_lost = int(current_exp * penalty_ratio).
       current_exp = max(0, current_exp - exp_lost).
       Never decrease level (`de_leveled = False`).
3. Keep code strictly within file length limits: `level_progression_types.py` <= 350 lines, `level_progression_service.py` <= 350 lines (soft cap), <= 500 lines (hard cap).

Deliverables:
- Write comprehensive report to `c:\Projects\FreeExile\.agents\teamwork\explorer_m2_progression_1\report.md`
- Write handoff report to `c:\Projects\FreeExile\.agents\teamwork\explorer_m2_progression_1\handoff.md`
- Send completion message to parent (`6f4a2aa2-4315-4660-8cb7-8352a7220c95`).
Do not modify source code. You are an exploratory agent.
