feat(game): crew-costs balance module + computeDuration duration model (#44)
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// Pure crew-balance module (spec §11): every tuning knob for the duration model and skill
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// progression lives here, so tuning a number means editing one file. No lib/db imports —
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// the frontend imports this for the live duration preview in the crew picker (same precedent
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// as ship-costs.ts).
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import type { TaskType } from './tasks'
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export type SkillName = 'NAVIGATION' | 'SCANNING' | 'ENGINEERING' | 'RESEARCH'
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export const WORK_POINTS = { EXPLORE: 4, JUMP_PER_HOP: 3, SHIP_WORK: 6, RESEARCH: 9 } as const
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export const ACTION_SKILL: Record<TaskType, SkillName> = {
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JUMP: 'NAVIGATION',
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EXPLORE: 'SCANNING',
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SHIP_UPGRADE: 'ENGINEERING',
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SHIP_EXPAND: 'ENGINEERING',
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SHIP_BUILD: 'ENGINEERING',
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RESEARCH: 'RESEARCH',
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}
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export const PREFERRED_ROLES: Record<TaskType, string[]> = {
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JUMP: ['PILOT', 'NAVIGATOR'],
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EXPLORE: ['SCIENTIST'],
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SHIP_UPGRADE: ['ENGINEER', 'TECHNICIAN'],
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SHIP_EXPAND: ['ENGINEER', 'TECHNICIAN'],
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SHIP_BUILD: ['ENGINEER', 'TECHNICIAN'],
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RESEARCH: ['SCIENTIST'],
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}
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export const POWER_BANDS = [1, 1, 1, 2, 2, 3] // skill level 0..5 → power (L0–L2 → 1 · L3–L4 → 2 · L5 → 3)
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export const XP_THRESHOLDS = [5, 10, 15, 20, 25] // cumulative task completions for L1..L5 (cap 5)
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// Role → starting skill levels (spec §6): specialists start at L2, everyone else at L0.
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export const STARTING_LEVELS: Record<string, Record<SkillName, number>> = {
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COMMANDER: { NAVIGATION: 0, SCANNING: 0, ENGINEERING: 0, RESEARCH: 0 },
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PILOT: { NAVIGATION: 2, SCANNING: 0, ENGINEERING: 0, RESEARCH: 0 },
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ENGINEER: { NAVIGATION: 0, SCANNING: 0, ENGINEERING: 2, RESEARCH: 0 },
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MEDIC: { NAVIGATION: 0, SCANNING: 0, ENGINEERING: 0, RESEARCH: 0 },
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NAVIGATOR: { NAVIGATION: 2, SCANNING: 0, ENGINEERING: 0, RESEARCH: 0 },
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SCIENTIST: { NAVIGATION: 0, SCANNING: 2, ENGINEERING: 0, RESEARCH: 2 },
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GUNNER: { NAVIGATION: 0, SCANNING: 0, ENGINEERING: 0, RESEARCH: 0 },
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TECHNICIAN: { NAVIGATION: 0, SCANNING: 0, ENGINEERING: 2, RESEARCH: 0 },
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}
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// The lead's good trait that cancels the role-mismatch penalty (spec §5).
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export const MISMATCH_CANCEL_TRAIT = 'STEADY UNDER PRESSURE'
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// All 15 duration traits of spec §5, keyed by the EXACT trait strings from lib/game/crew.ts.
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// Value = additive turn modifier keyed by action type or 'ANY'; empty object = no additive
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// modifier (the trait's effect is the mismatch cancel, see MISMATCH_CANCEL_TRAIT). Traits
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// with no entry (the three STANDBY combat traits and #45's outcome traits) contribute 0.
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// "SHIP work" covers all three SHIP types.
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export const TRAIT_DURATION_MODIFIERS: Record<string, Partial<Record<TaskType | 'ANY', number>>> = {
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'STEADY UNDER PRESSURE': {},
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'RECKLESS COURAGE': { JUMP: -1 },
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'CALM IN A CRISIS': { EXPLORE: -1 },
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'FIXES ANYTHING': { SHIP_UPGRADE: -1, SHIP_EXPAND: -1, SHIP_BUILD: -1 },
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'READS STARS BLIND': { JUMP: -1 },
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'QUICK HANDS': { ANY: -1 },
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'IRON WILL': { RESEARCH: -1 },
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'RIGID — SLOW TO ADAPT': { RESEARCH: 1 },
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'OVERCAUTIOUS': { ANY: 1 },
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'SLOWS THE CREW DOWN': { ANY: 1 },
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'CARELESS WITH FUSES': { SHIP_UPGRADE: 1, SHIP_EXPAND: 1, SHIP_BUILD: 1 },
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'HOARDS RATIONS': { SHIP_UPGRADE: 1, SHIP_EXPAND: 1, SHIP_BUILD: 1 },
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'FORGETS TO EAT': { EXPLORE: 1 },
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'ARGUES WITH EVERYONE': { RESEARCH: 1 },
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'DOUBTS THE CAPTAIN': { JUMP: 1 },
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}
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export const RECRUIT_CHANCE_BASE = 0.18 // a scan finds a joining member (matches crew.ts's current CREW_CHANCE)
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export const RECRUIT_CHANCE_TALKER = 0.3 // lead with TALKS TO ANYONE (wired in PR C)
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import { describe, expect, it } from 'vitest'
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import type { CrewMember } from './crew'
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import { MISMATCH_CANCEL_TRAIT, PREFERRED_ROLES, POWER_BANDS, RECRUIT_CHANCE_BASE, RECRUIT_CHANCE_TALKER, STARTING_LEVELS, TRAIT_DURATION_MODIFIERS, WORK_POINTS, XP_THRESHOLDS } from './crew-costs'
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import type { TaskType } from './tasks'
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import { computeDuration } from './tasks'
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// Trait strings copied verbatim from lib/game/crew.ts GOOD_TRAITS/BAD_TRAITS — TRAIT_DURATION_MODIFIERS
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// is keyed by exactly these strings, so a rename in crew.ts breaks these tests.
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const NEUTRAL_GOOD = 'FINDS HIDDEN THINGS' // no duration entry → no effect
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const NEUTRAL_BAD = 'JINXED IN A DOGFIGHT' // STANDBY combat trait → no duration effect
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const crew = (role: string, traitGood = NEUTRAL_GOOD, traitBad = NEUTRAL_BAD): CrewMember => ({ name: 'TEST', role, traitGood, traitBad })
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const WORK: Record<TaskType, number> = { JUMP: 3, EXPLORE: 4, SHIP_UPGRADE: 6, SHIP_EXPAND: 6, SHIP_BUILD: 6, RESEARCH: 9 }
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const TYPES = Object.keys(WORK) as TaskType[]
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const SHIP: TaskType[] = ['SHIP_UPGRADE', 'SHIP_EXPAND', 'SHIP_BUILD']
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describe('solo baselines (one crew, power 1, no modifiers)', () => {
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it('work points are the duration for the preferred role: EXPLORE 4 · JUMP 3 / 6 · SHIP 6 · RESEARCH 9', () => {
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for (const type of TYPES) {
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expect(computeDuration(type, 1, crew(PREFERRED_ROLES[type][0]), [])).toBe(WORK[type])
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}
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expect(computeDuration('JUMP', 2, crew('PILOT'), [])).toBe(6) // two-hop = 2 × 3
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})
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})
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describe('role mismatch (lead only, helpers never penalised)', () => {
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it('a lead outside the preferred role adds +1; helpers contribute power only', () => {
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expect(computeDuration('JUMP', 1, crew('SCIENTIST'), [])).toBe(4) // 3 + 1 mismatch
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expect(computeDuration('JUMP', 1, crew('SCIENTIST'), [crew('PILOT')])).toBe(3) // ceil(3/2) + 1 — power 2, mismatch still on the lead
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expect(computeDuration('EXPLORE', 1, crew('SCIENTIST'), [crew('PILOT', 'QUICK HANDS')])).toBe(2) // 4/2 — the helper's trait does not apply
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})
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it('STEADY UNDER PRESSURE cancels the mismatch penalty and adds nothing of its own', () => {
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expect(computeDuration('JUMP', 1, crew('SCIENTIST', 'STEADY UNDER PRESSURE'), [])).toBe(3)
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expect(computeDuration('EXPLORE', 1, crew('SCIENTIST', 'STEADY UNDER PRESSURE'), [])).toBe(4)
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})
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})
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describe('floor', () => {
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it('never returns below 1 turn', () => {
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const lead = crew('PILOT', 'QUICK HANDS')
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expect(computeDuration('JUMP', 1, lead, [crew('PILOT'), crew('PILOT')], () => 3)).toBe(1) // ceil(3/9) − 1 = 0 → floor 1
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})
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})
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// All 15 duration traits from spec §5, each tested once in its own action context (plus its
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// non-applicable types). target 'SHIP_UPGRADE' stands for the whole "SHIP work" class.
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const TABLE: [trait: string, isGood: boolean, target: TaskType | 'ANY', delta: number][] = [
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['RECKLESS COURAGE', true, 'JUMP', -1],
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['CALM IN A CRISIS', true, 'EXPLORE', -1],
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['FIXES ANYTHING', true, 'SHIP_UPGRADE', -1],
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['READS STARS BLIND', true, 'JUMP', -1],
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['QUICK HANDS', true, 'ANY', -1],
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['IRON WILL', true, 'RESEARCH', -1],
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['RIGID — SLOW TO ADAPT', false, 'RESEARCH', 1],
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['OVERCAUTIOUS', false, 'ANY', 1],
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['SLOWS THE CREW DOWN', false, 'ANY', 1],
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['CARELESS WITH FUSES', false, 'SHIP_UPGRADE', 1],
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['HOARDS RATIONS', false, 'SHIP_UPGRADE', 1],
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['FORGETS TO EAT', false, 'EXPLORE', 1],
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['ARGUES WITH EVERYONE', false, 'RESEARCH', 1],
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['DOUBTS THE CAPTAIN', false, 'JUMP', 1],
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]
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describe('the 15 duration traits (spec §5, exact strings from crew.ts)', () => {
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const applies = (type: TaskType, target: TaskType | 'ANY') => {
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if (target === 'ANY') return true
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if (target === type) return true
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return SHIP.includes(target) && SHIP.includes(type) // "SHIP work" class: any SHIP type → any SHIP type
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}
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it('each trait shifts only its own action class, lead only, across all six types', () => {
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for (const [trait, isGood, target, delta] of TABLE) {
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for (const type of TYPES) {
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const lead = isGood ? crew(PREFERRED_ROLES[type][0], trait) : crew(PREFERRED_ROLES[type][0], NEUTRAL_GOOD, trait)
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expect(computeDuration(type, 1, lead, []), `${trait} → ${type}`).toBe(WORK[type] + (applies(type, target) ? delta : 0))
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}
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}
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})
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})
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describe('crew-costs — the §11 tuning surface', () => {
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it('pins the balance knobs', () => {
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expect(WORK_POINTS).toEqual({ EXPLORE: 4, JUMP_PER_HOP: 3, SHIP_WORK: 6, RESEARCH: 9 })
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expect(XP_THRESHOLDS).toEqual([5, 10, 15, 20, 25])
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expect(POWER_BANDS).toEqual([1, 1, 1, 2, 2, 3]) // L0–L2 → 1 · L3–L4 → 2 · L5 → 3
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expect(STARTING_LEVELS.PILOT).toEqual({ NAVIGATION: 2, SCANNING: 0, ENGINEERING: 0, RESEARCH: 0 })
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expect(STARTING_LEVELS.SCIENTIST).toEqual({ NAVIGATION: 0, SCANNING: 2, ENGINEERING: 0, RESEARCH: 2 })
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expect(STARTING_LEVELS.COMMANDER).toEqual({ NAVIGATION: 0, SCANNING: 0, ENGINEERING: 0, RESEARCH: 0 })
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expect(RECRUIT_CHANCE_BASE).toBe(0.18)
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expect(RECRUIT_CHANCE_TALKER).toBe(0.3)
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expect(Object.keys(TRAIT_DURATION_MODIFIERS)).toHaveLength(15) // all 15 duration traits of spec §5, nothing else
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expect(TRAIT_DURATION_MODIFIERS[MISMATCH_CANCEL_TRAIT]).toEqual({}) // its effect is the cancel, not an additive modifier
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})
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})
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// Pure task-engine model (spec §3–§4): the task types and the duration formula. No lib/db
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// imports — the frontend imports this for the live duration preview in the crew picker
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// (same precedent as tech.ts / ship-costs.ts).
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import { MISMATCH_CANCEL_TRAIT, PREFERRED_ROLES, TRAIT_DURATION_MODIFIERS, WORK_POINTS } from './crew-costs'
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import type { CrewMember } from './crew'
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export type TaskType = 'JUMP' | 'EXPLORE' | 'SHIP_UPGRADE' | 'SHIP_EXPAND' | 'SHIP_BUILD' | 'RESEARCH'
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// Work points per action (spec §4): JUMP scales with hop count, the rest are flat.
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function workPoints(type: TaskType, hopCount: number): number {
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switch (type) {
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case 'JUMP':
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return hopCount * WORK_POINTS.JUMP_PER_HOP
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case 'EXPLORE':
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return WORK_POINTS.EXPLORE
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case 'RESEARCH':
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return WORK_POINTS.RESEARCH
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default:
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return WORK_POINTS.SHIP_WORK // SHIP_UPGRADE | SHIP_EXPAND | SHIP_BUILD
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}
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}
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// One trait's modifier for a lead on an action type: its per-type entry plus the 'ANY' entry.
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// Traits without a map entry contribute 0.
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function traitModifier(trait: string, type: TaskType): number {
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const mods = TRAIT_DURATION_MODIFIERS[trait]
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if (!mods) return 0
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return (mods[type] ?? 0) + (mods['ANY'] ?? 0)
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}
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// duration = max(1, ceil(work / totalPower) + mismatchPenalty + traitModifierSum) — spec §4.
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// totalPower = Σ powerOf over the WHOLE team (lead + helpers); the default powerOf is the
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// constant 1 until PR B feeds the skill band. The mismatch penalty and the trait modifiers
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// apply to the LEAD only — helpers contribute power, are never penalised, and their traits do
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// not apply. `hopCount` is only meaningful for JUMP (pass 1 for the other types).
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export function computeDuration(
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type: TaskType,
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hopCount: number,
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lead: CrewMember,
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helpers: CrewMember[],
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powerOf: (m: CrewMember) => number = () => 1,
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): number {
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const totalPower = Math.max(1, [lead, ...helpers].reduce((sum, m) => sum + powerOf(m), 0))
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const mismatchPenalty = lead.traitGood === MISMATCH_CANCEL_TRAIT || PREFERRED_ROLES[type].includes(lead.role) ? 0 : 1
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const traitModifierSum = traitModifier(lead.traitGood, type) + traitModifier(lead.traitBad, type)
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return Math.max(1, Math.ceil(workPoints(type, hopCount) / totalPower) + mismatchPenalty + traitModifierSum)
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}
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