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@@ -1,5 +1,10 @@
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# Changelog
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## v0.12.0 — 2026-10-04 21:04
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- FINDS HIDDEN THINGS now grants +1 exploration haul item — one extra roll on the save's seeded per-planet stream, appended to the scan's haul.
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- TALKS TO ANYONE now raises the crew-recruit chance from 18% to 30% when a member with the trait is on the exploring team.
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- Determinism preserved: both effects draw from the existing seeded stream (same save+planet+team → identical haul), unit-tested with and without each trait; the no-trait path is byte-identical to v0.11.0.
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## v0.11.0 — 2026-10-04 03:47
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- Skill progression: crew skills (NAVIGATION, SCANNING, ENGINEERING, RESEARCH) gain XP on every completed action, leveling through 5 bands; higher skill levels reduce task duration via power scaling.
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- Role-based starting levels: PILOTs start NAVIGATION L2, SCIENTISTS start SCANNING+RESEARCH L2, etc. Recruits discovered during exploration get the same role-based starting profile.
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@@ -0,0 +1,77 @@
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# Trait Outcome Effects Implementation Plan (PR C — Gitea #43, v0.12.0)
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** The two remaining good traits (FINDS HIDDEN THINGS, TALKS TO ANYONE) get deterministic mechanical effects in the explore resolver.
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**Architecture:** A small change to the explore resolver's seeded stream (PR A plan Task 4a) plus the recruit-chance constant; no new tables.
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**Tech Stack:** Next.js 16 App Router, React 19, TypeScript strict, bun, SQLite via Drizzle + sql.js (WASM), Vitest unit tests, Playwright e2e (CI-only)
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**Spec:** docs/superpowers/specs/2026-10-01-crew-driven-actions-design.md (§5)
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**Upstream:** Builds on the post-v0.11.0 state; the explore resolver it modifies is defined in the PR A plan (`resolveExploreTask`, Task 4a); task numbering continues from the PR B plan (12–16).
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## Global Constraints
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- AGENTS.md change process per PR: feature branch off master, no direct pushes to master; version bump in package.json + CHANGELOG entry at top (`## v<version> — YYYY-MM-DD HH:MM`); local verify ONLY `npx tsc --noEmit`, `npx vitest run`, `npx playwright test --list` (e2e is CI-only, never run locally); push → CI auto-merge on green (verify merged_at) → tag v<version> on master → manual deploy `docker compose up -d --build` + verify /api/version at https://space-wanderer.dev.kkhost.pl.
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- DDL in lib/db/client.ts must stay in sync with lib/db/schema.ts; schema changes only via idempotent backfill steps in save.ts ensureSave (SCHEMA_VERSION 6→7→8); no DB wipes ever.
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- OpenAPI spec in lib/openapi.ts updated whenever an endpoint changes (and lib/openapi.test.ts pins, which must be updated with it).
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- Single-player by design: NO auth, accounts, or multiplayer, ever.
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- Determinism: every game outcome reproducible from seed + player actions; no wall-clock randomness.
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- New pure modules (crew-costs.ts, tasks.ts, skills.ts) must not import lib/db/* — shared server+client like the tech.ts precedent (required for live duration preview in the UI).
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## Review Focus
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1. Existing save loaded after deploy has no tasks/crew_skills tables → backfill must create them without touching turn, crew, or inventory state, and be idempotent across restarts.
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5. Seeded-stream draw order must be fixed regardless of traits: an extra haul roll for FINDS HIDDEN THINGS shifts later draws on that per-planet stream — pin the exploration outcome as a pure function of (seed, planetId, assigned crew) with determinism tests both with and without the trait.
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---
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### Task 17: Trait Outcome Effects — extra haul item + recruit chance (PR C — Gitea issue #43)
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**Files:**
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- `lib/game/save.ts` — modify `resolveExploreTask` (defined in PR A, Task 4a): insert the FINDS HIDDEN THINGS extra haul-item roll between the regular haul and the recruit roll on the per-planet seeded stream; switch the recruit chance from the hardcoded 0.18 to the `RECRUIT_CHANCE_TALKER` / `RECRUIT_CHANCE_BASE` constants from `crew-costs.ts`
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- `lib/game/save.test.ts` — extend the existing `describe('resolveExploreTask (A/B against explorePlanet)')` block with three new `it` cases
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- `lib/game/crew-costs.ts` (created in PR A, Task 1) — consume `RECRUIT_CHANCE_BASE` (0.18) and `RECRUIT_CHANCE_TALKER` (0.30); no new constants added
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- `lib/game/crew.ts` — add an optional `chance?: number` parameter to `rollCrewMember` (JC-30); default `CREW_CHANCE` so the no-trait path is bit-identical
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**Interfaces:**
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- **Consumes:** `explorationRng(seed, planetId)`, `rollExploration(rng)`, `rollCrewMember(rng, takenNames)` — all already in `save.ts` from PR A; `RECRUIT_CHANCE_BASE` / `RECRUIT_CHANCE_TALKER` from `./crew-costs`; the `Task` row's `leadCrewId` and `helpers` (assigned crew); crew trait columns (`traitGood` / `traitBad`) from the `crew` table
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- **Produces:** `resolveExploreTask(db, task) → Promise<{outcome: FoundItem[]; crewFound: CrewDto | null}>` — same signature and return shape; the trait-modified draw order is internal and invisible to callers (`explorePlanet`, the tick resolver)
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1. - [ ] **Write tests** — extend the `resolveExploreTask` describe block in `lib/game/save.test.ts`; add `import { RECRUIT_CHANCE_BASE, RECRUIT_CHANCE_TALKER } from './crew-costs'` to the import. Three new `it` cases:
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- **Regression pin** — an explore with NO trait-bearing crew assigned produces a byte-identical haul + recruit outcome to the pre-change (PR A) behavior for the same seed and planet.
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- **Review Focus 5 pin** — same seed + same planet; compare assignment [A] (no traits) vs [A, B] where B has FINDS HIDDEN THINGS: the first N haul items are identical between the two, the FHT run has exactly one extra item, and the whole outcome (haul + recruit) is reproducible across repeated runs of the same save.
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- **TALKS TO ANYONE constant pin** — with a TALKS TO ANYONE member assigned the recruit roll uses 0.30: assert `RECRUIT_CHANCE_BASE === 0.18` and `RECRUIT_CHANCE_TALKER === 0.30`, and (via a seeded case or by asserting the exact constant is consumed by `rollCrewMember`) that the TALKS TO ANYONE path selects 0.30.
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2. - [ ] **Run — expect failure**: `npx vitest run lib/game/save.test.ts` → the three new tests fail: the current code has no extra haul roll and uses the hardcoded 0.18 recruit chance.
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3. - [ ] **Implement** — in `resolveExploreTask` (`lib/game/save.ts`): read assigned crew ids from `task.leadCrewId` + `task.helpers`; load their trait columns; set `hasFHT` / `hasTalker` booleans; if `hasFHT`, call `rollExploration(rng)` one additional time on the same seeded stream and append the result to `outcome`; pass `hasTalker ? RECRUIT_CHANCE_TALKER : RECRUIT_CHANCE_BASE` as the recruit chance to `rollCrewMember` (add an optional `chance` param defaulting to `RECRUIT_CHANCE_BASE` if not already present — see JC-30).
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4. - [ ] **Run — expect green**: `npx vitest run lib/game/save.test.ts` → all tests pass (the three new ones plus all pre-existing PR A tests).
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5. - [ ] **Commit**: `git commit -m "feat(game): trait outcome effects — extra haul item + recruit chance (#43)"`
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**Judgment calls**
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- JC-29 — Trait-name matching uses the literal strings `'FINDS HIDDEN THINGS'` and `'TALKS TO ANYONE'` from the design spec §5, checking both `traitGood` and `traitBad` columns (defensive; in practice both are good traits). If PR A introduced trait-name constants in `crew-costs.ts` or elsewhere, use those instead — verify at implementation time.
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- JC-30 — `rollCrewMember`'s current signature (PR A code is the source of truth) may or may not accept a chance parameter. If 0.18 is hardcoded inside the function, add an optional `chance?: number` param defaulting to `RECRUIT_CHANCE_BASE` so the no-trait path is bit-identical; if it already takes one, just pass the correct value.
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### Task 18: Ship v0.12.0 (PR C — Gitea issue #43)
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||||
**Files:**
|
||||
- `docs/superpowers/plans/2026-10-01-trait-outcome-effects.md` — this plan (commit on the PR C branch; the spec doc is unchanged — already committed in PR A)
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||||
- `package.json` (version bump 0.11.0 → 0.12.0)
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||||
- `CHANGELOG.md` (new top entry)
|
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|
||||
This is a process task that ships the PR C already built by Task 17. No failing-test step; ends in a verification gate.
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|
||||
1. - [ ] **Commit the PR C plan doc on the PR C branch** (`feat/trait-outcome-effects`, created in Task 17) — only this plan file needs committing (spec unchanged): `git add docs/superpowers/plans/2026-10-01-trait-outcome-effects.md && git commit -m "docs: trait outcome effects implementation plan (#43)"`.
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2. - [ ] **Version bump** — `package.json` → `"version": "0.12.0"` (from 0.11.0). `CHANGELOG.md`: new top entry `## v0.12.0 — YYYY-MM-DD HH:MM` (fill date/time at execution) with bullets: FINDS HIDDEN THINGS grants +1 exploration haul item; TALKS TO ANYONE raises crew-recruit chance 18% → 30%.
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3. - [ ] **Local verify — ONLY these three (e2e is CI-only, never run locally):** `npx tsc --noEmit` (clean), `npx vitest run` (all pass), `npx playwright test --list` (every spec compiles + lists). Do NOT run `npx playwright test`.
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4. - [ ] **Push + open the PR to master** — `git push -u origin feat/trait-outcome-effects`, then open a PR to `master` on Gitea (repo `OpenCode/SpaceWanderer`). Credentials per JC-20 (gitea MCP preferred, else `GITEA_TOKEN` from repo-root `.env`).
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5. - [ ] **Auto-merge on green** — `POST /repos/OpenCode/SpaceWanderer/pulls/<n>/merge` body `{"do":"merge","merge_style":"merge","merge_when_checks_succeed":true}`. Wait for CI (~7 min); poll until `merged_at` is set. If CI is red, **STOP and report the failure** — do not fix it in this step.
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6. - [ ] **Tag on master** — `git checkout master && git pull && git tag v0.12.0 && git push origin v0.12.0`.
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7. - [ ] **Manual deploy** — `docker compose up -d --build` in the repo root, then verify `curl -s https://space-wanderer.dev.kkhost.pl/api/version` reports 0.12.0.
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8. - [ ] **Close Gitea issue #43** — close #43 with a comment summarizing the shipped state (v0.12.0, tag v0.12.0, live deploy verified).
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||||
**Verification gate (whole task):** `/api/version` = 0.12.0 AND Gitea issue #43 is closed.
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**Judgment calls** — none (process task mirroring the PR A plan's Task 11; no new judgment calls arise here).
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+8
-6
@@ -90,12 +90,14 @@ export function generateStartingCrew(rng: () => number): CrewMember[] {
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return crew
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}
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// The exploration crew roll: with CREW_CHANCE a member is found and joins the ship. Draws
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// from the SAME per-planet rng stream as the resource/part haul (called after it in
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// save.ts), so the outcome stays deterministic per save+planet. `taken` is the current
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// roster's names, keeping every name on the ship unique.
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||||
export function rollCrewMember(rng: () => number, taken: Set<string>): CrewMember | null {
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if (rng() >= CREW_CHANCE) return null
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// The exploration crew roll: with the given chance (defaults to CREW_CHANCE, matching
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// RECRUIT_CHANCE_BASE in crew-costs) a member is found and joins the ship. Draws from the
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// SAME per-planet rng stream as the resource/part haul (called after it in save.ts), so the
|
||||
// outcome stays deterministic per save+planet. `taken` is the current roster's names, keeping
|
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// every name on the ship unique. The chance is raised to RECRUIT_CHANCE_TALKER when the
|
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// assigned team includes TALKS TO ANYONE (wired in save.ts, #43).
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export function rollCrewMember(rng: () => number, taken: Set<string>, chance: number = CREW_CHANCE): CrewMember | null {
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if (rng() >= chance) return null
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const role = pick(rng, ROLES)
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return { name: makeCrewName(rng, taken), role, traitGood: pick(rng, GOOD_TRAITS), traitBad: pick(rng, BAD_TRAITS) }
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}
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+164
-3
@@ -5,13 +5,13 @@ import { afterAll, describe, expect, it } from 'vitest'
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import { and, eq } from 'drizzle-orm'
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import { openGameDb, type GameDb } from '@/lib/db/client'
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import * as schema from '@/lib/db/schema'
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import { ROLES, generateStartingCrew, rollCrewMember, startingCrewRng } from './crew'
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import { STARTING_LEVELS, XP_THRESHOLDS, type SkillName } from './crew-costs'
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import { CREW_CHANCE, ROLES, generateStartingCrew, rollCrewMember, startingCrewRng } from './crew'
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import { RECRUIT_CHANCE_BASE, RECRUIT_CHANCE_TALKER, STARTING_LEVELS, XP_THRESHOLDS, type SkillName } from './crew-costs'
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import { MIN_AVAILABLE } from './missions'
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import { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
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import { TECHS } from './tech'
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import { SCHEMA_VERSION, getCrewState, getSystemState, explorePlanet, getWorldState, jumpToSystem, makePowerOfFor, queueStateFromSave, resolveJumpTask, resolveExploreTask, runTurn, saveTaskRow, type WorldState } from './save'
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import { addCrew, buildWorldFixture, insertTaskRow } from './test-fixtures'
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import { addCrew, buildWorldFixture, insertTaskRow, T0 } from './test-fixtures'
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import { queueTask, type Task } from './tasks'
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import { bodyRng, explorationRng, generatePlanets, rollExploration } from './world'
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@@ -466,6 +466,167 @@ describe('resolveExploreTask (A/B against explorePlanet)', () => {
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await resolveExploreTask(db, task('EXPLORE', { planetId: f.p1 }))
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await expect(resolveExploreTask(db, task('EXPLORE', { planetId: f.p1 }))).rejects.toMatchObject({ status: 409, message: 'Basalt was already explored' })
|
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})
|
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it('no trait-bearing assigned crew ⇒ identical haul and recruit gate to the un-assigned path (regression pin)', async () => {
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// World A: un-assigned (syntheticTask, leadCrewId: 0, no crew rows → taken = Set())
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const { db: a } = await freshFile()
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const fa = await buildWorldFixture(a)
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const resultA = await explorePlanet(a, fa.p0)
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// World B: one assigned crew member with non-FHT/non-TALKER traits
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const { db: b } = await freshFile()
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const fb = await buildWorldFixture(b)
|
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const [saveB] = await b.db.select().from(schema.saves).limit(1)
|
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const [c1] = await b.db
|
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.insert(schema.crew)
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.values({ saveId: saveB.id, name: 'QUICK GUY', role: 'PILOT', traitGood: 'QUICK HANDS', traitBad: 'OVERCAUTIOUS', origin: 'STARTING CREW' })
|
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.returning({ id: schema.crew.id })
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await b.db.update(schema.saves).set({ turn: 1 }).where(eq(schema.saves.id, saveB.id))
|
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|
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const taskB: Task = { id: 0, saveId: 0, type: 'EXPLORE', payload: JSON.stringify({ planetId: fb.p0 }), leadCrewId: c1.id, helpers: [], duration: 0, remaining: 0, status: 'ACTIVE', queuedAtTurn: 0 }
|
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const resultB = await resolveExploreTask(b, taskB)
|
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// The haul is draw-order-stable (drawn before any crew interaction) — must be identical.
|
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expect(resultB.outcome).toEqual(resultA.outcome)
|
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|
||||
// The recruit gate (first draw after the haul) uses the same rng value → same found/null result.
|
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// (The recruit NAME can differ because the taken set differs: world A has no crew rows,
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// world B has QUICK GUY. We assert gate equality, then recompute the recruit for
|
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// world B's taken set to prove determinism.)
|
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expect(resultB.crewFound === null).toBe(resultA.crewFound === null)
|
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|
||||
if (resultB.crewFound !== null) {
|
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// Recompute: same rng stream, same taken set as world B.
|
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const rng = explorationRng('42', fb.p0)
|
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rollExploration(rng) // consume the haul draws first, exactly as save.ts does
|
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const expected = rollCrewMember(rng, new Set(['QUICK GUY']))!
|
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expect(resultB.crewFound!.name).toBe(expected.name)
|
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expect(resultB.crewFound!.role).toBe(expected.role)
|
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expect([resultB.crewFound!.traitGood, resultB.crewFound!.traitBad]).toEqual([expected.traitGood, expected.traitBad])
|
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}
|
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})
|
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|
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it('FINDS HIDDEN THINGS: the FHT team gets exactly one extra haul item — the no-FHT haul is a prefix (Review Focus 5)', async () => {
|
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// Find a planet id whose SECOND rollExploration draw yields exactly 1 item (so the
|
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// FHT delta is concretely +1 item). Mirrors the explorePlanet crew-finds id-scanning pattern.
|
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let fhtPlanetId = -1
|
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for (let id = 1; id <= 50 && fhtPlanetId === -1; id++) {
|
||||
const rng = explorationRng('42', id)
|
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rollExploration(rng) // first haul (consumes its draws)
|
||||
const second = rollExploration(rng) // second haul (the FHT extra)
|
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if (second.length === 1) fhtPlanetId = id
|
||||
}
|
||||
expect(fhtPlanetId).toBeGreaterThan(0)
|
||||
|
||||
// Hand-built world (same pattern as the crew-finds test): seed '42', one system,
|
||||
// planets P1..P{fhtPlanetId} so the target planet has id = fhtPlanetId.
|
||||
const setupWorld = async (db: GameDb, withFht: boolean) => {
|
||||
const [save] = await db.db.insert(schema.saves).values({ seed: '42', turn: 0, createdAt: T0, schemaVersion: SCHEMA_VERSION }).returning()
|
||||
const [sys] = await db.db.insert(schema.solarSystems).values({ saveId: save.id, name: 'Test System', x: 50, y: 50, discovered: true, isCurrent: true }).returning({ id: schema.solarSystems.id })
|
||||
for (let i = 1; i <= fhtPlanetId; i++) {
|
||||
await db.db.insert(schema.planets).values({ systemId: sys.id, parentId: null, name: `P${i}`, type: 'ROCKY', hazard: false })
|
||||
}
|
||||
// Always one non-FHT lead; add an FHT helper when withFht.
|
||||
const [lead] = await db.db.insert(schema.crew).values({ saveId: save.id, name: 'LEAD', role: 'PILOT', traitGood: 'QUICK HANDS', traitBad: 'OVERCAUTIOUS', origin: 'STARTING CREW' }).returning({ id: schema.crew.id })
|
||||
const helperIds: number[] = []
|
||||
if (withFht) {
|
||||
const [helper] = await db.db.insert(schema.crew).values({ saveId: save.id, name: 'FINDS', role: 'SCIENTIST', traitGood: 'FINDS HIDDEN THINGS', traitBad: 'JINXED IN A DOGFIGHT', origin: 'STARTING CREW' }).returning({ id: schema.crew.id })
|
||||
helperIds.push(helper.id)
|
||||
}
|
||||
await db.db.update(schema.saves).set({ turn: 1 }).where(eq(schema.saves.id, save.id))
|
||||
return { leadId: lead.id, helperIds }
|
||||
}
|
||||
|
||||
// World A: no FHT in the team → one haul roll.
|
||||
const { db: a } = await freshFile()
|
||||
const worldA = await setupWorld(a, false)
|
||||
const taskA: Task = { id: 0, saveId: 0, type: 'EXPLORE', payload: JSON.stringify({ planetId: fhtPlanetId }), leadCrewId: worldA.leadId, helpers: [], duration: 0, remaining: 0, status: 'ACTIVE', queuedAtTurn: 0 }
|
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const resultA = await resolveExploreTask(a, taskA)
|
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// World B: FHT in the team (as helper) → two haul rolls.
|
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const { db: b } = await freshFile()
|
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const worldB = await setupWorld(b, true)
|
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const taskB: Task = { id: 0, saveId: 0, type: 'EXPLORE', payload: JSON.stringify({ planetId: fhtPlanetId }), leadCrewId: worldB.leadId, helpers: worldB.helperIds, duration: 0, remaining: 0, status: 'ACTIVE', queuedAtTurn: 0 }
|
||||
const resultB = await resolveExploreTask(b, taskB)
|
||||
|
||||
// The no-FHT haul is a prefix of the FHT haul.
|
||||
const noFhtHaul = resultA.outcome
|
||||
const fhtHaul = resultB.outcome
|
||||
expect(fhtHaul.slice(0, noFhtHaul.length)).toEqual(noFhtHaul)
|
||||
// The FHT run has EXACTLY ONE more haul item (the second rollExploration yielded 1 item).
|
||||
expect(fhtHaul.length).toBe(noFhtHaul.length + 1)
|
||||
|
||||
// Reproducibility: a second independent fresh file with the same inserts produces
|
||||
// the identical outcome (haul + recruit).
|
||||
const { db: c } = await freshFile()
|
||||
const worldC = await setupWorld(c, true)
|
||||
const taskC: Task = { id: 0, saveId: 0, type: 'EXPLORE', payload: JSON.stringify({ planetId: fhtPlanetId }), leadCrewId: worldC.leadId, helpers: worldC.helperIds, duration: 0, remaining: 0, status: 'ACTIVE', queuedAtTurn: 0 }
|
||||
const resultC = await resolveExploreTask(c, taskC)
|
||||
expect(resultC.outcome).toEqual(resultB.outcome)
|
||||
if (resultB.crewFound !== null) {
|
||||
expect(resultC.crewFound).not.toBeNull()
|
||||
expect(resultC.crewFound!.name).toBe(resultB.crewFound!.name)
|
||||
expect(resultC.crewFound!.role).toBe(resultB.crewFound!.role)
|
||||
expect([resultC.crewFound!.traitGood, resultC.crewFound!.traitBad]).toEqual([resultB.crewFound!.traitGood, resultB.crewFound!.traitBad])
|
||||
} else {
|
||||
expect(resultC.crewFound).toBeNull()
|
||||
}
|
||||
})
|
||||
|
||||
it('TALKS TO ANYONE: recruit chance raised 18% → 30% — constant consumed by rollCrewMember, end-to-end on a discriminating planet', async () => {
|
||||
// 1. Pin the constants.
|
||||
expect(RECRUIT_CHANCE_BASE).toBe(0.18)
|
||||
expect(RECRUIT_CHANCE_TALKER).toBe(0.30)
|
||||
// Guard the two separately-declared 0.18 constants: the no-trait recruit path passes
|
||||
// RECRUIT_CHANCE_BASE explicitly while rollCrewMember's default uses CREW_CHANCE — if
|
||||
// they ever diverge the no-trait outcome would silently drift from its bit-identity pin.
|
||||
expect(RECRUIT_CHANCE_BASE).toBe(CREW_CHANCE)
|
||||
|
||||
// 2. Prove the constant is consumed by rollCrewMember: a fixed rng in [0.18, 0.30)
|
||||
// (a member is found iff rng() < chance).
|
||||
const rng024 = () => 0.24
|
||||
expect(rollCrewMember(rng024, new Set<string>(), RECRUIT_CHANCE_TALKER)).not.toBeNull() // 0.24 < 0.30 → found
|
||||
expect(rollCrewMember(rng024, new Set<string>(), RECRUIT_CHANCE_BASE)).toBeNull() // 0.24 >= 0.18 → null
|
||||
expect(rollCrewMember(rng024, new Set<string>())).toBeNull() // default = CREW_CHANCE = 0.18 → null
|
||||
|
||||
// 3. End-to-end: find a planet whose recruit gate value (the rng draw after the haul)
|
||||
// falls in [0.18, 0.30) — TALKER finds a member, non-talker does not.
|
||||
let talkerPlanetId = -1
|
||||
for (let id = 1; id <= 100 && talkerPlanetId === -1; id++) {
|
||||
const rng = explorationRng('42', id)
|
||||
rollExploration(rng) // consume the haul draws
|
||||
const gate = rng() // the recruit gate draw
|
||||
if (gate >= RECRUIT_CHANCE_BASE && gate < RECRUIT_CHANCE_TALKER) talkerPlanetId = id
|
||||
}
|
||||
expect(talkerPlanetId).toBeGreaterThan(0)
|
||||
|
||||
// Hand-built world (same pattern as the FHT test above).
|
||||
const setupWorld = async (db: GameDb, talker: boolean) => {
|
||||
const [save] = await db.db.insert(schema.saves).values({ seed: '42', turn: 0, createdAt: T0, schemaVersion: SCHEMA_VERSION }).returning()
|
||||
const [sys] = await db.db.insert(schema.solarSystems).values({ saveId: save.id, name: 'Test System', x: 50, y: 50, discovered: true, isCurrent: true }).returning({ id: schema.solarSystems.id })
|
||||
for (let i = 1; i <= talkerPlanetId; i++) {
|
||||
await db.db.insert(schema.planets).values({ systemId: sys.id, parentId: null, name: `P${i}`, type: 'ROCKY', hazard: false })
|
||||
}
|
||||
const traitGood = talker ? 'TALKS TO ANYONE' : 'QUICK HANDS'
|
||||
const [lead] = await db.db.insert(schema.crew).values({ saveId: save.id, name: 'LEAD', role: 'PILOT', traitGood, traitBad: 'OVERCAUTIOUS', origin: 'STARTING CREW' }).returning({ id: schema.crew.id })
|
||||
await db.db.update(schema.saves).set({ turn: 1 }).where(eq(schema.saves.id, save.id))
|
||||
return { leadId: lead.id }
|
||||
}
|
||||
|
||||
// World A: non-talker crew → gate >= 0.18 → crewFound == null.
|
||||
const { db: a } = await freshFile()
|
||||
const worldA = await setupWorld(a, false)
|
||||
const taskA: Task = { id: 0, saveId: 0, type: 'EXPLORE', payload: JSON.stringify({ planetId: talkerPlanetId }), leadCrewId: worldA.leadId, helpers: [], duration: 0, remaining: 0, status: 'ACTIVE', queuedAtTurn: 0 }
|
||||
const resultA = await resolveExploreTask(a, taskA)
|
||||
expect(resultA.crewFound).toBeNull()
|
||||
|
||||
// World B: talker crew → gate < 0.30 → crewFound != null.
|
||||
const { db: b } = await freshFile()
|
||||
const worldB = await setupWorld(b, true)
|
||||
const taskB: Task = { id: 0, saveId: 0, type: 'EXPLORE', payload: JSON.stringify({ planetId: talkerPlanetId }), leadCrewId: worldB.leadId, helpers: [], duration: 0, remaining: 0, status: 'ACTIVE', queuedAtTurn: 0 }
|
||||
const resultB = await resolveExploreTask(b, taskB)
|
||||
expect(resultB.crewFound).not.toBeNull()
|
||||
})
|
||||
})
|
||||
|
||||
// --- runTurn: the DB-side tick (POST /api/turn — Task 5 wires the route) -----------------
|
||||
|
||||
+21
-4
@@ -3,7 +3,7 @@ import type { GameDb } from '@/lib/db/client'
|
||||
import { persist } from '@/lib/db/client'
|
||||
import * as schema from '@/lib/db/schema'
|
||||
import { generateStartingCrew, rollCrewMember, startingCrewRng, type CrewMember } from './crew'
|
||||
import { ACTION_SKILL, STARTING_LEVELS, XP_THRESHOLDS, type SkillName } from './crew-costs'
|
||||
import { ACTION_SKILL, RECRUIT_CHANCE_BASE, RECRUIT_CHANCE_TALKER, STARTING_LEVELS, XP_THRESHOLDS, type SkillName } from './crew-costs'
|
||||
import { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
|
||||
import { checkMissionCompletion, topUpMissionBoard } from './missions'
|
||||
import { resolveResearchTask, ResearchError } from './research'
|
||||
@@ -552,9 +552,26 @@ export async function resolveExploreTask(db: GameDb, task: Task): Promise<{ outc
|
||||
if (target.explored) throw new ExploreError(409, `${target.name} was already explored`)
|
||||
|
||||
const rng = explorationRng(save.seed, target.id)
|
||||
const outcome = rollExploration(rng) // resource/part haul first…
|
||||
const takenNames = new Set((await db.db.select().from(schema.crew)).map((c) => c.name))
|
||||
const foundMember = rollCrewMember(rng, takenNames) // …then the crew roll on the same stream
|
||||
let outcome = rollExploration(rng) // resource/part haul first…
|
||||
|
||||
// Trait outcome effects (#43): the assigned team (lead + helpers) can change how this
|
||||
// per-planet stream is drawn. Read their traits from the roster (a plain select — no rng draw).
|
||||
const assigned = new Set([task.leadCrewId, ...task.helpers].filter((id) => id > 0))
|
||||
const crewRows = await db.db.select().from(schema.crew)
|
||||
let hasFHT = false
|
||||
let hasTalker = false
|
||||
for (const c of crewRows) {
|
||||
if (!assigned.has(c.id)) continue
|
||||
if (c.traitGood === 'FINDS HIDDEN THINGS' || c.traitBad === 'FINDS HIDDEN THINGS') hasFHT = true
|
||||
if (c.traitGood === 'TALKS TO ANYONE' || c.traitBad === 'TALKS TO ANYONE') hasTalker = true
|
||||
}
|
||||
|
||||
// FINDS HIDDEN THINGS: one extra haul roll on the same seeded stream, appended (spec §5).
|
||||
if (hasFHT) outcome = [...outcome, ...rollExploration(rng)]
|
||||
|
||||
const takenNames = new Set(crewRows.map((c) => c.name))
|
||||
// TALKS TO ANYONE: recruit chance 30% instead of the base 18% (base === crew.ts CREW_CHANCE).
|
||||
const foundMember = rollCrewMember(rng, takenNames, hasTalker ? RECRUIT_CHANCE_TALKER : RECRUIT_CHANCE_BASE)
|
||||
|
||||
await db.db.update(schema.planets).set({ explored: true }).where(eq(schema.planets.id, target.id))
|
||||
for (const item of outcome) {
|
||||
|
||||
+2
-2
@@ -149,7 +149,7 @@ export const openApiSpec = {
|
||||
post: {
|
||||
summary: 'Queue a scan of a planet or moon',
|
||||
description:
|
||||
'Queues an EXPLORE task with the given crew team (lead + helpers): validates that the body exists and has not been scanned yet, and that the team is free, then the scan — a deterministic haul into the cargo hold, the explored flag, the ~18% crew roll and the explore event — lands when the task completes on the turn tick. Queueing spends no turn. Returns the fresh system state, with the outcome key empty and crewFound null until the scan resolves.',
|
||||
'Queues an EXPLORE task with the given crew team (lead + helpers): validates that the body exists and has not been scanned yet, and that the team is free, then the scan — a deterministic haul into the cargo hold, the explored flag, the crew roll (~18% base, raised to 30% when the assigned team includes TALKS TO ANYONE) and the explore event — lands when the task completes on the turn tick. Queueing spends no turn. Returns the fresh system state, with the outcome key empty and crewFound null until the scan resolves.',
|
||||
operationId: 'explorePlanet',
|
||||
requestBody: {
|
||||
required: true,
|
||||
@@ -1183,7 +1183,7 @@ export const openApiSpec = {
|
||||
items: { $ref: '#/components/schemas/FoundItem' },
|
||||
},
|
||||
crewFound: {
|
||||
description: 'A crew member who joined the ship on this scan (~18% of scans), null when none — always null in the queueing response',
|
||||
description: 'A crew member who joined the ship on this scan (~18% of scans, raised to 30% when the assigned team includes TALKS TO ANYONE), null when none — always null in the queueing response',
|
||||
anyOf: [{ $ref: '#/components/schemas/CrewMember' }, { type: 'null' }],
|
||||
},
|
||||
},
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "space-wanderer",
|
||||
"version": "0.11.0",
|
||||
"version": "0.12.0",
|
||||
"private": true,
|
||||
"scripts": {
|
||||
"dev": "next dev -p 3000",
|
||||
|
||||
Reference in New Issue
Block a user