v0.5.0 — CREW: roster with good/bad traits (#7) #14
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# Changelog
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## v0.5.0 — 2026-09-28 22:51
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- CREW tab — crew roster with good/bad traits (issue #7): the ship's people on top of issue #6's exploration loop. Single-player, no auth, by design. Display + arrival only — no dismiss/assign actions yet.
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- New table (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `crew` (id/save_id/name/role/trait_good/trait_bad/origin). Origin is 'STARTING CREW' for the seeded crew or '<planet>, <system>' for members found while exploring.
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- Pure seeded crew generation (`lib/game/crew.ts`, same pattern as world.ts): name pools (16 first × 22 last, unique per roster), role pool of 8, good/bad trait pools of 10 each. `generateStartingCrew` gives a new game 2–3 members with unique names and roles; `rollCrewMember` finds a joining member on ~18% of scans (`CREW_CHANCE = 0.18`).
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- Starting crew is seeded in `ensureSave` from the save seed via `startingCrewRng(seed)` — same per-save derivation pattern as bodies/exploration, so a given seed always starts with the same crew.
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- Exploration extended: the crew roll draws from the SAME per-planet rng stream as the resource/part haul (called after it in `explorePlanet`), so outcomes stay deterministic per save+planet and existing hauls are unchanged. Found members join the roster with origin = '<planet>, <system>'; each body can only be scanned once, so no duplicate joins.
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- New endpoint: `GET /api/crew` → `[{id,name,role,trait_good,trait_bad,origin}]` in join order (auto-initializes like the others). `POST /api/explore` responses now also carry `crewFound` (the joining member or null). OpenAPI spec in code (`lib/openapi.ts`) updated for both.
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- CREW tab now renders REAL data: fetches `/api/crew` on mount (Radix unmounts inactive tabs, so opening the tab always refetches — no polling), cards show name + role, the good (+) and bad (−) traits and an ORIGIN line. Placeholder crew constants removed for this tab only — other tabs keep theirs until their issues land.
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## v0.4.0 — 2026-09-28 22:17
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- LOCAL SYSTEM tab — planet list + exploration to find things (issue #6): the first in-system game loop on top of issue #5's save/world foundation. Single-player, no auth, by design.
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- New tables (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `planets` (id/system_id/parent_id/name/type/hazard/explored — planets have parent_id NULL, moons point at their planet) and `inventory_items` (id/save_id/kind[name]/qty — the dumb-simple cargo hold SHIP SYSTEMS (#8) will spend from later).
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+1
-1
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{
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"name": "space-wanderer",
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"version": "0.4.0",
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"version": "0.5.0",
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"private": true,
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"scripts": {
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"dev": "next dev -p 3000",
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