diff --git a/CHANGELOG.md b/CHANGELOG.md
index a353e5a..642283a 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -1,5 +1,14 @@
# Changelog
+## v0.11.0 — 2026-10-04 03:47
+- 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.
+- 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.
+- Level-up events: when a member's skill steps into the SENIOR (L3) or MASTER (L5) band, a named event is emitted (e.g. "A. OKAFOR is now a SENIOR SCIENTIST — SCANNING L3").
+- CREW tab: each member now shows their four skill levels and a title (SENIOR/MASTER + role) based on their highest skill.
+- Team-builder: the duration preview now accounts for crew skill power (same computation as the queue routes).
+- Combat traits (SHARP SHOOTER, SHORT FUSE, JINXED IN A DOGFIGHT) now display a "STANDBY — encounter-ready" label, as promised in v0.10.0.
+- OpenAPI: `CrewMember` gains `skills` (array of {skill, level}) and `title` fields; fixes pre-existing snake_case `trait_good`/`trait_bad` to camelCase to match the actual response.
+
## v0.10.1 — 2026-10-03 18:36
- Fix React 19 hydration mismatch on every production load — the banner's live clock was prerendered at build time in the static page and desynced at hydration (CI-verified: no hydration errors in the job logs). A real fix, but NOT the cause of the red e2e jump specs.
- Fix the world-map jump dispatch — the actual cause of the three deterministically red e2e jump specs: TeamBuilder's `blocked` term was `undefined`, not `null`, whenever no jump was queued (`Array.find` returns `undefined`), so the roster rendered (truthiness check) while the DISPATCH button's `blocked !== null` guard read it as blocked and stayed disabled — the JUMP panel's dispatch was permanently dead on an empty queue (the 300 s `waitForResponse` timeout; present since the builder shipped in v0.10.0, so the UI-jump specs were red on every run since, on a fresh DB; non-JUMP panels were unaffected, their branch yielding `null`).
diff --git a/app/api/explore/route.ts b/app/api/explore/route.ts
index 68e65c4..665b206 100644
--- a/app/api/explore/route.ts
+++ b/app/api/explore/route.ts
@@ -1,6 +1,7 @@
import { getGameDb } from '@/lib/db/client'
+import * as schema from '@/lib/db/schema'
import { parseCrewTeam } from '@/app/api/crew-team'
-import { checkExploreTarget, ExploreError, getSystemState, queueStateFromSave, saveTaskRow } from '@/lib/game/save'
+import { checkExploreTarget, ExploreError, getSystemState, makePowerOfFor, queueStateFromSave, saveTaskRow } from '@/lib/game/save'
import { queueTask, TaskError } from '@/lib/game/tasks'
// Scan one body of the current system: assign the crew team (lead + helpers) and queue the
@@ -29,7 +30,8 @@ export async function POST(req: Request) {
const db = await getGameDb()
await checkExploreTarget(db, planetId) // existing pre-checks: 404 unknown body · 409 already scanned
const state = await queueStateFromSave(db)
- const { task } = queueTask(state, { type: 'EXPLORE', payload: { planetId }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds })
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const { task } = queueTask(state, { type: 'EXPLORE', payload: { planetId }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds }, await makePowerOfFor(db, save, 'EXPLORE'))
await saveTaskRow(db, task) // inventory is unchanged until the scan resolves — no hold write
return Response.json({ ...(await getSystemState(db)), outcome: [], crewFound: null })
} catch (err) {
diff --git a/app/api/jump/route.ts b/app/api/jump/route.ts
index f86a812..5d097b8 100644
--- a/app/api/jump/route.ts
+++ b/app/api/jump/route.ts
@@ -1,6 +1,7 @@
import { getGameDb } from '@/lib/db/client'
+import * as schema from '@/lib/db/schema'
import { parseCrewTeam } from '@/app/api/crew-team'
-import { checkJumpTarget, getWorldState, JumpError, queueStateFromSave, saveTaskRow } from '@/lib/game/save'
+import { checkJumpTarget, getWorldState, JumpError, makePowerOfFor, queueStateFromSave, saveTaskRow } from '@/lib/game/save'
import { queueTask, TaskError } from '@/lib/game/tasks'
// Jump to a system within range: assign the crew team (lead + helpers) and queue the JUMP
@@ -28,7 +29,8 @@ export async function POST(req: Request) {
const db = await getGameDb()
const hops = await checkJumpTarget(db, systemId) // existing pre-checks: 404 unknown · 409 already there / out of range
const state = await queueStateFromSave(db)
- const { task } = queueTask(state, { type: 'JUMP', payload: { systemId, hops }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds })
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const { task } = queueTask(state, { type: 'JUMP', payload: { systemId, hops }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds }, await makePowerOfFor(db, save, 'JUMP'))
await saveTaskRow(db, task) // inventory is unchanged for a JUMP — no hold write
return Response.json(await getWorldState(db))
} catch (err) {
diff --git a/app/api/research/route.ts b/app/api/research/route.ts
index b808940..9e5ff85 100644
--- a/app/api/research/route.ts
+++ b/app/api/research/route.ts
@@ -1,7 +1,8 @@
import { getGameDb } from '@/lib/db/client'
+import * as schema from '@/lib/db/schema'
import { parseCrewTeam } from '@/app/api/crew-team'
import { getTechState, checkResearchPreconditions, ResearchError } from '@/lib/game/research'
-import { queueStateFromSave, saveInventory, saveTaskRow } from '@/lib/game/save'
+import { makePowerOfFor, queueStateFromSave, saveInventory, saveTaskRow } from '@/lib/game/save'
import { queueTask, TaskError } from '@/lib/game/tasks'
// Research one tech: assign the crew team (lead + helpers) and queue the RESEARCH task — the
@@ -30,7 +31,8 @@ export async function POST(req: Request) {
const db = await getGameDb()
await checkResearchPreconditions(db, techId) // existing pre-checks: 404 unknown · 409 already researched / missing prereq
const state = await queueStateFromSave(db)
- const { task, inventory } = queueTask(state, { type: 'RESEARCH', payload: { techId }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds })
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const { task, inventory } = queueTask(state, { type: 'RESEARCH', payload: { techId }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds }, await makePowerOfFor(db, save, 'RESEARCH'))
await saveTaskRow(db, task)
await saveInventory(db, inventory) // the cost was deducted at queue time
return Response.json(await getTechState(db))
diff --git a/app/api/ship/build/route.ts b/app/api/ship/build/route.ts
index a25d204..706b86e 100644
--- a/app/api/ship/build/route.ts
+++ b/app/api/ship/build/route.ts
@@ -1,7 +1,8 @@
import { getGameDb } from '@/lib/db/client'
+import * as schema from '@/lib/db/schema'
import { parseCrewTeam } from '@/app/api/crew-team'
import { checkBuildPreconditions, getShipState, ShipError } from '@/lib/game/ship'
-import { queueStateFromSave, saveInventory, saveTaskRow } from '@/lib/game/save'
+import { makePowerOfFor, queueStateFromSave, saveInventory, saveTaskRow } from '@/lib/game/save'
import { queueTask, TaskError } from '@/lib/game/tasks'
// Build an unbuilt ship system type at base values: assign the crew team (lead + helpers)
@@ -30,7 +31,8 @@ export async function POST(req: Request) {
const db = await getGameDb()
await checkBuildPreconditions(db, type) // existing pre-checks: 404 unknown type · 409 already built / build gate
const state = await queueStateFromSave(db)
- const { task, inventory } = queueTask(state, { type: 'SHIP_BUILD', payload: { type }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds })
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const { task, inventory } = queueTask(state, { type: 'SHIP_BUILD', payload: { type }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds }, await makePowerOfFor(db, save, 'SHIP_BUILD'))
await saveTaskRow(db, task)
await saveInventory(db, inventory) // the cost was deducted at queue time
return Response.json(await getShipState(db))
diff --git a/app/api/ship/expand/route.ts b/app/api/ship/expand/route.ts
index bc29815..60ef224 100644
--- a/app/api/ship/expand/route.ts
+++ b/app/api/ship/expand/route.ts
@@ -1,7 +1,8 @@
import { getGameDb } from '@/lib/db/client'
+import * as schema from '@/lib/db/schema'
import { parseCrewTeam } from '@/app/api/crew-team'
import { checkExpandPreconditions, getShipState, ShipError } from '@/lib/game/ship'
-import { queueStateFromSave, saveInventory, saveTaskRow } from '@/lib/game/save'
+import { makePowerOfFor, queueStateFromSave, saveInventory, saveTaskRow } from '@/lib/game/save'
import { queueTask, TaskError } from '@/lib/game/tasks'
// Raise a built ship system's capacity by one (capped at max capacity): assign the crew team
@@ -30,7 +31,8 @@ export async function POST(req: Request) {
const db = await getGameDb()
await checkExpandPreconditions(db, systemId) // existing pre-checks: 404 unknown · 409 not built / max capacity
const state = await queueStateFromSave(db)
- const { task, inventory } = queueTask(state, { type: 'SHIP_EXPAND', payload: { systemId }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds })
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const { task, inventory } = queueTask(state, { type: 'SHIP_EXPAND', payload: { systemId }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds }, await makePowerOfFor(db, save, 'SHIP_EXPAND'))
await saveTaskRow(db, task)
await saveInventory(db, inventory) // the cost was deducted at queue time
return Response.json(await getShipState(db))
diff --git a/app/api/ship/upgrade/route.ts b/app/api/ship/upgrade/route.ts
index f404b07..d22c3de 100644
--- a/app/api/ship/upgrade/route.ts
+++ b/app/api/ship/upgrade/route.ts
@@ -1,7 +1,8 @@
import { getGameDb } from '@/lib/db/client'
+import * as schema from '@/lib/db/schema'
import { parseCrewTeam } from '@/app/api/crew-team'
import { checkUpgradePreconditions, getShipState, ShipError } from '@/lib/game/ship'
-import { queueStateFromSave, saveInventory, saveTaskRow } from '@/lib/game/save'
+import { makePowerOfFor, queueStateFromSave, saveInventory, saveTaskRow } from '@/lib/game/save'
import { queueTask, TaskError } from '@/lib/game/tasks'
// Level up a built ship system by one (capped at max level): assign the crew team (lead +
@@ -30,7 +31,8 @@ export async function POST(req: Request) {
const db = await getGameDb()
await checkUpgradePreconditions(db, systemId) // existing pre-checks: 404 unknown · 409 not built / max level
const state = await queueStateFromSave(db)
- const { task, inventory } = queueTask(state, { type: 'SHIP_UPGRADE', payload: { systemId }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds })
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const { task, inventory } = queueTask(state, { type: 'SHIP_UPGRADE', payload: { systemId }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds }, await makePowerOfFor(db, save, 'SHIP_UPGRADE'))
await saveTaskRow(db, task)
await saveInventory(db, inventory) // the cost was deducted at queue time
return Response.json(await getShipState(db))
diff --git a/components/crew-panel.tsx b/components/crew-panel.tsx
index f848c43..8130a4d 100644
--- a/components/crew-panel.tsx
+++ b/components/crew-panel.tsx
@@ -9,6 +9,12 @@ import type { CrewDto, CrewState } from '@/lib/game/save'
// /api/crew on mount; Radix unmounts inactive tabs, so opening this tab always refetches
// (no polling needed — turn-based game). Display-only for now: no dismiss/assign actions yet.
+// Spec §8: the three combat traits that carry no duration effect yet — their effect lands
+// with the encounters iteration, so the trait line labels them encounter-ready (STANDBY).
+// The label is additive — the original name always appears in the text unchanged.
+const STANDBY_TRAITS = new Set(['SHARP SHOOTER', 'SHORT FUSE', 'JINXED IN A DOGFIGHT'])
+const standbyLabel = (trait: string) => (STANDBY_TRAITS.has(trait) ? `${trait} (STANDBY — encounter-ready)` : trait)
+
interface CrewPanelProps {
narrow?: boolean
}
@@ -80,15 +86,25 @@ export function CrewPanel({ narrow }: CrewPanelProps) {
>
{member.role}
+ {/* The member's four skill levels, fixed order (JC-27) — one `·`-separated line. */}
+
+ {member.skills.map((s) => `${s.skill} L${s.level}`).join(' · ')}
+
+ {/* The title only exists at L3+ (SENIOR) / L5 (MASTER) — titleFor returns null below. */}
+ {member.title !== null && (
+
+
- {member.traitGood}
+ {standbyLabel(member.traitGood)}
-
- {member.traitBad}
+ {standbyLabel(member.traitBad)}
ORIGIN // {member.origin.toUpperCase()}
diff --git a/components/team-builder.tsx b/components/team-builder.tsx
index f88de85..78b5f22 100644
--- a/components/team-builder.tsx
+++ b/components/team-builder.tsx
@@ -4,14 +4,17 @@ import { useState } from 'react'
import { Button } from '@/components/ui/button'
import type { CrewDto, QueueDto } from '@/lib/game/save'
import { computeDuration, type TaskType } from '@/lib/game/tasks'
+import { makePowerOf, type SkillRow } from '@/lib/game/skills'
// Shared crew picker for the four action panels — PR A: an action is queued as a lead +
// helpers task, not a one-click. Self-contained: the panel passes the /api/crew CrewState
// it fetched (roster + queue, Task 6) and onQueue hands back the picked team; the panel
// performs its own fetch with the team fields in the body (Task 5a). The live preview is
-// Task 1's computeDuration (pure, no DB import) with the default powerOf — the same call
-// 5a's route makes, so it equals the stored duration. The rows mirror Task 3's queueTask
-// so the UI never offers a 409 (JC-11's fields make the member↔row check exact).
+// Task 1's computeDuration (pure, no DB import) with the skill-band powerOf — Task 14's
+// makePowerOf over the roster's { skill, level } rows (R-P3: the same computation the
+// queueing routes make, so the preview equals the stored duration); each member row shows
+// that member's power contribution for the armed action's skill. The rows mirror Task 3's
+// queueTask so the UI never offers a 409 (JC-11's fields make the member↔row check exact).
export function TeamBuilder({ type, hopCount, roster, tasks, onQueue }: {
type: TaskType
hopCount?: number
@@ -31,9 +34,15 @@ export function TeamBuilder({ type, hopCount, roster, tasks, onQueue }: {
const queuedJump = type === 'JUMP' ? (tasks.find((t) => t.type === 'JUMP') ?? null) : null
const blocked = inTransit ?? queuedJump
+ // R-P3: the preview's powerOf is the same makePowerOf the queueing routes call (Task 14) —
+ // built from the roster's { skill, level } rows (JC-26), so the estimate equals the stored
+ // duration instead of assuming every member is power 1.
+ const skillRows: SkillRow[] = roster.flatMap((c) => c.skills.map((s) => ({ saveId: '', crewId: String(c.id), skill: s.skill, level: s.level, xp: 0 })))
+ const powerOf = makePowerOf(roster, skillRows, type)
+
const lead = roster.find((c) => c.id === leadId) ?? null
const helpers = roster.filter((c) => helperIds.includes(c.id))
- const duration = lead ? computeDuration(type, hopCount ?? 0, lead, helpers) : null // CrewDto ⊇ CrewMember
+ const duration = lead ? computeDuration(type, hopCount ?? 0, lead, helpers, powerOf) : null // CrewDto ⊇ CrewMember
const leadReason = (c: CrewDto) => {
const leads = tasks.find((x) => x.leadCrewId === c.id && x.status === 'PENDING')
@@ -68,7 +77,7 @@ export function TeamBuilder({ type, hopCount, roster, tasks, onQueue }: {
/>
setHelperIds((h) => (h.includes(c.id) ? h.filter((x) => x !== c.id) : [...h, c.id]))} />
- {c.name}
+ {c.name} (power {powerOf(c)})
{leadId === c.id ? ' // LEAD' : ''} {leadReason(c) ?? helperReason(c) ?? ''}
diff --git a/docs/superpowers/plans/2026-10-01-skill-progression.md b/docs/superpowers/plans/2026-10-01-skill-progression.md
new file mode 100644
index 0000000..4577c46
--- /dev/null
+++ b/docs/superpowers/plans/2026-10-01-skill-progression.md
@@ -0,0 +1,359 @@
+# Skill Progression Implementation Plan (PR B — Gitea #45, v0.11.0)
+
+> **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.
+
+**Goal:** Crews gain skills by doing jobs; power bands make experienced teams faster; role names unchanged.
+
+**Architecture:** A pure `lib/game/skills.ts` plus the `crew_skills` table (schema v8) feed power bands into the existing queue/tick engine defined by the PR A plan.
+
+**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)
+
+**Spec:** docs/superpowers/specs/2026-10-01-crew-driven-actions-design.md (§6)
+
+**Upstream:** PR A plan: docs/superpowers/plans/2026-10-01-crew-driven-actions.md — Tasks 3/4a/4b define `queueTask` / `runTurn` / `computeDuration` / `Task`; this plan assumes the post-v0.10.0 merge and starts a fresh feature branch.
+
+## Global Constraints
+
+- 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 — 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 on master → manual deploy `docker compose up -d --build` + verify /api/version at https://space-wanderer.dev.kkhost.pl.
+- 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.
+- OpenAPI spec in lib/openapi.ts updated whenever an endpoint changes (and lib/openapi.test.ts pins, which must be updated with it).
+- Single-player by design: NO auth, accounts, or multiplayer, ever.
+- Determinism: every game outcome reproducible from seed + player actions; no wall-clock randomness.
+- 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).
+
+## Review Focus
+
+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.
+
+---
+Task numbering continues from the PR A plan (1–11).
+
+
+### Task 12: crew_skills table, schema v8 (PR B — Gitea issue #45)
+
+**Files:**
+- Modify: `lib/db/client.ts` (add `crew_skills` to the `DDL` template, after `tasks`), `lib/db/schema.ts` (drizzle table `crewSkills` + unique index), `lib/game/save.ts` (`SCHEMA_VERSION` 7→8; idempotent `seedCrewSkills` helper; the v8 step in `backfillSave`; a `createNewGame` hook — JC-21), `lib/db/admin.ts` (register `crew_skills` in `ADMIN_TABLES`)
+- Test: extend the `backfill (old saves)` describe in `lib/game/save.test.ts` (Task 2's v7-fixture pattern: `freshFile()` + `getWorldState` + stub `schemaVersion` + reopen via `openGameDb(file)`); `lib/db/admin.test.ts`'s registry test picks up the table automatically (it derives its expected list from `schema.ts`)
+
+**Interfaces:**
+- Consumes: `SkillName` + `STARTING_LEVELS` (`Record>`) from Task 1's `lib/game/crew-costs.ts`; `schema.crew`/`schema.saves`; `backfillSave`/`ensureSave` in `lib/game/save.ts` (now `SCHEMA_VERSION = 7` after Task 2)
+- Produces (for Task 13+): the `crew_skills` table — `saveId` (FK saves), `crewId` (FK crew), `skill` (`SkillName`), `level` (0–5), `xp` — seeded to **exactly 4 rows per member** (one per skill) with `level = STARTING_LEVELS[role][skill]`, `xp = 0`, for every save (fresh + upgraded). Task 13 (XP-on-completion, level-ups, power bands, UI) reads/writes this table; level→power stays in `crew-costs.ts` (`POWER_BANDS`)
+
+- [ ] **Create the branch** (PR B, off `master` post-v0.10.0 merge): `git checkout -b feat/skill-progression master`. Every commit in this PR references `(#45)`.
+
+- [ ] **Write the failing test** — extend the `backfill (old saves)` describe in `lib/game/save.test.ts`; add `import { STARTING_LEVELS } from './crew-costs'` at the top. Pins **Review Focus 1 (v8)**: v7→v8 seeds 4 rows per member without touching turn/crew/inventory, idempotent across restart:
+
+```ts
+// Insert one member directly (skill seeding depends only on role — traits can be dummies).
+const pinCrew = (db: GameDb, saveId: number, name: string, role: string) =>
+ db.db.insert(schema.crew).values({ saveId, name, role, traitGood: 'STEADY UNDER PRESSURE', traitBad: 'IMPULSIVE', origin: 'STARTING CREW' }).returning().then((r) => r[0])
+// A member's 4 skill rows as { [skill]: { level, xp } }; the toHaveLength(4) asserts one row per skill.
+const skillMap = async (db: GameDb, crewId: number) => {
+ const rows = await db.db.select().from(schema.crewSkills).where(eq(schema.crewSkills.crewId, crewId))
+ expect(rows).toHaveLength(4)
+ return Object.fromEntries(rows.map((r) => [r.skill, { level: r.level, xp: r.xp }]))
+}
+it('v8: a v7-stamped save (crew present, no skills) seeds 4 role-based rows per member, xp 0, state untouched; idempotent across restart', async () => {
+ const { db, file } = await freshFile()
+ await getWorldState(db) // fresh v8 save (crew_skills already seeded by createNewGame — JC-21)
+ const save = (await db.db.select().from(schema.saves))[0]
+ await db.db.delete(schema.crewSkills) // simulate a v0.10.0 save: crew present, no skills yet
+ await db.db.update(schema.saves).set({ schemaVersion: 7 })
+ const pilot = await pinCrew(db, save.id, 'P. VANCE', 'PILOT')
+ const scientist = await pinCrew(db, save.id, 'S. OKAFOR', 'SCIENTIST')
+ const gunner = await pinCrew(db, save.id, 'G. REYES', 'GUNNER')
+ const crewBefore = await db.db.select().from(schema.crew)
+ const invBefore = await db.db.select().from(schema.inventoryItems)
+ const turnBefore = (await db.db.select().from(schema.saves))[0].turn
+ await getWorldState(db) // ensureSave → backfill v7 → v8 → seedCrewSkills
+ expect((await db.db.select().from(schema.saves))[0].schemaVersion).toBe(8)
+ expect(await skillMap(db, pilot.id)).toEqual({ NAVIGATION: { level: 2, xp: 0 }, SCANNING: { level: 0, xp: 0 }, ENGINEERING: { level: 0, xp: 0 }, RESEARCH: { level: 0, xp: 0 } }) // PILOT
+ expect(await skillMap(db, scientist.id)).toEqual({ NAVIGATION: { level: 0, xp: 0 }, SCANNING: { level: 2, xp: 0 }, ENGINEERING: { level: 0, xp: 0 }, RESEARCH: { level: 2, xp: 0 } }) // SCIENTIST
+ expect(await skillMap(db, gunner.id)).toEqual({ NAVIGATION: { level: 0, xp: 0 }, SCANNING: { level: 0, xp: 0 }, ENGINEERING: { level: 0, xp: 0 }, RESEARCH: { level: 0, xp: 0 } }) // GUNNER (all L0)
+ for (const c of crewBefore) { // full invariant: EVERY member (incl. the random starting crew) matches its role map, xp 0
+ const expected = Object.fromEntries(Object.keys(STARTING_LEVELS[c.role]).map((s) => [s, { level: STARTING_LEVELS[c.role][s], xp: 0 }]))
+ expect(await skillMap(db, c.id)).toEqual(expected)
+ }
+ expect((await db.db.select().from(schema.saves))[0].turn).toBe(turnBefore) // Review Focus 1 (v8): turn / crew / inventory
+ expect(await db.db.select().from(schema.crew)).toEqual(crewBefore) // byte-identical
+ expect(await db.db.select().from(schema.inventoryItems)).toEqual(invBefore) // byte-identical
+ const reopened = await openGameDb(file) // restart: the backfill must be a no-op
+ await getWorldState(reopened)
+ expect((await reopened.db.select().from(schema.saves))[0].schemaVersion).toBe(8)
+ expect(Number(reopened.raw.exec('SELECT COUNT(*) FROM crew_skills')[0]?.values[0][0] ?? 0)).toBe(4 * (await reopened.db.select().from(schema.crew)).length) // still 4 rows per member
+})
+```
+
+- [ ] **Run — expect red**: `npx vitest run lib/game/save.test.ts` → red: `schema.crewSkills` is not exported (the test can't compile) and `SCHEMA_VERSION` is still 7. The other describes stay green (they don't reference `crewSkills`).
+
+- [ ] **Implement**, each in the existing style of its file:
+
+`lib/db/client.ts` — add to the `DDL` template after the `tasks` table (keep in sync with `schema.ts`):
+```sql
+CREATE TABLE IF NOT EXISTS crew_skills (
+ id INTEGER PRIMARY KEY AUTOINCREMENT,
+ save_id INTEGER NOT NULL REFERENCES saves(id),
+ crew_id INTEGER NOT NULL REFERENCES crew(id),
+ skill TEXT NOT NULL, -- 'NAVIGATION' | 'SCANNING' | 'ENGINEERING' | 'RESEARCH' (SkillName)
+ level INTEGER NOT NULL DEFAULT 0, -- 0–5
+ xp INTEGER NOT NULL DEFAULT 0, -- cumulative completions in this skill (Task 13 grants)
+ UNIQUE (crew_id, skill)
+);
+```
+`lib/db/schema.ts` — append after `tasks` (mirrors the DDL; `uniqueIndex` is already imported):
+```ts
+// Per-member skill progression (PR B, spec §6): one row per (crew member, skill); seeded to
+// STARTING_LEVELS[role][skill] by createNewGame / the v8 backfill; Task 13 adds xp + level-ups.
+export const crewSkills = sqliteTable('crew_skills', {
+ id: integer('id').primaryKey({ autoIncrement: true }),
+ saveId: integer('save_id').notNull().references(() => saves.id),
+ crewId: integer('crew_id').notNull().references(() => crew.id),
+ skill: text('skill').notNull(), // SkillName
+ level: integer('level').notNull().default(0), // 0–5
+ xp: integer('xp').notNull().default(0),
+}, (t) => [uniqueIndex('crew_skills_crew_skill_unique').on(t.crewId, t.skill)])
+```
+`lib/game/save.ts` — add `import { STARTING_LEVELS, type SkillName } from './crew-costs'`; bump the constant; add the idempotent seeder (called by `createNewGame` and the v8 backfill):
+```ts
+export const SCHEMA_VERSION = 8 // v1: save + start · v2: bodies · v3: crew · v4: ship · v5: tech · v6: missions · v7: tasks · v8: crew_skills (role-based starting levels)
+// Idempotent: for each crew member with no crew_skills rows yet, seed one row per skill
+// (level = STARTING_LEVELS[role][skill], xp = 0). Called by createNewGame and the v8 backfill.
+async function seedCrewSkills(db: GameDb, saveId: number) {
+ const crew = await db.db.select().from(schema.crew).where(eq(schema.crew.saveId, saveId))
+ const have = new Set((await db.db.select({ crewId: schema.crewSkills.crewId }).from(schema.crewSkills)).map((r) => r.crewId))
+ for (const m of crew) {
+ if (have.has(m.id)) continue // already seeded — idempotent
+ for (const skill of Object.keys(STARTING_LEVELS[m.role]) as SkillName[]) {
+ await db.db.insert(schema.crewSkills).values({ saveId, crewId: m.id, skill, level: STARTING_LEVELS[m.role][skill], xp: 0 })
+ }
+ }
+}
+```
+In `createNewGame`, add after `await seedStartingCrew(db, save.id, seed)`: `await seedCrewSkills(db, save.id)`. In `backfillSave`, add after the v7 step:
+```ts
+ if (version < 8) {
+ await seedCrewSkills(db, save.id) // DDL creates the table at open; seed each member's 4 rows
+ version = 8
+ }
+```
+`lib/db/admin.ts` — register in `ADMIN_TABLES` after `tasks`: `crew_skills: schema.crewSkills,`
+
+- [ ] **Run — expect green**: `npx vitest run lib/game/save.test.ts lib/db/admin.test.ts` → green (new v8 test passes; the admin registry test picks up `crew_skills` automatically); `npx tsc --noEmit` clean.
+
+- [ ] **Commit** (PR B): `git add -A && git commit -m "feat(db): crew_skills table + role-based starting levels — schema v8 (#45)"`.
+
+**Closeout (PR B):** version bump **v0.11.0** + `CHANGELOG.md` entry + open/auto-merge PR + tag **v0.11.0** + manual deploy + close Gitea issue #45 follow the standard per-PR loop (mirroring the v0.10.0 / #44 closeout at this plan's tail). Gitea numbering here is the plan's convention (spec §10's pre-fix numbering lists this work as #44; the actual Gitea issue is #45 (the table is corrected in PR A's Task 11 before the spec is committed)).
+
+**Judgment calls**
+- JC-21 — `ensureSave` runs `backfillSave` only for pre-existing saves; a *fresh* save is built by `createNewGame`, which never backfills. So the v8 seeding is also called from `createNewGame` (the same idempotent `seedCrewSkills`) — otherwise fresh v8 saves would have no `crew_skills` rows at all. Mirrors how `seedStartingCrew`/`seedStartingShip`/`seedStartingTech` are invoked from both `createNewGame` and their backfill steps.
+
+### Task 13: skills.ts — XP, levels, power bands, titles (PR B)
+
+**Files:**
+- Create: `lib/game/skills.ts` (pure — no `lib/db` imports; operates on plain `SkillRow` data from Task 12's `crew_skills` table; the frontend imports it for the CREW-tab skill display + titles, same server+client precedent as `crew-costs.ts`) and test `lib/game/skills.test.ts` (colocated, pure — no DB)
+
+**Interfaces:**
+- Consumes: from `./crew-costs` — `SkillName`, `XP_THRESHOLDS` (level thresholds [5,10,15,20,25]), `POWER_BANDS` ([1,1,1,2,2,3]); the `crew_skills` rows (Task 12) as plain `{ saveId, crewId, skill, level, xp }`
+- Produces (for Task 14+): `SkillRow` interface, `grantXp(skillRows, crewIds, skill, members) → { rows: SkillRow[]; events: string[] }`, `levelFromXp(xp) → number`, `powerForLevel(level) → number`, `titleFor(member, skillRows) → string | null`
+
+- [ ] Steps: TDD — write failing tests FIRST in `lib/game/skills.test.ts` using the spec's EXACT values (run `npx vitest run lib/game/skills.test.ts` → red, the module does not exist yet):
+
+```ts
+import { describe, expect, it } from 'vitest'
+import type { SkillName } from './crew-costs'
+import { grantXp, levelFromXp, powerForLevel, titleFor, type SkillRow } from './skills'
+const pilot = { name: 'BEN OKONKWO', role: 'PILOT' }
+const row = (crewId: string, skill: SkillName, level: number, xp: number): SkillRow =>
+ ({ saveId: 's1', crewId, skill, level, xp })
+const XP: [number, number][] = [[4, 0], [5, 1], [10, 2], [15, 3], [25, 5], [100, 5]]
+describe('levelFromXp (thresholds [5,10,15,20,25], cap 5)', () => {
+ it('maps cumulative xp → highest level reached', () => {
+ for (const [xp, lvl] of XP) expect(levelFromXp(xp), `xp ${xp}`).toBe(lvl)
+ })
+})
+const POWER: [number, number][] = [[0, 1], [2, 1], [3, 2], [4, 2], [5, 3]]
+describe('powerForLevel (bands [1,1,1,2,2,3])', () => {
+ it('L0–2 → 1 · L3–4 → 2 · L5 → 3', () => {
+ for (const [lvl, p] of POWER) expect(powerForLevel(lvl), `L${lvl}`).toBe(p)
+ })
+})
+describe('grantXp — +1 XP to every listed member; event only on a titled-band crossing', () => {
+ const pilotRows = (): SkillRow[] => [
+ row('c1', 'NAVIGATION', 2, 14), row('c1', 'SCANNING', 0, 0),
+ row('c1', 'ENGINEERING', 0, 0), row('c1', 'RESEARCH', 0, 0),
+ ]
+ it('L0 → L1: xp 4 +1 → 5 (L1), no event (no event for plain L1/L2)', () => {
+ const { rows, events } = grantXp([row('c1', 'NAVIGATION', 0, 4)], ['c1'], 'NAVIGATION', { c1: pilot })
+ expect(rows[0]).toEqual({ saveId: 's1', crewId: 'c1', skill: 'NAVIGATION', level: 1, xp: 5 })
+ expect(events).toEqual([])
+ })
+ it('L2 → L3: xp 14 +1 → 15, SENIOR event in the exact spec §6 text', () => {
+ const { rows, events } = grantXp(pilotRows(), ['c1'], 'NAVIGATION', { c1: pilot })
+ expect(rows.find((r) => r.skill === 'NAVIGATION')!.level).toBe(3)
+ expect(events).toEqual(['BEN OKONKWO is now a SENIOR PILOT — NAVIGATION L3'])
+ })
+ it('L4 → L5: xp 24 +1 → 25, MASTER event', () => {
+ const { events } = grantXp([row('c1', 'NAVIGATION', 4, 24), row('c1', 'SCANNING', 0, 0)], ['c1'], 'NAVIGATION', { c1: pilot })
+ expect(events).toEqual(['BEN OKONKWO is now a MASTER PILOT — NAVIGATION L5'])
+ })
+})
+describe('titleFor — from the member's HIGHEST skill level', () => {
+ it('SCIENTIST with SCANNING L3 + RESEARCH L5 → MASTER SCIENTIST (highest wins)', () => {
+ const scientist = { name: 'AVA VANCE', role: 'SCIENTIST' }
+ const rows = [row('c2', 'SCANNING', 3, 15), row('c2', 'RESEARCH', 5, 25), row('c2', 'NAVIGATION', 0, 0), row('c2', 'ENGINEERING', 0, 0)]
+ expect(titleFor(scientist, rows)).toBe('MASTER SCIENTIST')
+ })
+ it('GUNNER with all L0 → null', () => {
+ const gunner = { name: 'RIG HOLLOWAY', role: 'GUNNER' }
+ const rows = [row('c3', 'NAVIGATION', 0, 0), row('c3', 'SCANNING', 0, 0), row('c3', 'ENGINEERING', 0, 0), row('c3', 'RESEARCH', 0, 0)]
+ expect(titleFor(gunner, rows)).toBe(null)
+ })
+})
+```
+
+- [ ] Implement `lib/game/skills.ts` (pure — no `lib/db` imports; frontend imports it for the CREW-tab skill display + titles, same precedent as `crew-costs.ts`):
+
+```ts
+// Pure skill-progression module (spec §6): XP accrual, level→power, titles. No lib/db imports — operates on plain SkillRow data (Task 12's crew_skills table); the frontend imports it for the CREW-tab display.
+import type { SkillName } from './crew-costs'
+import { POWER_BANDS, XP_THRESHOLDS } from './crew-costs'
+export interface SkillRow {
+ saveId: string
+ crewId: string
+ skill: SkillName
+ level: number
+ xp: number
+}
+export type CrewIdentity = { name: string; role: string }
+// Highest level 0–5 with xp ≥ XP_THRESHOLDS[level−1]; thresholds [5,10,15,20,25], cap 5.
+export function levelFromXp(xp: number): number {
+ let level = 0
+ for (let l = 1; l <= XP_THRESHOLDS.length; l++) if (xp >= XP_THRESHOLDS[l - 1]) level = l
+ return level
+}
+// L0–2 → 1 · L3–4 → 2 · L5 → 3 (direct lookup into crew-costs POWER_BANDS).
+export function powerForLevel(level: number): number {
+ return POWER_BANDS[level]
+}
+// From the member's HIGHEST skill level: ≥5 → "MASTER ", ≥3 → "SENIOR ", below → null.
+export function titleFor(member: CrewIdentity, skillRows: SkillRow[]): string | null {
+ const highest = skillRows.reduce((max, r) => Math.max(max, r.level), 0)
+ if (highest >= 5) return `MASTER ${member.role}`
+ if (highest >= 3) return `SENIOR ${member.role}`
+ return null
+}
+// +1 XP to every listed member's row for `skill`; returns updated rows + any level-up events. An event
+// fires when the gained skill steps into a titled band (3 → SENIOR, 5 → MASTER), e.g. "BEN OKONKWO is now a SENIOR PILOT — NAVIGATION L3" (title from the member's HIGHEST skill).
+export function grantXp(
+ skillRows: SkillRow[],
+ crewIds: string[],
+ skill: SkillName,
+ members: Record,
+): { rows: SkillRow[]; events: string[] } {
+ const rows = skillRows.map((r) =>
+ r.skill === skill && crewIds.includes(r.crewId)
+ ? { ...r, xp: r.xp + 1, level: levelFromXp(r.xp + 1) }
+ : r,
+ )
+ const events: string[] = []
+ for (const crewId of crewIds) {
+ const member = members[crewId]
+ if (!member) continue
+ const newLevel = rows.find((r) => r.crewId === crewId && r.skill === skill)?.level ?? 0
+ if (newLevel === 3 || newLevel === 5) {
+ const title = titleFor(member, rows.filter((r) => r.crewId === crewId))
+ if (title) events.push(`${member.name} is now a ${title} — ${skill} L${newLevel}`)
+ }
+ }
+ return { rows, events }
+}
+```
+
+- [ ] **Run — expect green**: `npx vitest run lib/game/skills.test.ts` → green (both levelFromXp/powerForLevel tables, the three grantXp crossings, the two titleFor cases); `npx tsc --noEmit` clean.
+
+- [ ] **Commit** (PR B, same branch as Task 12): `git add -A && git commit -m "feat(game): skills.ts — XP, levels, power bands, titles (#45)"`.
+
+**Judgment calls**
+- JC-22 — spec §6 shows one level-up event (the SENIOR PILOT example) and none for plain L1/L2/L4; so `grantXp` emits an event only when the gained skill steps into a titled band (new level 3 → SENIOR, 5 → MASTER). The event's title is computed from the member's HIGHEST skill level (via `titleFor` over all their rows); if a member is already MASTER from one skill and a second then crosses L3, this would emit a MASTER-titled event naming the L3 skill — a rare edge left as-is (per-member dedup can be added in Task 14's orchestrator if wanted).
+
+### Task 14: Wire skill XP into the tick + power bands into duration (PR B)
+
+**Files:**
+- Modify: `lib/game/skills.ts` (add `makePowerOf` — the power-band closure); `lib/game/save.ts` (`runTurn`: grant XP on each resolved task, fold the level-up events into the tick's event batch, persist `crew_skills` in the final write; new `makePowerOfFor` route helper; imports `grantXp`/`makePowerOf`/`type SkillRow`/`ACTION_SKILL`); `lib/game/tasks.ts` (`queueTask` gains an optional `powerOf` param, forwarded to `computeDuration`); and the five queue paths — `app/api/jump/route.ts`, `app/api/explore/route.ts`, `app/api/ship/{upgrade,expand,build}/route.ts`, `app/api/research/route.ts` (each passes `makePowerOfFor(db, save, type)` into `queueTask`)
+- Test: extend `lib/game/save.test.ts` (the `runTurn (tick on the DB)` describe) and `lib/game/tasks.test.ts` (the `queueTask` block). No new files.
+
+**Interfaces:**
+- Consumes: Task 4b's `runTurn(db)` orchestrator in `save.ts` — reads `saves`/`crew`/`tasks`/`inventory`/`shipSystems`/`tech` into a `QueueState`, runs `tickTurn`, writes `saves.turn` before resolving, dispatches `result.completed` through `TASK_RESOLVERS`, and ends in one whole-DB `persist(db)`; Task 13's `grantXp(skillRows, crewIds, skill, members) → { rows, events }`, `powerForLevel(level)`, `levelFromXp(xp)`, `titleFor(member, rows)`, `SkillRow`, `CrewIdentity`; Task 1's `ACTION_SKILL: Record`, the unchanged `computeDuration(type, hopCount, lead, helpers, powerOf?)`, and `CrewMember`; Task 12's `schema.crewSkills` table; Task 3's `queueTask(state, req)` / `QueueState`.
+- Produces: `makePowerOf(roster: CrewDto[], skillRows: SkillRow[], type: TaskType) → (m: CrewMember) => number` in `skills.ts` — the exact `powerOf` closure Task 15's live UI preview calls (Task 15's crew endpoint must expose each member's skill rows for the UI to build it); and `makePowerOfFor(db, save, type): Promise<(m: CrewMember) => number>` in `save.ts` — the route-side builder the five queue paths call.
+
+- [ ] **Write the failing tests** — extend the two existing describes (no new files):
+ - `lib/game/tasks.test.ts` (`queueTask` block) — a power-band duration case: a solo member with a `powerOf` returning 2 → `queueTask(state, { type: 'EXPLORE', ... }, (m) => 2)` stores `remaining 2` (`ceil(4/2)`), while the no-`powerOf` call (default flat 1) still stores 4 — pins the new param AND its backward-compatible default.
+ - `lib/game/save.test.ts` (`runTurn` describe) — three cases over the 4a `buildWorldFixture`/`freshFile` pattern (patch a member's `crew_skills` row directly; a fresh save already has 4 rows per member from Task 12's seed):
+ 1. **XP accrual** — a 3-person EXPLORE (lead + 2 helpers) completes in one tick → all three members' `SCANNING` rows each gain exactly +1 XP (lead and helpers equally).
+ 2. **Level-up event** — a SCIENTIST whose `SCANNING` row is at xp 14 (L2) completes an EXPLORE → the tick writes the §6 text into `schema.events`: `AVA VANCE is now a SENIOR SCIENTIST — SCANNING L3` (xp 15 → L3 → SENIOR band).
+ 3. **§6 duration-shift** — a member at `SCANNING` L0/xp 0 queues an EXPLORE solo → stored `duration 4`; after 15 completed EXPLOREs (xp 15 → L3 → power 2) the next queued EXPLORE → stored `duration 2` (`ceil(4/2)`). The lead is a SCIENTIST (the preferred EXPLORE role) so the §6 "4 → 2" holds without a mismatch penalty — see JC-23.
+- [ ] **Run — expect red**: `npx vitest run lib/game/tasks.test.ts lib/game/save.test.ts` → the new `it`s red (`queueTask` has no `powerOf` param; `runTurn` doesn't read `crew_skills`, so no XP accrual, no level-up event, and the queued duration stays 4 at L3); every pre-existing test (Task 3's `queueTask` block, 4b's `runTurn` block, the 4a A/B + guard blocks) stays green.
+- [ ] **Implement** — one action per file:
+ 1. `lib/game/skills.ts` — add `import { ACTION_SKILL } from './crew-costs'` and `import type { CrewDto } from './save'` (type-only, so no runtime cycle — the `tasks.ts` precedent), then `makePowerOf`: closes over `Map` (names are unique per single-player save) + `Map`; returns `(m) => powerForLevel(levelByCrew.get(idByName.get(m.name) ?? '') ?? 0)` — an unknown member / no row falls back to L0 → power 1 (Task 1's default).
+ 2. `lib/game/tasks.ts` — `queueTask(state: QueueState, req: QueueTaskRequest, powerOf: (m: CrewMember) => number = () => 1)`; the one line `const duration = computeDuration(req.type, hops, lead, helpers)` becomes `computeDuration(req.type, hops, lead, helpers, powerOf)`. `computeDuration` itself is unchanged.
+ 3. `lib/game/save.ts` — import `grantXp`, `makePowerOf`, `type SkillRow` from `./skills` and `ACTION_SKILL` from `./crew-costs`. In `runTurn`: add `crewSkills` to the top `Promise.all` read; map the rows to `SkillRow[]` (stringify `saveId`/`crewId`) and build `members: Record` keyed by `String(crew.id)`; in the `result.completed` loop, after each `TASK_RESOLVERS[task.type](db, task)`, call `grantXp(skillRows, [String(task.leadCrewId), ...task.helpers.map(String)], ACTION_SKILL[task.type], members)` and reassign `skillRows` (so overlapping crew across several completions in one tick accumulate), pushing its `events` into a tick-level array; after the loop, insert the level-up events as one `schema.events` batch at `result.turn` and update every changed `crew_skills` row — both inside the existing final `persist(db)`. Add `makePowerOfFor(db, save, type)` (reads `crew` + `crew_skills`, returns `makePowerOf(roster, rows, type)`).
+ 4. The five queue-path routes — pass `await makePowerOfFor(db, save, type)` as the third `queueTask` arg so the stored duration uses power bands.
+- [ ] **Run — expect green**: `npx vitest run` → the whole unit suite passes (the three new `runTurn` cases, the new `queueTask` power-band case, and every pre-existing block); `npx tsc --noEmit` clean.
+- [ ] **Commit** (PR B, same branch as Tasks 12–13): `git add -A && git commit -m "feat(game): skill XP on task completion + power bands in duration (#45)"`.
+
+**Judgment calls**
+- JC-23 — the locked design's "e.g. a COMMANDER" for the §6 duration-shift would in fact incur EXPLORE's mismatch penalty (COMMANDER ≠ the preferred SCIENTIST → +1 → 5, not 4), contradicting the cited "duration 4 → 2 (`ceil(4/2)`)". The test therefore leads the EXPLORE with a SCIENTIST (the preferred role, no penalty) seeded at `SCANNING` L0 so the exact §6 "rookie 4 → 2" numbers hold; the power-band effect (the point of the test) is identical either way.
+- JC-24 — `SkillRow.crewId`/`saveId` are strings (Task 13) but `crew_skills.crew_id`/`save_id` and `tasks.leadCrewId`/`helpers` are numeric; `runTurn` stringifies `crew.id`/`save.id` when mapping rows to `SkillRow[]` and when building `members` and the `grantXp` `crewIds`, keeping one string-id domain end to end so `grantXp`'s `crewIds.includes(r.crewId)` matches.
+- JC-25 — 4a's resolvers each insert their own resolution event and `persist`; to keep the level-up events "in the same event batch" and the `crew_skills` updates "in the same single write" as the resolution, `runTurn` writes the level-up events as one batch insert and the `crew_skills` updates inside its existing final `persist(db)` (same `result.turn`, one atomic commit) rather than refactoring every 4a resolver to return its event.
+
+### Task 15: CREW tab skill levels + titles, team-builder contributions (PR B)
+
+**Files:**
+- Modify: `lib/game/save.ts` — the crew-state reader `getCrewState` (post-PR-A it returns the `CrewState { crew, tasks }` wrapper; this is the only lib change in the task) attaches per-member skill data to each `CrewDto`: `skills` (the member's four `crew_skills` rows as `{ skill, level }` in the fixed order NAVIGATION → SCANNING → ENGINEERING → RESEARCH) and `title` (Task 13's `titleFor({ name, role }, memberRows)` — `null` when the member's highest skill is below L3); the `CrewDto` interface gains those two fields; imports `titleFor`/`type SkillRow` from `./skills` and `type SkillName` from `./crew-costs` (type-only, no runtime cycle); the `crew_skills` select joins the existing crew read in the same `Promise.all`.
+- Modify: `components/crew-panel.tsx` — per member, render the four skill levels on one `·`-separated line (e.g. `NAVIGATION L3 · SCANNING L0 · ENGINEERING L0 · RESEARCH L2`) from `member.skills`, and, only when `member.title` is non-null, a title line (e.g. `SENIOR PILOT`). Display-only — no new interaction. Also label the three STANDBY traits (SHARP SHOOTER, SHORT FUSE, JINXED IN A DOGFIGHT) as "STANDBY — encounter-ready" in each member's trait line (spec §8).
+- Modify: `components/team-builder.tsx` (PR A's component) — extend each member row to show that member's power contribution for the armed action's skill (e.g. `BEN OKONKWO (power 2)`), computed with Task 14's `makePowerOf`; the existing live duration preview and the dispatch control stay unchanged.
+- Test: extend `lib/game/save.test.ts` — one new `it` in the `getCrewState` snapshot block for per-member `skills` + `title`. No component tests (the repo has no jsdom/@testing-library — the unit suite is pure-TS only), so the rendered UI is covered by e2e (CI-only), per the standard skip note.
+
+**Interfaces:**
+- Consumes: the post-PR-A crew-state shape — `getCrewState(db): Promise` with `CrewState { crew: CrewDto[]; tasks: QueueDto[] }` from `GET /api/crew` (PR A Task 6 / JC-7); Task 13's `titleFor(member: CrewIdentity, rows: SkillRow[]) → string | null` and `SkillRow`; Task 14's `makePowerOf(roster: CrewDto[], skillRows: SkillRow[], type: TaskType) → (m: CrewMember) => number`; Task 12's `crew_skills` table; Task 1's `ACTION_SKILL` / `SkillName`.
+- Produces: `CrewDto.skills: { skill: SkillName; level: number }[]` (the four rows, fixed order) and `CrewDto.title: string | null` on the `GET /api/crew` response — asserted by the new unit test and by e2e (the CREW-tab skill/title lines and the team-builder `(power N)` rows). No new endpoint, no schema/table change.
+
+- [ ] **Write the failing test** — in `lib/game/save.test.ts`'s `getCrewState` snapshot block, over a fresh save (which Task 12 already seeds with four `crew_skills` rows per member): pin one member (e.g. a PILOT) to `NAVIGATION` L3 (xp 15) and its other three skills L0, and leave a second member all-L0. Assert the pinned member's `getCrewState(db).crew` entry carries `skills` = `[{ NAVIGATION, 3 }, { SCANNING, 0 }, { ENGINEERING, 0 }, { RESEARCH, 0 }]` (all four, fixed order) and `title` = `"SENIOR PILOT"`, and the all-L0 member's `title` = `null`.
+- [ ] **Run — expect red**: `npx vitest run lib/game/save.test.ts` → the new `it` is red (`getCrewState` still returns `CrewDto` entries without `skills`/`title`); every pre-existing block (4b, Task 14's XP/event/duration, the PR-A snapshot-queue block) stays green.
+- [ ] **Implement** — one action per file:
+ 1. `lib/game/save.ts` — in `getCrewState`, add `crew_skills` to the read and group rows by `crewId`; for each `CrewDto` set `skills` to the four fixed-order `{ skill, level }` rows and `title` to `titleFor({ name, role }, memberRows)`; add the two fields to the `CrewDto` interface and the type-only imports.
+ 2. `components/crew-panel.tsx` — under each member's role line, render the `·`-separated skill-level line from `member.skills` and, only when set, a `member.title` line; purely presentational.
+ 3. `components/team-builder.tsx` — import `makePowerOf` (and `type SkillRow`) from `@/lib/game/skills`; build `skillRows: SkillRow[]` once from the roster (`roster.flatMap((c) => c.skills.map((s) => ({ saveId: '', crewId: String(c.id), skill: s.skill, level: s.level, xp: 0 })))`); `const powerOf = makePowerOf(roster, skillRows, type)`; append `(power N)` to each member row's name for that member's contribution in the armed action's skill. Leave the live `duration` preview and dispatch as-is.
+- [ ] **Run — expect green**: `npx vitest run` → the whole unit suite passes (the new `getCrewState` skills/title `it` plus every pre-existing block); `npx tsc --noEmit` clean. The rendered CREW-tab lines and team-builder `(power N)` rows are e2e-covered (CI-only, per AGENTS.md).
+- [ ] **Commit** (PR B, same branch as Tasks 12–14): `git add -A && git commit -m "feat(ui): skill levels + titles on CREW tab and team-builder (#45)"`.
+
+**Judgment calls**
+- JC-26 — `getCrewState` returns the lightweight `{ skill, level }` per member (not the full `SkillRow` with `xp`/`saveId`) to keep the `GET /api/crew` payload display-oriented; the team builder reconstructs just enough of a `SkillRow[]` (`crewId` + `skill` + `level`) to feed `makePowerOf`, which reads only those fields, so the full rows are not shipped to the client twice.
+- JC-27 — skill levels render in the fixed NAVIGATION → SCANNING → ENGINEERING → RESEARCH order (the spec §6 skill list) rather than DB row order, so the CREW-tab line and any e2e text assertion are stable; the same order is pinned in the new unit test.
+- JC-28 — the `GET /api/crew` response object gains two additive display-only fields, but per the locked design this task keeps the OpenAPI `CrewMember` schema (and its `openapi.test.ts` key pin) at its six documented keys, leaving the spec slightly under-documented; a trivial follow-up may mirror `skills`/`title` into the schema + pin later. CI stays green as-is because the pin is unchanged.
+
+### Task 16: Ship v0.11.0 (PR B — Gitea issue #45)
+
+**Files touched (this ship step only — no app code, no failing-test step):**
+- `docs/superpowers/plans/2026-10-01-skill-progression.md` — this plan (untracked, committed here; the spec doc was already committed + approved in PR A, so no spec edits in this PR).
+- `package.json` (version bump) and `CHANGELOG.md` (new top entry).
+
+This is a process task that ships the PR B already built by Tasks 12–15 (all code + tests already live on the same branch). It has no failing-test step and ends in a verification gate.
+
+1. - [ ] **Commit the PR B plan document on the PR B branch** (the branch created in Task 12, `feat/skill-progression`) — the plan doc is untracked: `git add docs/superpowers/plans/2026-10-01-skill-progression.md && git commit -m "docs: skill-progression implementation plan (#45)"`. The spec doc was already committed in PR A — no spec edits in this PR.
+
+2. - [ ] **Version bump** — `package.json` → `"version": "0.11.0"` (from the current `0.10.0`). `CHANGELOG.md`: new entry at the very top in the repo's format `## v0.11.0 — YYYY-MM-DD HH:MM` (fill the date/time at execution) with a bullet summary of the PR: the `crew_skills` table (schema v8) with role-based starting specialisation; +1 XP per completed task for all assigned crew; power bands in task duration (L0–2→1, L3–4→2, L5→3); SENIOR/MASTER titles; the CREW tab shows skill levels + title and the team-builder shows per-member power contribution.
+
+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). All three must pass. Do NOT run the e2e suite (`npx playwright test`) — CI-only per AGENTS.md.
+
+4. - [ ] **Push + open the PR to master** — `git push -u origin feat/skill-progression`, then open a pull request to `master` on Gitea (repo `OpenCode/SpaceWanderer` at git.kkhost.pl). Gitea API access per Task 11's JC-20: prefer the pre-configured **gitea MCP tools** to create the PR; if you must use raw REST/curl, `source` the repo-root `.env` (`GITEA_TOKEN`, gitignored).
+
+5. - [ ] **Auto-merge on green** — trigger Gitea's auto-merge: `POST /repos/OpenCode/SpaceWanderer/pulls//merge` with body `{"do":"merge","merge_style":"merge","merge_when_checks_succeed":true}`. The PR merges automatically once the required status check `CI / build + unit + e2e (pull request)` passes (branch protection; CI runs the full e2e suite in an isolated dind stack, ~7 min). Poll the PR until `merged_at` is set (max ~15 min; poll the API every ~30s). If CI is red, **STOP and report the failure** — never force-merge.
+
+6. - [ ] **Tag on master** — after pulling the merge on `master`: `git tag v0.11.0 && git push origin v0.11.0`.
+
+7. - [ ] **Manual deploy** (CI never deploys) — `docker compose up -d --build` in the repo root, then verify `curl -s https://space-wanderer.dev.kkhost.pl/api/version` returns the 0.11.0 payload.
+
+8. - [ ] **Close the issue** — Gitea API: close issue #45 with a comment summarizing the shipped state (version 0.11.0, tag v0.11.0, live deploy verified).
+
+**Verification gate (whole task):** `/api/version` on the live URL (`https://space-wanderer.dev.kkhost.pl`) reports 0.11.0 **AND** Gitea issue #45 is closed — only then is this PR done.
diff --git a/e2e/smoke.spec.ts b/e2e/smoke.spec.ts
index 3fc8068..5d7c1c2 100644
--- a/e2e/smoke.spec.ts
+++ b/e2e/smoke.spec.ts
@@ -334,7 +334,9 @@ test('CREW tab renders real roster cards, each showing both traits and an origin
await expect(heading).toBeVisible();
// The card is the third div ancestor of the title (flex row → CardHeader → Card).
const card = heading.locator('xpath=ancestor::div[3]');
- await expect(card.getByText(member.role)).toBeVisible();
+ // exact: the new skill line renders 'ENGINEERING', which a loose 'ENGINEER' role search
+ // would also match (substring) — the role line is the only element with the role's exact text.
+ await expect(card.getByText(member.role, { exact: true })).toBeVisible();
await expect(card.getByText(member.traitGood)).toBeVisible();
await expect(card.getByText(member.traitBad)).toBeVisible();
await expect(card.getByText(`ORIGIN // ${member.origin.toUpperCase()}`)).toBeVisible();
diff --git a/lib/db/admin.ts b/lib/db/admin.ts
index 6f449d2..6ac57ce 100644
--- a/lib/db/admin.ts
+++ b/lib/db/admin.ts
@@ -19,6 +19,7 @@ export const ADMIN_TABLES = {
missions: schema.missions,
events: schema.events,
tasks: schema.tasks,
+ crew_skills: schema.crewSkills,
} as const satisfies Record
const TABLE_NAMES: Set = new Set(Object.values(ADMIN_TABLES).map((t) => getTableName(t)))
diff --git a/lib/db/client.ts b/lib/db/client.ts
index ccdc603..f0d8989 100644
--- a/lib/db/client.ts
+++ b/lib/db/client.ts
@@ -129,6 +129,16 @@ CREATE TABLE IF NOT EXISTS tasks (
status TEXT NOT NULL DEFAULT 'ACTIVE', -- 'ACTIVE' | 'PENDING' | 'DONE'
queued_at_turn INTEGER NOT NULL DEFAULT 0
);
+
+CREATE TABLE IF NOT EXISTS crew_skills (
+ id INTEGER PRIMARY KEY AUTOINCREMENT,
+ save_id INTEGER NOT NULL REFERENCES saves(id),
+ crew_id INTEGER NOT NULL REFERENCES crew(id),
+ skill TEXT NOT NULL, -- 'NAVIGATION' | 'SCANNING' | 'ENGINEERING' | 'RESEARCH' (SkillName)
+ level INTEGER NOT NULL DEFAULT 0, -- 0–5
+ xp INTEGER NOT NULL DEFAULT 0, -- cumulative completions in this skill (Task 13 grants)
+ UNIQUE (crew_id, skill)
+);
`;
// SPACE_WANDERER_DB_PATH override exists so unit tests can point at a temp file instead
diff --git a/lib/db/schema.ts b/lib/db/schema.ts
index cb204a5..7cc9a08 100644
--- a/lib/db/schema.ts
+++ b/lib/db/schema.ts
@@ -153,3 +153,14 @@ export const tasks = sqliteTable('tasks', {
status: text('status').notNull().default('ACTIVE'), // 'ACTIVE' | 'PENDING' | 'DONE'
queuedAtTurn: integer('queued_at_turn').notNull().default(0),
})
+
+// Per-member skill progression (PR B, spec §6): one row per (crew member, skill); seeded to
+// STARTING_LEVELS[role][skill] by createNewGame / the v8 backfill; Task 13 adds xp + level-ups.
+export const crewSkills = sqliteTable('crew_skills', {
+ id: integer('id').primaryKey({ autoIncrement: true }),
+ saveId: integer('save_id').notNull().references(() => saves.id),
+ crewId: integer('crew_id').notNull().references(() => crew.id),
+ skill: text('skill').notNull(), // SkillName
+ level: integer('level').notNull().default(0), // 0–5
+ xp: integer('xp').notNull().default(0),
+}, (t) => [uniqueIndex('crew_skills_crew_skill_unique').on(t.crewId, t.skill)])
diff --git a/lib/game/crew.ts b/lib/game/crew.ts
index a39f9c6..0856a85 100644
--- a/lib/game/crew.ts
+++ b/lib/game/crew.ts
@@ -22,7 +22,9 @@ const LAST_NAMES = [
'VALDEZ', 'WHITLOCK', 'YAMADA', 'ZUBEROV', 'ASHFORD', 'BLACKWELL',
]
-const ROLES = ['COMMANDER', 'PILOT', 'ENGINEER', 'MEDIC', 'NAVIGATOR', 'SCIENTIST', 'GUNNER', 'TECHNICIAN']
+// The role universe: the starting-crew draw and the recruit roll both pick from here.
+// Exported so tests can pin that every role is covered by crew-costs's STARTING_LEVELS.
+export const ROLES = ['COMMANDER', 'PILOT', 'ENGINEER', 'MEDIC', 'NAVIGATOR', 'SCIENTIST', 'GUNNER', 'TECHNICIAN']
const GOOD_TRAITS = [
'STEADY UNDER PRESSURE', 'RECKLESS COURAGE', 'CALM IN A CRISIS', 'FIXES ANYTHING',
diff --git a/lib/game/save.test.ts b/lib/game/save.test.ts
index 56fad68..8984373 100644
--- a/lib/game/save.test.ts
+++ b/lib/game/save.test.ts
@@ -2,16 +2,17 @@ import { mkdtemp, rm } from 'node:fs/promises'
import { tmpdir } from 'node:os'
import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest'
-import { eq } from 'drizzle-orm'
+import { and, eq } from 'drizzle-orm'
import { openGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
-import { generateStartingCrew, rollCrewMember, startingCrewRng } from './crew'
+import { ROLES, generateStartingCrew, rollCrewMember, startingCrewRng } from './crew'
+import { STARTING_LEVELS, XP_THRESHOLDS, type SkillName } from './crew-costs'
import { MIN_AVAILABLE } from './missions'
import { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
import { TECHS } from './tech'
-import { SCHEMA_VERSION, getCrewState, getSystemState, explorePlanet, getWorldState, jumpToSystem, resolveJumpTask, resolveExploreTask, runTurn, type WorldState } from './save'
+import { SCHEMA_VERSION, getCrewState, getSystemState, explorePlanet, getWorldState, jumpToSystem, makePowerOfFor, queueStateFromSave, resolveJumpTask, resolveExploreTask, runTurn, saveTaskRow, type WorldState } from './save'
import { addCrew, buildWorldFixture, insertTaskRow } from './test-fixtures'
-import type { Task } from './tasks'
+import { queueTask, type Task } from './tasks'
import { bodyRng, explorationRng, generatePlanets, rollExploration } from './world'
const dirs: string[] = []
@@ -258,6 +259,43 @@ describe('getCrewState', () => {
expect(crew.map((c) => c.role)).toEqual(expected.map((m) => m.role))
expect(crew.map((c) => [c.traitGood, c.traitBad])).toEqual(expected.map((m) => [m.traitGood, m.traitBad]))
})
+
+ it('attaches per-member skill levels + title: the four crew_skills rows in fixed order, SENIOR from L3, null below', async () => {
+ const { db } = await freshFile()
+ const { crew: seeded } = await getCrewState(db) // ensureSave seeds the starting crew + their crew_skills rows (v8)
+ expect(seeded.length).toBeGreaterThanOrEqual(2)
+ const [pinned, other] = [seeded[0], seeded[1]]
+
+ // Pin the first member to NAVIGATION L3 (xp 15 — the L3 threshold, so levelFromXp round-trips)
+ // with the other three skills L0, and reset the second member to all-L0 (a specialist role
+ // would otherwise seed L2).
+ for (const skill of ['NAVIGATION', 'SCANNING', 'ENGINEERING', 'RESEARCH'] as const) {
+ const level = skill === 'NAVIGATION' ? 3 : 0
+ await db.db.update(schema.crewSkills).set({ level, xp: level > 0 ? XP_THRESHOLDS[level - 1] : 0 }).where(and(eq(schema.crewSkills.crewId, pinned.id), eq(schema.crewSkills.skill, skill)))
+ }
+ for (const r of (await db.db.select().from(schema.crewSkills)).filter((r) => r.crewId === other.id)) {
+ await db.db.update(schema.crewSkills).set({ level: 0, xp: 0 }).where(eq(schema.crewSkills.id, r.id))
+ }
+
+ const { crew } = await getCrewState(db)
+ const p = crew.find((c) => c.id === pinned.id)!
+ expect(p.skills).toEqual([
+ { skill: 'NAVIGATION', level: 3 },
+ { skill: 'SCANNING', level: 0 },
+ { skill: 'ENGINEERING', level: 0 },
+ { skill: 'RESEARCH', level: 0 },
+ ])
+ expect(p.title).toBe(`SENIOR ${p.role}`) // the pinned skill is the member's highest — L3 → SENIOR
+
+ const o = crew.find((c) => c.id === other.id)!
+ expect(o.skills).toEqual([
+ { skill: 'NAVIGATION', level: 0 },
+ { skill: 'SCANNING', level: 0 },
+ { skill: 'ENGINEERING', level: 0 },
+ { skill: 'RESEARCH', level: 0 },
+ ])
+ expect(o.title).toBeNull()
+ })
})
describe('explorePlanet crew finds', () => {
@@ -538,6 +576,103 @@ describe('runTurn (tick on the DB)', () => {
expect(types.filter((t) => t === 'explore')).toHaveLength(1)
expect((await db.db.select().from(schema.solarSystems)).filter((s) => s.isCurrent).map((s) => s.id)).toEqual([1]) // the ship did not move
})
+
+ // PR B (#45): the fixture's crew rows never ran through createNewGame's seeder, so the
+ // tests here establish the crew_skills rows they need directly (insert / patch).
+ const seedRows = async (db: GameDb, saveId: number, crewId: number, rows: [skill: string, level: number, xp: number][]) => {
+ for (const [skill, level, xp] of rows) {
+ await db.db.insert(schema.crewSkills).values({ saveId, crewId, skill, level, xp })
+ }
+ }
+ // addCrew always mints PILOTs — insert a SCIENTIST directly (the pinCrew pattern from the
+ // v8 backfill test above) with duration-neutral traits.
+ const insertScientist = async (db: GameDb, saveId: number) =>
+ db.db.insert(schema.crew).values({ saveId, name: 'AVA VANCE', role: 'SCIENTIST', traitGood: 'FINDS HIDDEN THINGS', traitBad: 'JINXED IN A DOGFIGHT', origin: 'STARTING CREW' }).returning().then((r) => r[0])
+
+ it('a resolved EXPLORE grants +1 SCANNING XP to every assigned member — lead and helpers alike — and no level-up event below L3', async () => {
+ const { db } = await freshFile()
+ const f = await buildWorldFixture(db)
+ const [c1, c2, c3] = await addCrew(db, 3)
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ for (const id of [c1, c2, c3]) await seedRows(db, save.id, id, [['NAVIGATION', 0, 0], ['SCANNING', 0, 0], ['ENGINEERING', 0, 0], ['RESEARCH', 0, 0]])
+ await insertTaskRow(db, { type: 'EXPLORE', payload: { planetId: f.p0 }, leadCrewId: c1, helpers: [c2, c3], duration: 1, remaining: 1, status: 'ACTIVE', queuedAtTurn: 1 })
+
+ const r = await runTurn(db)
+ expect(r.turn).toBe(1)
+ expect(r.completed.map((t) => t.type)).toEqual(['EXPLORE'])
+
+ for (const id of [c1, c2, c3]) { // every assigned member's SCANNING row gained exactly +1 XP (xp 1 < the L1 threshold 5 — still L0); the other skills are untouched
+ const rows = await db.db.select().from(schema.crewSkills).where(eq(schema.crewSkills.crewId, id))
+ expect(Object.fromEntries(rows.map((x) => [x.skill, { level: x.level, xp: x.xp }] as const))).toEqual({ NAVIGATION: { level: 0, xp: 0 }, SCANNING: { level: 0, xp: 1 }, ENGINEERING: { level: 0, xp: 0 }, RESEARCH: { level: 0, xp: 0 } })
+ }
+ expect((await db.db.select().from(schema.events)).filter((e) => e.type === 'level_up')).toHaveLength(0) // L1 is a plain level — no event
+ })
+
+ it('a SCIENTIST at SCANNING xp 14 (L2) completing an EXPLORE writes the §6 level-up event at the tick\'s new turn', async () => {
+ const { db } = await freshFile()
+ const f = await buildWorldFixture(db)
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const sc = await insertScientist(db, save.id)
+ await seedRows(db, save.id, sc.id, [['NAVIGATION', 0, 0], ['SCANNING', 2, 14], ['ENGINEERING', 0, 0], ['RESEARCH', 2, 10]]) // one completion from L3
+ await insertTaskRow(db, { type: 'EXPLORE', payload: { planetId: f.p0 }, leadCrewId: sc.id, helpers: [], duration: 1, remaining: 1, status: 'ACTIVE', queuedAtTurn: 1 })
+
+ const r = await runTurn(db)
+ expect(r.turn).toBe(1)
+ expect(r.completed.map((t) => t.type)).toEqual(['EXPLORE'])
+
+ const levelUps = (await db.db.select().from(schema.events)).filter((e) => e.type === 'level_up')
+ expect(levelUps.map((e) => [e.turn, e.message] as const)).toEqual([[1, 'AVA VANCE is now a SENIOR SCIENTIST — SCANNING L3']]) // §6 text, at the tick's new turn
+ const scanning = (await db.db.select().from(schema.crewSkills).where(and(eq(schema.crewSkills.crewId, sc.id), eq(schema.crewSkills.skill, 'SCANNING'))))[0]
+ expect({ level: scanning.level, xp: scanning.xp }).toEqual({ level: 3, xp: 15 })
+ })
+
+ it('§6 duration shift: a SCANNING L0 member queues a solo EXPLORE at stored duration 4; at L3 (xp 15) the next queued EXPLORE stores duration 2 (ceil(4/2))', async () => {
+ const { db } = await freshFile()
+ const f = await buildWorldFixture(db)
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const sc = await insertScientist(db, save.id)
+ await seedRows(db, save.id, sc.id, [['NAVIGATION', 0, 0], ['SCANNING', 0, 0], ['ENGINEERING', 0, 0], ['RESEARCH', 0, 0]]) // rookie — JC-23: SCIENTIST leads, no mismatch penalty
+
+ // Rookie (SCANNING L0 → power 1): the queued EXPLORE stores the full 4 turns.
+ const first = await saveTaskRow(db, queueTask(await queueStateFromSave(db), { type: 'EXPLORE', payload: { planetId: f.p0 }, leadCrewId: sc.id, helperCrewIds: [] }, await makePowerOfFor(db, save, 'EXPLORE')).task)
+ expect((await db.db.select().from(schema.tasks)).find((t) => t.id === first)!).toMatchObject({ status: 'ACTIVE', remaining: 4 })
+
+ // After 15 completed EXPLOREs the member is SCANNING L3 (power 2) — the next queued EXPLORE halves to 2.
+ await db.db.update(schema.crewSkills).set({ level: 3, xp: 15 }).where(and(eq(schema.crewSkills.crewId, sc.id), eq(schema.crewSkills.skill, 'SCANNING')))
+ const second = await saveTaskRow(db, queueTask(await queueStateFromSave(db), { type: 'EXPLORE', payload: { planetId: f.p1 }, leadCrewId: sc.id, helperCrewIds: [] }, await makePowerOfFor(db, save, 'EXPLORE')).task)
+ expect((await db.db.select().from(schema.tasks)).find((t) => t.id === second)!).toMatchObject({ status: 'PENDING', remaining: 2 }) // PENDING — the lead chains behind its own ACTIVE
+ })
+
+ it('a recruit found on a resolved EXPLORE is seeded with role-based starting skills — the 4-rows-per-member invariant holds (R-P6)', async () => {
+ const { db } = await freshFile()
+ const f = await buildWorldFixture(db)
+ const [save] = await db.db.select().from(schema.saves).limit(1)
+ const [c1] = await addCrew(db, 1) // a crew id (addCrew returns ids, not rows)
+ await seedRows(db, save.id, c1, [['NAVIGATION', 2, 10], ['SCANNING', 0, 0], ['ENGINEERING', 0, 0], ['RESEARCH', 0, 0]]) // PILOT profile
+ // Seed '3' + planet 1 (Alder) is the fixture's known recruit stream — the crew roll is
+ // recomputed here, mirroring save.ts: the item haul draws first, then the crew roll on the same stream.
+ await db.db.update(schema.saves).set({ seed: '3' })
+ await insertTaskRow(db, { type: 'EXPLORE', payload: { planetId: f.p0 }, leadCrewId: c1, helpers: [], duration: 1, remaining: 1, status: 'ACTIVE', queuedAtTurn: 1 })
+
+ const r = await runTurn(db)
+ expect(r.completed.map((t) => t.type)).toEqual(['EXPLORE'])
+
+ const crew = await db.db.select().from(schema.crew)
+ expect(crew).toHaveLength(2) // exactly one join
+ const recruit = crew.find((c) => c.id !== c1)!
+ const expectedRng = explorationRng('3', f.p0)
+ rollExploration(expectedRng) // consume the haul draws first, exactly as save.ts does
+ const expectedMember = rollCrewMember(expectedRng, new Set(['CREW 1']))!
+ expect(recruit.name).toBe(expectedMember.name)
+ const levels = STARTING_LEVELS[expectedMember.role]
+ // The recruit gets the same profile as starting crew: role-based levels, xp = the level's threshold (levelFromXp round-trips).
+ const rows = await db.db.select().from(schema.crewSkills).where(eq(schema.crewSkills.crewId, recruit.id))
+ expect(Object.fromEntries(rows.map((x) => [x.skill, { level: x.level, xp: x.xp }] as const))).toEqual(
+ Object.fromEntries((Object.keys(levels) as SkillName[]).map((s) => [s, { level: levels[s], xp: levels[s] > 0 ? XP_THRESHOLDS[levels[s] - 1] : 0 }] as const)),
+ )
+ // The seeder is idempotent — the pre-seeded member is not re-seeded: still exactly 4 rows per member.
+ expect((await db.db.select().from(schema.crewSkills)).length).toBe(4 * crew.length)
+ })
})
// --- The GET snapshots' task queue (Task 6) ---------------------------------------------
@@ -718,10 +853,10 @@ describe('backfill (old saves)', () => {
const invBefore = await db.db.select().from(schema.inventoryItems)
await db.db.update(schema.saves).set({ schemaVersion: 6 }) // simulate a save stamped by v0.9.12
- const world2 = await getWorldState(db) // ensureSave → backfill v6 → v7
+ const world2 = await getWorldState(db) // ensureSave → backfill v6 → v7 → v8
expect(world2).toEqual(world) // turn, systems, edges — untouched (Review Focus 1)
- expect((await db.db.select().from(schema.saves))[0].schemaVersion).toBe(7)
+ expect((await db.db.select().from(schema.saves))[0].schemaVersion).toBe(SCHEMA_VERSION)
expect(await db.db.select().from(schema.crew)).toEqual(crewBefore)
expect(await db.db.select().from(schema.inventoryItems)).toEqual(invBefore)
const tables = db.raw.exec("SELECT name FROM sqlite_master WHERE type = 'table'")
@@ -730,10 +865,56 @@ describe('backfill (old saves)', () => {
const reopened = await openGameDb(file) // restart: the backfill must be a no-op
await getWorldState(reopened)
- expect((await reopened.db.select().from(schema.saves))[0].schemaVersion).toBe(7)
+ expect((await reopened.db.select().from(schema.saves))[0].schemaVersion).toBe(SCHEMA_VERSION)
expect(Number(reopened.raw.exec('SELECT COUNT(*) FROM tasks')[0]?.values[0][0] ?? 0)).toBe(0)
})
+ // Insert one member directly (skill seeding depends only on role — traits can be dummies).
+ const pinCrew = (db: GameDb, saveId: number, name: string, role: string) =>
+ db.db.insert(schema.crew).values({ saveId, name, role, traitGood: 'STEADY UNDER PRESSURE', traitBad: 'IMPULSIVE', origin: 'STARTING CREW' }).returning().then((r) => r[0])
+ // A member's 4 skill rows as { [skill]: { level, xp } }; the toHaveLength(4) asserts one row per skill.
+ const skillMap = async (db: GameDb, crewId: number) => {
+ const rows = await db.db.select().from(schema.crewSkills).where(eq(schema.crewSkills.crewId, crewId))
+ expect(rows).toHaveLength(4)
+ return Object.fromEntries(rows.map((r) => [r.skill, { level: r.level, xp: r.xp }]))
+ }
+
+ it('v8: a v7-stamped save (crew present, no skills) seeds 4 role-based rows per member, xp consistent with level, state untouched; idempotent across restart', async () => {
+ const { db, file } = await freshFile()
+ await getWorldState(db) // fresh v8 save (crew_skills already seeded by createNewGame — JC-21)
+ const save = (await db.db.select().from(schema.saves))[0]
+ await db.db.delete(schema.crewSkills) // simulate a v0.10.0 save: crew present, no skills yet
+ await db.db.update(schema.saves).set({ schemaVersion: 7 })
+ const pilot = await pinCrew(db, save.id, 'P. VANCE', 'PILOT')
+ const scientist = await pinCrew(db, save.id, 'S. OKAFOR', 'SCIENTIST')
+ const gunner = await pinCrew(db, save.id, 'G. REYES', 'GUNNER')
+ const crewBefore = await db.db.select().from(schema.crew)
+ const invBefore = await db.db.select().from(schema.inventoryItems)
+ const turnBefore = (await db.db.select().from(schema.saves))[0].turn
+ await getWorldState(db) // ensureSave → backfill v7 → v8 → seedCrewSkills
+ expect((await db.db.select().from(schema.saves))[0].schemaVersion).toBe(SCHEMA_VERSION)
+ expect(await skillMap(db, pilot.id)).toEqual({ NAVIGATION: { level: 2, xp: 10 }, SCANNING: { level: 0, xp: 0 }, ENGINEERING: { level: 0, xp: 0 }, RESEARCH: { level: 0, xp: 0 } }) // PILOT
+ expect(await skillMap(db, scientist.id)).toEqual({ NAVIGATION: { level: 0, xp: 0 }, SCANNING: { level: 2, xp: 10 }, ENGINEERING: { level: 0, xp: 0 }, RESEARCH: { level: 2, xp: 10 } }) // SCIENTIST
+ expect(await skillMap(db, gunner.id)).toEqual({ NAVIGATION: { level: 0, xp: 0 }, SCANNING: { level: 0, xp: 0 }, ENGINEERING: { level: 0, xp: 0 }, RESEARCH: { level: 0, xp: 0 } }) // GUNNER (all L0)
+ for (const c of crewBefore) { // full invariant: EVERY member (incl. the random starting crew) matches its role map, xp = the level's threshold (levelFromXp round-trips)
+ const expected = Object.fromEntries((Object.keys(STARTING_LEVELS[c.role]) as SkillName[]).map((s) => [s, { level: STARTING_LEVELS[c.role][s], xp: STARTING_LEVELS[c.role][s] > 0 ? XP_THRESHOLDS[STARTING_LEVELS[c.role][s] - 1] : 0 }]))
+ expect(await skillMap(db, c.id)).toEqual(expected)
+ }
+ expect((await db.db.select().from(schema.saves))[0].turn).toBe(turnBefore) // Review Focus 1 (v8): turn / crew / inventory
+ expect(await db.db.select().from(schema.crew)).toEqual(crewBefore) // byte-identical
+ expect(await db.db.select().from(schema.inventoryItems)).toEqual(invBefore) // byte-identical
+ const reopened = await openGameDb(file) // restart: the backfill must be a no-op
+ await getWorldState(reopened)
+ expect((await reopened.db.select().from(schema.saves))[0].schemaVersion).toBe(SCHEMA_VERSION)
+ expect(Number(reopened.raw.exec('SELECT COUNT(*) FROM crew_skills')[0]?.values[0][0] ?? 0)).toBe(4 * (await reopened.db.select().from(schema.crew)).length) // still 4 rows per member
+ })
+
+ it('pins the role universe: every role in crew.ts is a key of STARTING_LEVELS, so the v8 seeder never hits an unknown role', () => {
+ for (const role of ROLES) {
+ expect(STARTING_LEVELS[role], `STARTING_LEVELS[${role}]`).toBeDefined()
+ }
+ })
+
it('seeds the starting ship on a new game: core types built at base values, WEAPONS unbuilt', async () => {
const { db } = await freshFile()
await getWorldState(db)
diff --git a/lib/game/save.ts b/lib/game/save.ts
index 0d058f6..0e8bf81 100644
--- a/lib/game/save.ts
+++ b/lib/game/save.ts
@@ -1,12 +1,14 @@
-import { eq, inArray } from 'drizzle-orm'
+import { and, eq, inArray } from 'drizzle-orm'
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 { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
import { checkMissionCompletion, topUpMissionBoard } from './missions'
import { resolveResearchTask, ResearchError } from './research'
import { resolveShipBuildTask, resolveShipExpandTask, resolveShipUpgradeTask, ShipError } from './ship'
+import { grantXp, makePowerOf, titleFor, type CrewIdentity, type SkillRow } from './skills'
import { tickTurn, type QueueState, type Task, type TaskStatus, type TickResult, type TaskType } from './tasks'
import { TECHS } from './tech'
import { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, mulberry32, reachableWithin, rollExploration, type FoundItem } from './world'
@@ -119,7 +121,7 @@ async function seedStartingCrew(db: GameDb, saveId: number, seed: string): Promi
// What each schema version added to a save. Saves created by older code lack the data newer
// versions seed at new-game time, so ensureSave runs these steps in order for anything below
// current — each step is idempotent (a no-op when its data already exists).
-export const SCHEMA_VERSION = 7 // v1: save + start region only · v2: bodies for every system · v3: starting crew · v4: starting ship · v5: tech tree · v6: mission board · v7: tasks table
+export const SCHEMA_VERSION = 8 // v1: save + start region only · v2: bodies for every system · v3: starting crew · v4: starting ship · v5: tech tree · v6: mission board · v7: tasks table · v8: crew_skills (role-based starting levels)
// Seeds the starting ship: one row per known type — core types built at base values, the rest
// unbuilt (level/capacity 0) until a BUILD action.
@@ -136,6 +138,24 @@ async function seedStartingTech(db: GameDb, saveId: number): Promise {
}
}
+// Idempotent: for each crew member with no crew_skills rows yet, seed one row per skill
+// (level = STARTING_LEVELS[role][skill], xp = the threshold that level implies — levelFromXp
+// must round-trip: a seeded L2 starts at xp 10, not 0, or Task 14's grantXp (which recomputes
+// level from cumulative xp) would regress the member L2 → L0). Called by createNewGame and the
+// v8 backfill. A role missing from STARTING_LEVELS seeds four all-L0 rows instead of throwing
+// — the seeder must never brick a save.
+async function seedCrewSkills(db: GameDb, saveId: number) {
+ const crew = await db.db.select().from(schema.crew).where(eq(schema.crew.saveId, saveId))
+ const have = new Set((await db.db.select({ crewId: schema.crewSkills.crewId }).from(schema.crewSkills)).map((r) => r.crewId))
+ for (const m of crew) {
+ if (have.has(m.id)) continue // already seeded — idempotent
+ const levels = STARTING_LEVELS[m.role] ?? { NAVIGATION: 0, SCANNING: 0, ENGINEERING: 0, RESEARCH: 0 }
+ for (const skill of Object.keys(levels) as SkillName[]) {
+ await db.db.insert(schema.crewSkills).values({ saveId, crewId: m.id, skill, level: levels[skill], xp: levels[skill] > 0 ? XP_THRESHOLDS[levels[skill] - 1] : 0 })
+ }
+ }
+}
+
// Creates the save + starting region when the DB has none; backfills older saves otherwise.
// Safe to call on every request (single player, one process: check-then-insert cannot race).
export async function ensureSave(db: GameDb): Promise {
@@ -162,6 +182,7 @@ async function createNewGame(db: GameDb): Promise {
const resolve = (index: number) => (index === 0 ? startId : neighborIds[index - 1])
await insertRoutes(db, region.edges, resolve)
await seedStartingCrew(db, save.id, seed)
+ await seedCrewSkills(db, save.id)
await seedStartingShip(db, save.id)
await seedStartingTech(db, save.id)
await topUpMissionBoard(db) // only the start system is discovered yet — no DELIVER targets on a fresh game
@@ -200,6 +221,10 @@ async function backfillSave(db: GameDb, save: { id: number; seed: string; schema
// every file — new or old — so an upgraded save simply starts with an empty queue; stamp.
version = 7
}
+ if (version < 8) {
+ await seedCrewSkills(db, save.id) // DDL creates the table at open; seed each member's 4 rows
+ version = 8
+ }
if (from !== SCHEMA_VERSION) {
await db.db.update(schema.saves).set({ schemaVersion: version }).where(eq(schema.saves.id, save.id))
@@ -460,6 +485,28 @@ export interface CrewDto {
traitGood: string
traitBad: string
origin: string // 'STARTING CREW' or ', ' for members found while exploring
+ skills: { skill: SkillName; level: number }[] // the member's four crew_skills rows, fixed NAVIGATION → SCANNING → ENGINEERING → RESEARCH order (JC-27); display-oriented — no xp (JC-26)
+ title: string | null // 'SENIOR ' from the member's highest level ≥ 3, 'MASTER ' from ≥ 5, null below (titleFor)
+}
+
+// The fixed display order of the four skills (JC-27, spec §6) — the CREW-tab line and the
+// /api/crew payload never depend on DB row order.
+const SKILL_ORDER: SkillName[] = ['NAVIGATION', 'SCANNING', 'ENGINEERING', 'RESEARCH']
+
+// One CrewDto from a crew row and that member's crew_skills rows: the four fixed-order
+// { skill, level } entries (JC-26/27) plus the title from the member's highest level
+// (titleFor — null below L3). A member with no rows (a hand-built save whose crew was never
+// seeded) reads all-L0 with a null title — the same fallback as makePowerOf's missing-row →
+// L0 → power 1, so a preview built from the DTO matches the queueing route's rows.
+function buildCrewDto(
+ c: { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string },
+ skillRows: { crewId: number; skill: string; level: number }[],
+): CrewDto {
+ const levelBySkill = new Map()
+ for (const r of skillRows) levelBySkill.set(r.skill as SkillName, r.level)
+ const skills = SKILL_ORDER.map((skill) => ({ skill, level: levelBySkill.get(skill) ?? 0 }))
+ const title = titleFor({ name: c.name, role: c.role }, skills.map((s) => ({ saveId: '', crewId: String(c.id), skill: s.skill, level: s.level, xp: 0 })))
+ return { id: c.id, name: c.name, role: c.role, traitGood: c.traitGood, traitBad: c.traitBad, origin: c.origin, skills, title }
}
// GET /api/crew wraps the roster with the snapshot task queue (JC-7): a bare array cannot
@@ -473,8 +520,17 @@ export interface CrewState {
// Auto-initializes like the other reads.
export async function getCrewState(db: GameDb): Promise {
await ensureSave(db)
- const crew = (await db.db.select().from(schema.crew)).map((c) => ({ id: c.id, name: c.name, role: c.role, traitGood: c.traitGood, traitBad: c.traitBad, origin: c.origin }))
- return { crew, tasks: await taskQueue(db) }
+ const [crew, skillRows] = await Promise.all([
+ db.db.select().from(schema.crew),
+ db.db.select().from(schema.crewSkills),
+ ])
+ const rowsByCrew = new Map()
+ for (const r of skillRows) {
+ const list = rowsByCrew.get(r.crewId) ?? []
+ list.push(r)
+ rowsByCrew.set(r.crewId, list)
+ }
+ return { crew: crew.map((c) => buildCrewDto(c, rowsByCrew.get(c.id) ?? [])), tasks: await taskQueue(db) }
}
export interface ExploreResult extends SystemState {
@@ -516,7 +572,8 @@ export async function resolveExploreTask(db: GameDb, task: Task): Promise<{ outc
const systems = await db.db.select().from(schema.solarSystems)
const systemName = systems.find((s) => s.id === target.systemId)?.name ?? 'unknown system'
const [row] = await db.db.insert(schema.crew).values({ saveId: save.id, name: foundMember.name, role: foundMember.role, traitGood: foundMember.traitGood, traitBad: foundMember.traitBad, origin: `${target.name}, ${systemName}` }).returning()
- crewFound = { id: row.id, name: row.name, role: row.role, traitGood: row.traitGood, traitBad: row.traitBad, origin: row.origin }
+ await seedCrewSkills(db, save.id) // the recruit gets role-based starting rows like the starting crew — the seeder is idempotent, so only the new member is seeded (R-P6)
+ crewFound = buildCrewDto(row, await db.db.select().from(schema.crewSkills).where(eq(schema.crewSkills.crewId, row.id)))
}
const foundText = outcome.length > 0 ? outcome.map((i) => `${i.qty}× ${i.name}`).join(', ') : 'nothing'
@@ -589,16 +646,17 @@ function rowToTask(row: { id: number; saveId: number; type: string; payload: str
export async function queueStateFromSave(db: GameDb): Promise {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
- const [crew, taskRows, inventory, shipSystems, tech] = await Promise.all([
+ const [crew, taskRows, inventory, shipSystems, tech, skillRows] = await Promise.all([
db.db.select().from(schema.crew),
db.db.select().from(schema.tasks),
db.db.select().from(schema.inventoryItems),
db.db.select().from(schema.shipSystems),
db.db.select().from(schema.tech),
+ db.db.select().from(schema.crewSkills),
])
return {
turn: save.turn,
- crew: crew.map((c) => ({ id: c.id, name: c.name, role: c.role, traitGood: c.traitGood, traitBad: c.traitBad, origin: c.origin })),
+ crew: crew.map((c) => buildCrewDto(c, skillRows.filter((r) => r.crewId === c.id))),
tasks: taskRows.map(rowToTask),
inventory: inventory.map((i) => ({ kind: i.kind as 'resource' | 'part', name: i.name, qty: i.qty })),
shipSystems: shipSystems.map((s) => ({ id: s.id, type: s.type, level: s.level, capacity: s.capacity })),
@@ -640,6 +698,16 @@ export async function runTurn(db: GameDb): Promise {
const [save] = await db.db.select().from(schema.saves).limit(1)
const state = await queueStateFromSave(db)
+ // PR B (§6): the skill rows this tick's XP grant runs over — string ids end to end (JC-24):
+ // crew_skills' numeric id columns stringify into SkillRow's, and `members` keys off
+ // String(crew.id) so grantXp's crewIds.includes(r.crewId) matches. The snapshot is taken
+ // before any resolution: a recruit who joins mid-tick has no rows in it — and a recruit is
+ // never on a task that completes in the same tick.
+ const skillRows0: SkillRow[] = (await db.db.select().from(schema.crewSkills)).map((r) => ({ saveId: String(r.saveId), crewId: String(r.crewId), skill: r.skill as SkillName, level: r.level, xp: r.xp }))
+ let skillRows = skillRows0
+ const members: Record = Object.fromEntries(state.crew.map((c): [string, CrewIdentity] => [String(c.id), { name: c.name, role: c.role }]))
+ const levelUpEvents: string[] = []
+
const result = tickTurn(state)
// (e) the tick IS the turn increment — written BEFORE the resolvers run, so their events
@@ -654,12 +722,33 @@ export async function runTurn(db: GameDb): Promise {
for (const task of result.completed) {
try {
await TASK_RESOLVERS[task.type](db, task)
+ // §6: every assigned member — lead and helpers equally — gains +1 XP in the action's
+ // skill. The rows reassign, so a member on several completions this tick accumulates,
+ // and the level-up events collect for the batch write below. A task whose resolver
+ // failed its 4a guard grants nothing: its effect did not land.
+ const { rows, events } = grantXp(skillRows, [String(task.leadCrewId), ...task.helpers.map(String)], ACTION_SKILL[task.type], members)
+ skillRows = rows
+ levelUpEvents.push(...events)
} catch (err) {
if (err instanceof JumpError || err instanceof ExploreError || err instanceof ShipError || err instanceof ResearchError) continue
throw err
}
}
+ // The tick's level-up events as one batch at the new turn, and the crew_skills rows that
+ // changed — both land in the final whole-DB write (JC-25): the resolution, the events and
+ // the skill progression commit together. Only rows whose level or xp moved are written.
+ for (const message of levelUpEvents) {
+ await db.db.insert(schema.events).values({ saveId: save.id, turn: result.turn, type: 'level_up', message, createdAt: new Date().toISOString() })
+ }
+ const beforeSkill = new Map(skillRows0.map((r): [string, SkillRow] => [`${r.crewId}:${r.skill}`, r]))
+ for (const row of skillRows) {
+ const old = beforeSkill.get(`${row.crewId}:${row.skill}`)!
+ if (old.level !== row.level || old.xp !== row.xp) {
+ await db.db.update(schema.crewSkills).set({ level: row.level, xp: row.xp }).where(and(eq(schema.crewSkills.crewId, Number(row.crewId)), eq(schema.crewSkills.skill, row.skill)))
+ }
+ }
+
// Persist the tick's queue changes (the resolvers already persisted their own effects) —
// one final whole-DB write makes the turn atomic on disk.
for (const before of state.tasks) {
@@ -672,3 +761,17 @@ export async function runTurn(db: GameDb): Promise {
return result
}
+
+// The queueing routes' power-band builder (PR B, §6): the save's roster and crew_skills rows
+// folded into makePowerOf's closure for the action's skill — the same closure the live
+// duration preview uses, so a queued task's stored duration matches what the crew picker
+// shows. The single save row is passed in by the route rather than re-selected here.
+export async function makePowerOfFor(db: GameDb, save: { id: number }, type: TaskType): Promise<(m: CrewMember) => number> {
+ const [crew, skillRows] = await Promise.all([
+ db.db.select().from(schema.crew).where(eq(schema.crew.saveId, save.id)),
+ db.db.select().from(schema.crewSkills).where(eq(schema.crewSkills.saveId, save.id)),
+ ])
+ const roster: CrewDto[] = crew.map((c) => buildCrewDto(c, skillRows.filter((r) => r.crewId === c.id)))
+ const rows: SkillRow[] = skillRows.map((r) => ({ saveId: String(r.saveId), crewId: String(r.crewId), skill: r.skill as SkillName, level: r.level, xp: r.xp }))
+ return makePowerOf(roster, rows, type)
+}
diff --git a/lib/game/skills.test.ts b/lib/game/skills.test.ts
new file mode 100644
index 0000000..575f38c
--- /dev/null
+++ b/lib/game/skills.test.ts
@@ -0,0 +1,56 @@
+import { describe, expect, it } from 'vitest'
+import type { SkillName } from './crew-costs'
+import { grantXp, levelFromXp, powerForLevel, titleFor, type SkillRow } from './skills'
+const pilot = { name: 'BEN OKONKWO', role: 'PILOT' }
+const row = (crewId: string, skill: SkillName, level: number, xp: number): SkillRow =>
+ ({ saveId: 's1', crewId, skill, level, xp })
+const XP: [number, number][] = [[4, 0], [5, 1], [10, 2], [15, 3], [25, 5], [100, 5]]
+describe('levelFromXp (thresholds [5,10,15,20,25], cap 5)', () => {
+ it('maps cumulative xp → highest level reached', () => {
+ for (const [xp, lvl] of XP) expect(levelFromXp(xp), `xp ${xp}`).toBe(lvl)
+ })
+})
+const POWER: [number, number][] = [[0, 1], [2, 1], [3, 2], [4, 2], [5, 3]]
+describe('powerForLevel (bands [1,1,1,2,2,3])', () => {
+ it('L0–2 → 1 · L3–4 → 2 · L5 → 3', () => {
+ for (const [lvl, p] of POWER) expect(powerForLevel(lvl), `L${lvl}`).toBe(p)
+ })
+})
+describe('grantXp — +1 XP to every listed member; event only on a titled-band crossing', () => {
+ const pilotRows = (): SkillRow[] => [
+ row('c1', 'NAVIGATION', 2, 14), row('c1', 'SCANNING', 0, 0),
+ row('c1', 'ENGINEERING', 0, 0), row('c1', 'RESEARCH', 0, 0),
+ ]
+ it('L0 → L1: xp 4 +1 → 5 (L1), no event (no event for plain L1/L2)', () => {
+ const { rows, events } = grantXp([row('c1', 'NAVIGATION', 0, 4)], ['c1'], 'NAVIGATION', { c1: pilot })
+ expect(rows[0]).toEqual({ saveId: 's1', crewId: 'c1', skill: 'NAVIGATION', level: 1, xp: 5 })
+ expect(events).toEqual([])
+ })
+ it('L2 → L3: xp 14 +1 → 15, SENIOR event in the exact spec §6 text', () => {
+ const { rows, events } = grantXp(pilotRows(), ['c1'], 'NAVIGATION', { c1: pilot })
+ expect(rows.find((r) => r.skill === 'NAVIGATION')!.level).toBe(3)
+ expect(events).toEqual(['BEN OKONKWO is now a SENIOR PILOT — NAVIGATION L3'])
+ })
+ it('L4 → L5: xp 24 +1 → 25, MASTER event', () => {
+ const { events } = grantXp([row('c1', 'NAVIGATION', 4, 24), row('c1', 'SCANNING', 0, 0)], ['c1'], 'NAVIGATION', { c1: pilot })
+ expect(events).toEqual(['BEN OKONKWO is now a MASTER PILOT — NAVIGATION L5'])
+ })
+ it('no event when a member is already at the titled level (stays at L3 after gaining xp)', () => {
+ // Member at SCANNING L3 (xp 16) gains 1 → xp 17, still L3 → NO event
+ const rows = [row('c1', 'SCANNING', 3, 16), row('c1', 'NAVIGATION', 0, 0)]
+ const { events } = grantXp(rows, ['c1'], 'SCANNING', { c1: { name: 'X', role: 'SCIENTIST' } })
+ expect(events).toHaveLength(0)
+ })
+})
+describe('titleFor — from the member\'s HIGHEST skill level', () => {
+ it('SCIENTIST with SCANNING L3 + RESEARCH L5 → MASTER SCIENTIST (highest wins)', () => {
+ const scientist = { name: 'AVA VANCE', role: 'SCIENTIST' }
+ const rows = [row('c2', 'SCANNING', 3, 15), row('c2', 'RESEARCH', 5, 25), row('c2', 'NAVIGATION', 0, 0), row('c2', 'ENGINEERING', 0, 0)]
+ expect(titleFor(scientist, rows)).toBe('MASTER SCIENTIST')
+ })
+ it('GUNNER with all L0 → null', () => {
+ const gunner = { name: 'RIG HOLLOWAY', role: 'GUNNER' }
+ const rows = [row('c3', 'NAVIGATION', 0, 0), row('c3', 'SCANNING', 0, 0), row('c3', 'ENGINEERING', 0, 0), row('c3', 'RESEARCH', 0, 0)]
+ expect(titleFor(gunner, rows)).toBe(null)
+ })
+})
diff --git a/lib/game/skills.ts b/lib/game/skills.ts
new file mode 100644
index 0000000..ff82b42
--- /dev/null
+++ b/lib/game/skills.ts
@@ -0,0 +1,68 @@
+// Pure skill-progression module (spec §6): XP accrual, level→power, titles. No lib/db imports — operates on plain SkillRow data (Task 12's crew_skills table); the frontend imports it for the CREW-tab display.
+import { ACTION_SKILL, POWER_BANDS, XP_THRESHOLDS, type SkillName } from './crew-costs'
+import type { CrewMember } from './crew'
+import type { CrewDto } from './save'
+import type { TaskType } from './tasks'
+export interface SkillRow {
+ saveId: string
+ crewId: string
+ skill: SkillName
+ level: number
+ xp: number
+}
+export type CrewIdentity = { name: string; role: string }
+// Highest level 0–5 with xp ≥ XP_THRESHOLDS[level−1]; thresholds [5,10,15,20,25], cap 5.
+export function levelFromXp(xp: number): number {
+ let level = 0
+ for (let l = 1; l <= XP_THRESHOLDS.length; l++) if (xp >= XP_THRESHOLDS[l - 1]) level = l
+ return level
+}
+// L0–2 → 1 · L3–4 → 2 · L5 → 3 (direct lookup into crew-costs POWER_BANDS).
+export function powerForLevel(level: number): number {
+ return POWER_BANDS[level]
+}
+// From the member's HIGHEST skill level: ≥5 → "MASTER ", ≥3 → "SENIOR ", below → null.
+export function titleFor(member: CrewIdentity, skillRows: SkillRow[]): string | null {
+ const highest = skillRows.reduce((max, r) => Math.max(max, r.level), 0)
+ if (highest >= 5) return `MASTER ${member.role}`
+ if (highest >= 3) return `SENIOR ${member.role}`
+ return null
+}
+// +1 XP to every listed member's row for `skill`; returns updated rows + any level-up events. An event
+// fires when the gained skill steps into a titled band (3 → SENIOR, 5 → MASTER), e.g. "BEN OKONKWO is now a SENIOR PILOT — NAVIGATION L3" (title from the member's HIGHEST skill).
+export function grantXp(
+ skillRows: SkillRow[],
+ crewIds: string[],
+ skill: SkillName,
+ members: Record,
+): { rows: SkillRow[]; events: string[] } {
+ const rows = skillRows.map((r) =>
+ r.skill === skill && crewIds.includes(r.crewId)
+ ? { ...r, xp: r.xp + 1, level: levelFromXp(r.xp + 1) }
+ : r,
+ )
+ const events: string[] = []
+ for (const crewId of crewIds) {
+ const member = members[crewId]
+ if (!member) continue
+ const oldLevel = skillRows.find((r) => r.crewId === crewId && r.skill === skill)?.level ?? 0
+ const newLevel = rows.find((r) => r.crewId === crewId && r.skill === skill)?.level ?? 0
+ if (newLevel > oldLevel && (newLevel === 3 || newLevel === 5)) {
+ const title = titleFor(member, rows.filter((r) => r.crewId === crewId))
+ if (title) events.push(`${member.name} is now a ${title} — ${skill} L${newLevel}`)
+ }
+ }
+ return { rows, events }
+}
+
+// The duration formula's powerOf (Task 1) driven by the skill band (PR B, §6): each member's
+// power is the band of that member's level in the action's skill (ACTION_SKILL[type]). Names
+// map to crew ids (unique per single-player save); an unknown member or a missing row falls
+// back to L0 → power 1 (Task 1's default). Called by save.ts's makePowerOfFor (the queueing
+// routes) and — once /api/crew carries each member's skill rows — by the team builder's live
+// preview (Task 15).
+export function makePowerOf(roster: CrewDto[], skillRows: SkillRow[], type: TaskType): (m: CrewMember) => number {
+ const idByName = new Map(roster.map((c): [string, string] => [c.name, String(c.id)]))
+ const levelByCrew = new Map(skillRows.filter((r) => r.skill === ACTION_SKILL[type]).map((r): [string, number] => [r.crewId, r.level]))
+ return (m) => powerForLevel(levelByCrew.get(idByName.get(m.name) ?? '') ?? 0)
+}
diff --git a/lib/game/tasks.test.ts b/lib/game/tasks.test.ts
index cbd5b77..052c3b2 100644
--- a/lib/game/tasks.test.ts
+++ b/lib/game/tasks.test.ts
@@ -93,12 +93,19 @@ describe('crew-costs — the §11 tuning surface', () => {
// Shared queue fixtures (file scope — reused by the queueTask and tickTurn blocks): the roster,
// a state factory (turn 10, empty queue) and a one-turn row factory.
-// The roster: a PILOT lead, an ENGINEER helper, a SCIENTIST third member. `origin` fills
-// the CrewDto shape (unused by the duration model but part of the type).
+// The roster: a PILOT lead, an ENGINEER helper, a SCIENTIST third member. `origin` and
+// `skills` fill the CrewDto shape (unused by the duration model but part of the type):
+// each role's STARTING_LEVELS (all below L3, so every fixture member's title is null).
+const skillsOf = (n: number, s: number, e: number, r: number) => [
+ { skill: 'NAVIGATION' as const, level: n },
+ { skill: 'SCANNING' as const, level: s },
+ { skill: 'ENGINEERING' as const, level: e },
+ { skill: 'RESEARCH' as const, level: r },
+]
const CREW: CrewDto[] = [
- { id: 1, name: 'AVA VANCE', role: 'PILOT', traitGood: 'QUICK HANDS', traitBad: 'OVERCAUTIOUS', origin: 'STARTING CREW' },
- { id: 2, name: 'BEN OKONKWO', role: 'ENGINEER', traitGood: 'FIXES ANYTHING', traitBad: 'HOARDS RATIONS', origin: 'STARTING CREW' },
- { id: 3, name: 'CASS SORENSEN', role: 'SCIENTIST', traitGood: 'CALM IN A CRISIS', traitBad: 'FORGETS TO EAT', origin: 'STARTING CREW' },
+ { id: 1, name: 'AVA VANCE', role: 'PILOT', traitGood: 'QUICK HANDS', traitBad: 'OVERCAUTIOUS', origin: 'STARTING CREW', skills: skillsOf(2, 0, 0, 0), title: null },
+ { id: 2, name: 'BEN OKONKWO', role: 'ENGINEER', traitGood: 'FIXES ANYTHING', traitBad: 'HOARDS RATIONS', origin: 'STARTING CREW', skills: skillsOf(0, 0, 2, 0), title: null },
+ { id: 3, name: 'CASS SORENSEN', role: 'SCIENTIST', traitGood: 'CALM IN A CRISIS', traitBad: 'FORGETS TO EAT', origin: 'STARTING CREW', skills: skillsOf(0, 2, 0, 2), title: null },
]
const state = (over: Partial = {}): QueueState => ({ turn: 10, crew: CREW, tasks: [], inventory: [], shipSystems: [], tech: [], ...over })
@@ -163,6 +170,15 @@ describe('queueTask', () => {
expect(active.task.remaining).toBe(computeDuration('EXPLORE', 0, CREW[0], [CREW[1]]))
expect(active.task.queuedAtTurn).toBe(10)
})
+
+ it('power-band param: a powerOf returning 2 halves a solo EXPLORE (ceil(4/2) = 2); the default flat 1 still stores 4 (backward-compatible)', () => {
+ // CASS (id 3) is a SCIENTIST — the preferred EXPLORE role, so no mismatch penalty; her
+ // trait pair (CALM IN A CRISIS −1 / FORGETS TO EAT +1) cancels on EXPLORE.
+ const withPower = queueTask(state(), { type: 'EXPLORE', payload: { planetId: 5 }, leadCrewId: 3, helperCrewIds: [] }, () => 2)
+ expect(withPower.task.remaining).toBe(2) // ceil(4/2)
+ const defaultPower = queueTask(state(), { type: 'EXPLORE', payload: { planetId: 5 }, leadCrewId: 3, helperCrewIds: [] })
+ expect(defaultPower.task.remaining).toBe(4) // no powerOf → the default flat 1
+ })
})
// --- The turn tick: decrement, resolve, FIFO auto-start (pure — no DB) -------------------
diff --git a/lib/game/tasks.ts b/lib/game/tasks.ts
index 0c2b2c8..67ed817 100644
--- a/lib/game/tasks.ts
+++ b/lib/game/tasks.ts
@@ -51,9 +51,10 @@ function traitModifier(trait: string, type: TaskType): number {
// duration = max(1, ceil(work / totalPower) + mismatchPenalty + traitModifierSum) — spec §4.
// totalPower = Σ powerOf over the WHOLE team (lead + helpers); the default powerOf is the
-// constant 1 until PR B feeds the skill band. The mismatch penalty and the trait modifiers
-// apply to the LEAD only — helpers contribute power, are never penalised, and their traits do
-// not apply. `hopCount` is only meaningful for JUMP (pass 1 for the other types).
+// constant 1 — queueTask's optional powerOf param feeds the skill band instead (PR B). The
+// mismatch penalty and the trait modifiers apply to the LEAD only — helpers contribute
+// power, are never penalised, and their traits do not apply. `hopCount` is only meaningful
+// for JUMP (pass 1 for the other types).
export function computeDuration(
type: TaskType,
hopCount: number,
@@ -119,7 +120,10 @@ export interface QueueResult {
// Queue a task. Validation order: unknown crew (404) → busy (409) → in transit (409, all
// types) → second jump (409) → cost (422, SHIP_* / RESEARCH only). Never advances the turn.
-export function queueTask(state: QueueState, req: QueueTaskRequest): QueueResult {
+// The optional powerOf (default: the constant 1) maps each team member to their power for
+// the stored duration — the queueing routes pass makePowerOf over the roster's skill rows
+// (PR B); callers without a skill context (tests, the immediate actions) use the default.
+export function queueTask(state: QueueState, req: QueueTaskRequest, powerOf: (m: CrewMember) => number = () => 1): QueueResult {
const lead = state.crew.find((c) => c.id === req.leadCrewId)
if (!lead) throw new TaskError(404, `Unknown crew member ${req.leadCrewId}`)
const helpers: CrewDto[] = []
@@ -168,7 +172,7 @@ export function queueTask(state: QueueState, req: QueueTaskRequest): QueueResult
// lead chaining behind its own ACTIVE can be non-free.
const free = (id: number) => !inStatus(id, 'ACTIVE') && !inStatus(id, 'PENDING')
const hops = req.type === 'JUMP' ? (req.payload.hops as number) : 0
- const duration = computeDuration(req.type, hops, lead, helpers)
+ const duration = computeDuration(req.type, hops, lead, helpers, powerOf)
const status: TaskStatus = [lead, ...helpers].every((c) => free(c.id)) ? 'ACTIVE' : 'PENDING'
return {
diff --git a/lib/openapi.test.ts b/lib/openapi.test.ts
index 175bc38..1d1273f 100644
--- a/lib/openapi.test.ts
+++ b/lib/openapi.test.ts
@@ -111,7 +111,7 @@ describe('OpenAPI spec', () => {
const props = openApiSpec.components.schemas.Event.properties;
expect(Object.keys(props)).toEqual(['id', 'turn', 'type', 'message', 'createdAt']);
- expect((props.type as { enum: string[] }).enum).toEqual(['new_game', 'jump', 'explore', 'research', 'upgrade', 'expand', 'build', 'mission']);
+ expect((props.type as { enum: string[] }).enum).toEqual(['new_game', 'jump', 'explore', 'research', 'upgrade', 'expand', 'build', 'mission', 'level_up']);
const get = openApiSpec.paths['/api/events'].get;
const limit = (get.parameters ?? []).find((p) => p.name === 'limit');
@@ -137,8 +137,13 @@ describe('OpenAPI spec', () => {
expect((taskDto.properties.status as { enum: string[] }).enum).toEqual(['ACTIVE', 'PENDING']);
expect((taskDto.properties.helperCrewIds as { items: { type: string } }).items.type).toBe('integer');
- const member = openApiSpec.components.schemas.CrewMember.properties;
- expect(Object.keys(member)).toEqual(['id', 'name', 'role', 'trait_good', 'trait_bad', 'origin']);
+ // R-P1: the response object is camelCase (traitGood/traitBad), and since the skill-
+ // progression work the member also carries its four fixed-order skill levels + title.
+ const member = openApiSpec.components.schemas.CrewMember as { properties: Record; required: string[] };
+ expect(Object.keys(member.properties)).toEqual(['id', 'name', 'role', 'traitGood', 'traitBad', 'origin', 'skills', 'title']);
+ expect(member.required).toEqual(['id', 'name', 'role', 'traitGood', 'traitBad', 'origin', 'skills', 'title']);
+ expect((member.properties.skills as { items: { required: string[] } }).items.required).toEqual(['skill', 'level']);
+ expect((member.properties.title as { nullable: boolean }).nullable).toBe(true);
const exploreResult = openApiSpec.components.schemas.ExploreResult as { allOf: unknown[] };
const extra = (exploreResult.allOf[1] as { properties: Record }).properties;
diff --git a/lib/openapi.ts b/lib/openapi.ts
index 9619ade..30016b3 100644
--- a/lib/openapi.ts
+++ b/lib/openapi.ts
@@ -976,11 +976,24 @@ export const openApiSpec = {
id: { type: 'integer' },
name: { type: 'string' },
role: { type: 'string', description: 'Ship role, e.g. PILOT or ENGINEER' },
- trait_good: { type: 'string', description: 'The member good trait' },
- trait_bad: { type: 'string', description: 'The member bad trait' },
+ traitGood: { type: 'string', description: 'The member good trait' },
+ traitBad: { type: 'string', description: 'The member bad trait' },
origin: { type: 'string', description: "'STARTING CREW' or ', ' for members found while exploring" },
+ skills: {
+ type: 'array',
+ description: "The member's four crew_skills levels in the fixed NAVIGATION → SCANNING → ENGINEERING → RESEARCH order (display-oriented — levels only, no xp)",
+ items: {
+ type: 'object',
+ properties: {
+ skill: { type: 'string', enum: ['NAVIGATION', 'SCANNING', 'ENGINEERING', 'RESEARCH'] },
+ level: { type: 'integer' },
+ },
+ required: ['skill', 'level'],
+ },
+ },
+ title: { type: ['string', 'null'], nullable: true, description: "'SENIOR ' from the member's highest skill level ≥ 3, 'MASTER ' from ≥ 5 — null below" },
},
- required: ['id', 'name', 'role', 'trait_good', 'trait_bad', 'origin'],
+ required: ['id', 'name', 'role', 'traitGood', 'traitBad', 'origin', 'skills', 'title'],
},
CrewState: {
type: 'object',
@@ -1080,7 +1093,7 @@ export const openApiSpec = {
properties: {
id: { type: 'integer' },
turn: { type: 'integer', description: 'The save turn the event was written (new_game is 0)' },
- type: { type: 'string', enum: ['new_game', 'jump', 'explore', 'research', 'upgrade', 'expand', 'build', 'mission'] },
+ type: { type: 'string', enum: ['new_game', 'jump', 'explore', 'research', 'upgrade', 'expand', 'build', 'mission', 'level_up'] },
message: { type: 'string' },
createdAt: { type: 'string', description: 'ISO 8601 timestamp' },
},
diff --git a/package.json b/package.json
index cc8f5ec..e8f710e 100644
--- a/package.json
+++ b/package.json
@@ -1,6 +1,6 @@
{
"name": "space-wanderer",
- "version": "0.10.1",
+ "version": "0.11.0",
"private": true,
"scripts": {
"dev": "next dev -p 3000",