// 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) }