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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<version> — YYYY-MM-DD HH:MM); local verify ONLY npx tsc --noEmit, npx vitest run, npx playwright test --list (e2e is CI-only, never run locally); push → CI auto-merge on green (verify merged_at) → tag v 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<string, Record<SkillName, number>>) 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:

// 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):

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):

// 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):

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:

  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):

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):
// 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 <ROLE>", ≥3 → "SENIOR <ROLE>", 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 ${member.role}`
  return null
}
// +1 XP to every listed member's row for `skill`; returns updated rows + any level-up events. An event
// fires when the gained skill steps into a titled band (3 → SENIOR, 5 → MASTER), e.g. "BEN OKONKWO is now a SENIOR PILOT — NAVIGATION L3" (title from the member's HIGHEST skill).
export function grantXp(
  skillRows: SkillRow[],
  crewIds: string[],
  skill: SkillName,
  members: Record<string, CrewIdentity>,
): { rows: SkillRow[]; events: string[] } {
  const rows = skillRows.map((r) =>
    r.skill === skill && crewIds.includes(r.crewId)
      ? { ...r, xp: r.xp + 1, level: levelFromXp(r.xp + 1) }
      : r,
  )
  const events: string[] = []
  for (const crewId of crewIds) {
    const member = members[crewId]
    if (!member) continue
    const newLevel = rows.find((r) => r.crewId === crewId && r.skill === skill)?.level ?? 0
    if (newLevel === 3 || newLevel === 5) {
      const title = titleFor(member, rows.filter((r) => r.crewId === crewId))
      if (title) events.push(`${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<TaskType, SkillName>, 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 its 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<name, crewId> (names are unique per single-player save) + Map<crewId, level-in-ACTION_SKILL[type]>; 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<string, CrewIdentity> 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<CrewState> 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.

    • 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.
    • 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.
    • 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.
    • 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).
    • Auto-merge on green — trigger Gitea's auto-merge: POST /repos/OpenCode/SpaceWanderer/pulls/<n>/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.
    • Tag on master — after pulling the merge on master: git tag v0.11.0 && git push origin v0.11.0.
    • 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.
    • 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.