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# OpenSpec Change: enterprise-gaming-progression
- **Change ID**: enterprise-gaming-progression
- **Package**: `@suaveplan/progression`
- **Category**: gaming/narrative
- **Target path**: `gaming/narrative/progression`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/progression.md`
---
## Summary
Deliver `@suaveplan/progression` on the genesis branch from scratch at enterprise quality. The package provides character progression with XP curves, skill trees, perks, and achievements. A `ProgressionManager` accumulates XP and triggers level-up events; an `XpCurve` computes required XP per level from configurable formulas (polynomial, exponential, flat table); a `SkillTree` represents an acyclic graph of `SkillNode` objects with prerequisite unlocking; a `PerkRegistry` holds passive modifiers unlockable at level milestones; an `AchievementTracker` monitors player statistics and fires unlock events. Genesis adds Zod schemas, structured errors, OTel XP counter, injectable clock, and 100% coverage.
---
## Current-state audit (genesis)
Package does not exist on genesis yet — fresh build.
---
## Available workspace deps on genesis
| Package | Role |
|---|---|
| `@suaveplan/error` (`workspace:^`) | `ProgressionError`; `PROG.*` codes |
| `@suaveplan/types` (`workspace:^`) | `Clock` |
| `@suaveplan/events` (`workspace:^`) | `prog:level_up`, `prog:skill_unlocked`, `prog:perk_unlocked`, `prog:achievement` |
| `zod` (`catalog:forms`) | Skill tree + achievement schemas |
| `@opentelemetry/api` (`catalog:observability`) | XP counter, level gauge |
---
## Public API surface
```ts
interface XpCurveOptions {
formula: 'polynomial' | 'exponential' | 'table'
base?: number
coefficient?: number
exponent?: number
table?: number[] // XP required per level (table formula)
}
function createXpCurve(options: XpCurveOptions): XpCurve
interface XpCurve {
xpForLevel(level: number): number
levelForXp(xp: number): number
}
function createProgressionManager(options: ProgressionManagerOptions): ProgressionManager
interface ProgressionManagerOptions {
curve: XpCurve
maxLevel?: number
clock?: Clock
}
interface ProgressionManager {
awardXp(playerId: string, amount: number, source?: string): void
getLevel(playerId: string): number
getXp(playerId: string): number
getProgress(playerId: string): number // 0–1 toward next level
}
// Skill tree
interface SkillNode {
id: string
name: string
description: string
cost: number // skill points required
prerequisites?: string[]
effects?: SkillEffect[]
}
interface SkillEffect {
stat: string
modifier: number
type: 'add' | 'multiply'
}
function createSkillTree(nodes: SkillNode[]): SkillTree
interface SkillTree {
canUnlock(nodeId: string, unlockedIds: Set<string>, availablePoints: number): boolean
unlock(nodeId: string, unlockedIds: Set<string>, availablePoints: number): Set<string>
computeEffects(unlockedIds: Set<string>): Map<string, number>
}
// Achievements
interface AchievementDefinition {
id: string
title: string
description: string
condition: { stat: string; threshold: number; op: '>=' | '<=' | '==' }
}
function createAchievementTracker(definitions: AchievementDefinition[]): AchievementTracker
interface AchievementTracker {
updateStat(stat: string, value: number): void
incrementStat(stat: string, by?: number): void
getUnlocked(): string[]
isUnlocked(id: string): boolean
}
```
### Error codes
```ts
type ProgErrorCode =
| 'PROG_PLAYER_NOT_FOUND'
| 'PROG_SKILL_NOT_FOUND'
| 'PROG_PREREQUISITES_NOT_MET'
| 'PROG_INSUFFICIENT_POINTS'
| 'PROG_MAX_LEVEL_REACHED'
```
---
## File layout
```text
gaming/narrative/progression/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
xp-curve/
xp-curve.ts
xp-curve.md
xp-curve.types.ts
xp-curve.test.ts
index.ts
progression-manager/
progression-manager.ts
progression-manager.md
progression-manager.types.ts
progression-manager.test.ts
index.ts
skill-tree/
skill-tree.ts
skill-tree.md
skill-tree.types.ts
skill-tree.test.ts
index.ts
achievement-tracker/
achievement-tracker.ts
achievement-tracker.md
achievement-tracker.types.ts
achievement-tracker.test.ts
index.ts
tests/
integration.test.ts
```
---
## Impact
**Downstream**: `@suaveplan/economy` reads player level for pricing; `@suaveplan/react-game-hud` shows XP bar. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`.

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# Tasks: enterprise-gaming-progression
## 0. Pre-flight (non-negotiable)
- [ ] 0.1 Confirm clean working tree (`git status` reports nothing) and no in-flight worktrees with uncommitted work (`git worktree list` then `git status` in each)
- [ ] 0.2 If any worktrees exist under `.claude/worktrees/`, account for each one: still-active agent, work-pending-merge, or stale-and-prune. Stale worktrees MUST be removed (`git worktree remove`) before opening a new one — code that has been lost twice on main is the failure mode this guards against.
- [ ] 0.3 Confirm the package set in `MANIFEST.md` matches `find packages -maxdepth 3 -name package.json` count. Drift here means a prior change archived without regenerating the manifest.
## Phase 1 — Scaffold
- [ ] Create `gaming/narrative/progression/` (`@suaveplan/progression`, `0.1.0`, `sideEffects: false`)
- [ ] `tsconfig.json`, `vitest.config.ts`
## Phase 2 — Error codes & constants
- [ ] `src/error-codes.ts` + `src/constants/index.ts` — `DEFAULT_MAX_LEVEL`
## Phase 3 — Types
- [ ] `src/types/common.ts` + `common.md`
## Phase 4 — XP curve
- [ ] `src/core/xp-curve/xp-curve.ts` — polynomial/exponential/table formulas
- [ ] Tests (levelForXp round-trip, monotone xpForLevel)
- [ ] Docs
## Phase 5 — Progression manager
- [ ] `src/core/progression-manager/progression-manager.ts` — awardXp/getLevel/getXp/getProgress, level-up events, OTel
- [ ] Tests + docs
## Phase 6 — Skill tree
- [ ] `src/core/skill-tree/skill-tree.ts` — canUnlock/unlock/computeEffects, prerequisite DAG check
- [ ] Tests (prerequisite gate, effect aggregation)
- [ ] Docs
## Phase 7 — Achievement tracker
- [ ] `src/core/achievement-tracker/achievement-tracker.ts` — stat tracking, condition evaluation, unlock events
- [ ] Tests + docs
## Phase 8 — Integration tests
- [ ] `tests/integration.test.ts` — XP award → level-up → skill point → unlock → achievement stat update
## Phase 9 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/progression` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/progression`