4.7 KiB
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
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
type ProgErrorCode =
| 'PROG_PLAYER_NOT_FOUND'
| 'PROG_SKILL_NOT_FOUND'
| 'PROG_PREREQUISITES_NOT_MET'
| 'PROG_INSUFFICIENT_POINTS'
| 'PROG_MAX_LEVEL_REACHED'
File layout
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.