Broken planes cannot fly; repair heals gradually (ISS-089)
CI / build + unit + e2e (pull_request) Successful in 8m22s
CI / build + unit + e2e (pull_request) Successful in 8m22s
- flyPlane 409s a broken plane (health <= 0) before any refuel math — fuel/cash untouched - engine auto-chain skips chaining when a landing's wear breaks the plane (queue kept intact) - finishRepairs heals along round(f x 100) each tick; flip to available at exactly 100 on gate pass - repairPlane no longer jumps health to 100 — it starts the gradual heal - REMOVED BROKEN_BURN_MULTIPLIER / conditionBurnMultiplier and all burn sites (unreachable now) - OpenAPI + route comments reworded; unit tests reworked; e2e maintenance.spec.ts per issue - v0.45.0
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@@ -128,15 +128,6 @@ export const MAX_FUEL_DISCOUNT = 0.2;
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// ponytail: balance-tunable — health lost per km of landed legs (~130 mid-range EDDF↔LEMD hops to break from full; 1/10× slower since v0.43.0, ISS-085).
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export const WEAR_PER_KM = 0.0005;
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// ponytail: balance-tunable — burn multiplier for a broken plane (health ≤ 0): it still flies, just thirsty.
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export const BROKEN_BURN_MULTIPLIER = 1.5;
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// Broken-state burn factor for one plane's health — the third multiplicative term alongside wind at every
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// per-plane burn site (flyPlane dispatch top-up + backstop, engine landed fuel + auto-chain, live display).
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export function conditionBurnMultiplier(health: number): number {
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return health <= 0 ? BROKEN_BURN_MULTIPLIER : 1;
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}
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// ponytail: balance-tunable — flat repair cost in € (per-type if balance demands it).
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export const REPAIR_COST = 1_500;
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// ponytail: balance-tunable — how long a repair grounds the plane, sim ms (3 game days).
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