Maintenance: distance wear, broken-state burn ×1.5, repair action (ISS-069, v0.39.0)
CI / build + unit + e2e (pull_request) Successful in 9m34s

This commit is contained in:
2026-09-21 12:06:45 +00:00
parent 929452ca33
commit 336ed4ee7c
28 changed files with 868 additions and 41 deletions
+41 -3
View File
@@ -9,12 +9,15 @@ import { requiredFuelFor, windBurnFactor } from '@/lib/sim/movement';
import { runAction } from '@/lib/sim/engine';
import { getStateSnapshot, parseIcaoQueue } from './state';
import {
conditionBurnMultiplier,
FUEL_DISCOUNT_PER_REP,
FUEL_PRICE_PER_L,
MAX_FUEL_DISCOUNT,
MAX_PLANE_DISCOUNT,
PLANE_DISCOUNT_PER_REP,
PLANE_TYPES,
REPAIR_COST,
REPAIR_DURATION_MS,
repRate,
SELL_FRACTION,
} from './catalog';
@@ -118,8 +121,9 @@ export async function flyPlane(inst: GameDb, planeId: string, destIcao: string):
const distanceKm = haversineKm(origin.lat, origin.lon, destFeature.properties.lat, destFeature.properties.lon);
// Weighted burn model (v0.16.0): the leg needs enough fuel to cover it arriving empty; wind-
// adjusted (v0.36.0) by departure weather vs route heading — every call site uses this same factor.
// v0.39.0 (ISS-069): a broken plane (health ≤ 0) burns BROKEN_BURN_MULTIPLIER × more per km.
const w = weatherFor(plane.locationIcao);
const burnPerKm = type.burnPerKm * windBurnFactor(w.windKt, w.windDirDeg, initialBearingDeg(origin.lat, origin.lon, destFeature.properties.lat, destFeature.properties.lon));
const burnPerKm = type.burnPerKm * windBurnFactor(w.windKt, w.windDirDeg, initialBearingDeg(origin.lat, origin.lon, destFeature.properties.lat, destFeature.properties.lon)) * conditionBurnMultiplier(plane.health);
const requiredL = requiredFuelFor(burnPerKm, type.emptyWeightKg, type.maxFuel, distanceKm);
if (requiredL > plane.fuel) {
throw new GameActionError(409, `insufficient fuel: the leg needs ${Math.round(requiredL)} L but the plane has ${Math.round(plane.fuel)} L`);
@@ -284,6 +288,7 @@ export async function buyPlane(inst: GameDb, model: string): Promise<{ planeId:
lat: home.lat,
lon: home.lon,
departureSimTime: null,
health: 100, // new planes arrive at full health (v0.39.0, ISS-069)
});
await inst.db.update(schema.account).set({ cash: Math.round((account.cash - cost) * 100) / 100 });
await persist(inst);
@@ -367,10 +372,11 @@ export async function refuelPlane(inst: GameDb, planeId: string, opts: RefuelOpt
const origin = await airportByIcao(plane.locationIcao);
const dest = await airportByIcao(pkg.destIcao);
const distanceKm = haversineKm(origin.lat, origin.lon, dest.lat, dest.lon);
// Same wind-adjusted requirement flyPlane checks (v0.36.0) — departure weather vs route heading.
// Same wind-adjusted requirement flyPlane checks (v0.36.0) — departure weather vs route heading;
// v0.39.0 (ISS-069): broken planes burn BROKEN_BURN_MULTIPLIER × more, same factor as flyPlane.
const w = weatherFor(plane.locationIcao);
const requiredL = requiredFuelFor(
type.burnPerKm * windBurnFactor(w.windKt, w.windDirDeg, initialBearingDeg(origin.lat, origin.lon, dest.lat, dest.lon)),
type.burnPerKm * windBurnFactor(w.windKt, w.windDirDeg, initialBearingDeg(origin.lat, origin.lon, dest.lat, dest.lon)) * conditionBurnMultiplier(plane.health),
type.emptyWeightKg,
type.maxFuel,
distanceKm,
@@ -404,6 +410,38 @@ export async function refuelPlane(inst: GameDb, planeId: string, opts: RefuelOpt
return { cost };
}
// --- Repair (POST /api/planes/:planeId/repair) — v0.39.0 (ISS-069) ---
// Restore a worn-out plane to full health for the flat REPAIR_COST; it is grounded in 'repairing'
// status until sim.clockMs + REPAIR_DURATION_MS, when the engine's tick flips it back to
// 'available'. Only GROUNDED planes can be repaired (409 otherwise); an already-full-health
// repair is a free no-op (mirrors refuel's). 404 unknown plane; 409 not grounded / insufficient funds.
export async function repairPlane(inst: GameDb, planeId: string): Promise<{ cost: number }> {
const rows = await inst.db.select().from(schema.planes).where(eq(schema.planes.id, planeId));
const plane = rows[0];
if (!plane) throw new GameActionError(404, `plane ${planeId} not found`);
if (plane.status !== 'available') {
throw new GameActionError(409, `plane is ${plane.status}, only grounded planes can be repaired`);
}
// Free no-op when the plane is already at full health — nothing to repair.
if (plane.health >= 100) return { cost: 0 };
const sim = (await inst.db.select().from(schema.simState))[0];
if (!sim) throw new Error('sim_state row missing');
const account = (await inst.db.select().from(schema.account))[0];
if (!account) throw new Error('account row missing');
if (account.cash < REPAIR_COST) {
throw new GameActionError(409, `insufficient funds: repair costs ${REPAIR_COST}, you have ${Math.round(account.cash)}`);
}
await inst.db.update(schema.planes)
.set({ health: 100, status: 'repairing', repairUntilSimTime: sim.clockMs + REPAIR_DURATION_MS })
.where(eq(schema.planes.id, planeId));
await inst.db.update(schema.account).set({ cash: Math.round((account.cash - REPAIR_COST) * 100) / 100 });
await persist(inst);
return { cost: REPAIR_COST };
}
// --- Route helper (response convention, v0.8.0) ---
// Run an action under the sim lock — tick FIRST so validation/mutation see current