Maintenance: distance wear, broken-state burn ×1.5, repair action (ISS-069, v0.39.0)
CI / build + unit + e2e (pull_request) Successful in 9m34s
CI / build + unit + e2e (pull_request) Successful in 9m34s
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+33
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@@ -5,7 +5,7 @@ import * as schema from '@/lib/db/schema';
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import { loadAirportsGeoJson } from '@/lib/airports';
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import { haversineKm, initialBearingDeg } from '@/lib/geo';
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import { weatherFor } from '@/lib/weather';
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import { PLANE_TYPES } from '@/lib/game/catalog';
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import { conditionBurnMultiplier, PLANE_TYPES, WEAR_PER_KM } from '@/lib/game/catalog';
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import { SPECIALS } from '@/lib/game/specials';
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import { parseIcaoQueue } from '@/lib/game/state';
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import {
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@@ -79,6 +79,9 @@ export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
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await expirePackages(inst, clockMs);
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// ISS-057: remember the landings so the tick can slow down when a plane is left on ground.
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landedThisTick = await deliverPackages(inst, clockMs);
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// v0.39.0 (ISS-069): repairs whose gate has passed flip back to 'available' — runs even when
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// nothing landed this tick; BEFORE the spawns so a just-repaired plane gets coverage work too.
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await finishRepairs(inst, clockMs);
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await spawnOpenPackages(inst, clockMs);
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// AFTER delivery on purpose: a plane that just landed gets work spawned
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// at its new location within the same tick.
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@@ -126,6 +129,23 @@ export async function expirePackages(inst: GameDb, clockMs: number): Promise<num
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return n;
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}
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// Repairs whose gate has passed flip the plane back to 'available' and clear the gate
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// (v0.39.0, ISS-069) — same shape as expirePackages: one guarded pass over the rows,
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// `<=` inclusive at the clock. Returns the count flipped.
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export async function finishRepairs(inst: GameDb, clockMs: number): Promise<number> {
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const rows = await inst.db.select().from(schema.planes).where(eq(schema.planes.status, 'repairing'));
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let n = 0;
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for (const p of rows) {
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if (p.repairUntilSimTime !== null && p.repairUntilSimTime <= clockMs) {
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await inst.db.update(schema.planes)
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.set({ status: 'available', repairUntilSimTime: null })
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.where(eq(schema.planes.id, p.id));
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n++;
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}
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}
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return n;
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}
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// Finalize in-flight planes whose arrival time has passed (v0.12.0 delivery):
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// for every package bound to the plane and destined for its dest_icao — 'loaded'
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// ones still inside their deadline are delivered (cash += reward + reputation
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@@ -160,16 +180,21 @@ export async function deliverPackages(inst: GameDb, clockMs: number): Promise<nu
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// Arrived: progress is exactly 1 here, so remaining fuel is the full-leg weighted burn —
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// wind-adjusted (v0.36.0) by departure weather vs route heading, same factor flyPlane used.
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// v0.39.0 (ISS-069): broken planes (health ≤ 0 at DEPARTURE) burn BROKEN_BURN_MULTIPLIER × more —
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// p.health is the pre-landing value, so this stays bit-consistent with livePlane()'s gauge.
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const w = weatherFor(p.locationIcao);
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const landedFuel = fuelAtWeighted(
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p.fuel,
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type.burnPerKm * windBurnFactor(w.windKt, w.windDirDeg, initialBearingDeg(from.lat, from.lon, to.lat, to.lon)),
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type.burnPerKm * windBurnFactor(w.windKt, w.windDirDeg, initialBearingDeg(from.lat, from.lon, to.lat, to.lon)) * conditionBurnMultiplier(p.health),
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type.emptyWeightKg,
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type.maxFuel,
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distanceKm,
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1,
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);
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// Wear (v0.39.0, ISS-069): health drops by WEAR_PER_KM per km of this landed leg, clamped at 0.
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const newHealth = Math.max(0, p.health - WEAR_PER_KM * distanceKm);
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// Deliver every bound package whose destination is the airport just reached —
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// runs whether or not a queued leg chains next (ISS-043).
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const onBoard = packageRows.filter((pk) => pk.planeId === p.id && pk.destIcao === to.icao);
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@@ -203,10 +228,12 @@ export async function deliverPackages(inst: GameDb, clockMs: number): Promise<nu
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const nextDest = queue[0];
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const next = byIcao.get(nextDest); // unknown ICAO in the queue → cannot chain
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if (next) {
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// Wind-adjusted requirement for the NEXT leg — it departs from `to` (v0.36.0).
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// Wind-adjusted requirement for the NEXT leg — it departs from `to` (v0.36.0). v0.39.0 (ISS-069):
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// the chained leg starts AFTER this landing's wear, so its burn uses newHealth — exactly what
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// livePlane()/the next landing will compute for that flight.
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const wNext = weatherFor(to.icao);
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const nextRequiredL = requiredFuelFor(
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type.burnPerKm * windBurnFactor(wNext.windKt, wNext.windDirDeg, initialBearingDeg(to.lat, to.lon, next.lat, next.lon)),
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type.burnPerKm * windBurnFactor(wNext.windKt, wNext.windDirDeg, initialBearingDeg(to.lat, to.lon, next.lat, next.lon)) * conditionBurnMultiplier(newHealth),
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type.emptyWeightKg,
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type.maxFuel,
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haversineKm(to.lat, to.lon, next.lat, next.lon),
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@@ -226,6 +253,7 @@ export async function deliverPackages(inst: GameDb, clockMs: number): Promise<nu
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lat: to.lat,
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lon: to.lon,
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fuel: landedFuel,
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health: newHealth, // v0.39.0 (ISS-069) — this leg's wear persists into the chained flight
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destIcao: chainedTo,
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departureSimTime: clockMs, // the arrival instant — position is exactly `to`
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queue: JSON.stringify(queue),
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@@ -236,6 +264,7 @@ export async function deliverPackages(inst: GameDb, clockMs: number): Promise<nu
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lat: to.lat,
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lon: to.lon,
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fuel: landedFuel,
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health: newHealth, // v0.39.0 (ISS-069) — this leg's wear persists on the grounded plane
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departureSimTime: null,
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destIcao: null,
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queue: JSON.stringify(queue),
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