Auto-refuel on dispatch; remove manual refueling UI/API/action (ISS-082, v0.42.0)
CI / build + unit + e2e (pull_request) Successful in 17m25s

This commit is contained in:
2026-09-21 15:19:39 +00:00
parent b2d03846f5
commit 64da8e67bf
28 changed files with 479 additions and 1008 deletions
+25 -7
View File
@@ -5,7 +5,7 @@ import * as schema from '@/lib/db/schema';
import { loadAirportsGeoJson } from '@/lib/airports';
import { haversineKm, initialBearingDeg } from '@/lib/geo';
import { weatherFor } from '@/lib/weather';
import { conditionBurnMultiplier, PLANE_TYPES, WEAR_PER_KM } from '@/lib/game/catalog';
import { conditionBurnMultiplier, FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES, repRate, WEAR_PER_KM } from '@/lib/game/catalog';
import { SPECIALS } from '@/lib/game/specials';
import { parseIcaoQueue } from '@/lib/game/state';
import {
@@ -152,8 +152,10 @@ export async function finishRepairs(inst: GameDb, clockMs: number): Promise<numb
// gain per package), 'expired' ones just unbind (no reward). Packages destined
// elsewhere stay loaded on the plane for a later leg. Then (v0.25.0, ISS-043)
// auto-chain: if the queue holds legs and fuel covers the first one, start it
// immediately from the arrival airport; otherwise ground the plane there with
// its remaining fuel (a short tank keeps the queue intact for refuel + re-dispatch).
// immediately from the arrival airport; with a short tank, ISS-082 (v0.42.0) tops
// up to 150% of the requirement (capped at tank capacity) when cash allows and
// chains anyway — only an unaffordable top-up grounds the plane there with its
// remaining fuel and the queue kept intact for a later dispatch.
// Idempotent — a finalized plane either leaves the 'flying' state or starts a NEW
// leg whose own arrival is in the future, so it can never be awarded twice.
// Returns planes landed. NOTE: runs BEFORE tickOnce's slow-down check on purpose —
@@ -219,11 +221,13 @@ export async function deliverPackages(inst: GameDb, clockMs: number): Promise<nu
// Auto-chain (ISS-043): with a non-empty queue and enough fuel for the first
// queued leg, start it immediately from `to` — same feasibility rule as flyPlane
// (requiredFuelFor is independent of current load). Otherwise ground here; an
// unknown ICAO in the queue simply cannot chain. The remaining queue is kept
// intact either way so a grounded plane can refuel and re-dispatch.
// (requiredFuelFor is independent of current load). ISS-082 (v0.42.0): manual refuel is gone,
// so a short tank no longer strands the chain — when cash allows, top up to 150% of the
// requirement (capped at tank capacity) and chain anyway; unaffordable → ground here with the
// queue kept intact. An unknown ICAO in the queue simply cannot chain either way.
const queue = parseIcaoQueue(p.queue);
let chainedTo: string | null = null;
let topUpFuel: number | null = null; // post-top-up fuel for the chained departure, when a top-up happened
if (queue.length > 0) {
const nextDest = queue[0];
const next = byIcao.get(nextDest); // unknown ICAO in the queue → cannot chain
@@ -241,6 +245,20 @@ export async function deliverPackages(inst: GameDb, clockMs: number): Promise<nu
if (nextRequiredL <= landedFuel) {
queue.shift();
chainedTo = nextDest;
} else {
// ISS-082: auto top-up — same target/price terms as flyPlane's dispatch refuel.
const target = Math.min(type.maxFuel, Math.max(landedFuel, nextRequiredL * 1.5));
const liters = Math.max(0, target - landedFuel);
// Fresh account read (same pattern as the delivery awards above) so a top-up in this tick sees current cash.
const fresh = (await inst.db.select().from(schema.account))[0];
if (!fresh) throw new Error('account row missing');
const cost = Math.round(liters * FUEL_PRICE_PER_L * (1 - repRate(fresh.reputation, FUEL_DISCOUNT_PER_REP, MAX_FUEL_DISCOUNT)) * 100) / 100;
if (cost === 0 || fresh.cash >= cost) {
queue.shift();
chainedTo = nextDest;
topUpFuel = target;
if (cost > 0) await inst.db.update(schema.account).set({ cash: Math.round((fresh.cash - cost) * 100) / 100 });
}
}
}
}
@@ -252,7 +270,7 @@ export async function deliverPackages(inst: GameDb, clockMs: number): Promise<nu
locationIcao: to.icao,
lat: to.lat,
lon: to.lon,
fuel: landedFuel,
fuel: topUpFuel ?? landedFuel, // ISS-082: the post-top-up level when a top-up funded the chain
health: newHealth, // v0.39.0 (ISS-069) — this leg's wear persists into the chained flight
destIcao: chainedTo,
departureSimTime: clockMs, // the arrival instant — position is exactly `to`