v1.12.0 — takeoff & landing phases on the marker
CI / build + unit + e2e (pull_request) Failing after 7m29s
CI / build + unit + e2e (pull_request) Failing after 7m29s
Every leg gains a 10-min takeoff phase at the origin and a 10-min landing phase at the destination, each weather-scaled up to 2x via a monotone condition rule (Clear < Cloudy < Rain < Fog). Single composition in lib/sim/movement.ts: BASE_PHASE_MS, phaseFactor, MAX_PHASE_FACTOR, legPhases; arrivalTimeFor and progressAt route through it (progress is now piecewise — hold at origin / linear cruise / hold at destination), so engine arrival gate, client position/fuel recompute and the job expiry floor all agree. Phases burn no fuel. Marker shows the current phase next to the status in the popup (mapData derives it from departureSimTime + clockMs; new data-testid=plane-phase sibling). plane-status keeps the raw status. Tests: movement.test.ts (phaseFactor bounds/monotonicity, origin-vs-dest composition, piecewise progressAt), engine.test.ts (deleted local travelMs mirror — all ~18 fixture clocks use the real composition), seed.test.ts (phase-inclusive expiry floor mirrors). New e2e/phases.spec.ts asserts 'taking off' at the origin gate and 'landing' at the destination gate on EDDF→LEMD using the same legPhases boundaries as the engine.
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@@ -228,7 +228,8 @@ export async function deliverPackages(inst: GameDb, clockMs: number): Promise<nu
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if (!type || !from || !to) continue; // no route info — leave alone
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const distanceKm = haversineKm(from.lat, from.lon, to.lat, to.lon);
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if (clockMs < arrivalTimeFor(p.departureSimTime, distanceKm, type.speedKmh)) continue;
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// v1.12.0: the gate includes the takeoff/landing phases (weather-scaled) — see legPhases.
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if (clockMs < arrivalTimeFor(p.departureSimTime, distanceKm, type.speedKmh, p.locationIcao, p.destIcao)) continue;
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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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