Reputation economy: rep-scaled buy/refuel discounts + job reward quality (ISS-072, v0.38.0)
CI / build + unit + e2e (pull_request) Successful in 9m3s

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# Changelog
## v0.38.0 — 2026-09-21 10:47
- **Reputation economy (ISS-072).** Reputation is no longer a dead stat — it drives the economy through three simple tunable formulas, all built on one new pure helper `repRate(reputation, perPoint, cap)` in `lib/game/catalog.ts` (linear above the starting value of 10, capped; exactly 0 at/below start so default-rep behavior is byte-identical):
- **Cheaper plane purchases** — `buyPlane` (`lib/game/actions.ts`) charges `price × (1 − repRate(rep, PLANE_DISCOUNT_PER_REP = 0.01, MAX_PLANE_DISCOUNT = 0.4))`, rounded to 2dp; the effective cost drives both the funds check and the deduction (up to 40% off at rep ≥ 50)
- **Cheaper refuel** — `refuelPlane` multiplies ONLY the price term: `liters × FUEL_PRICE_PER_L × (1 − repRate(rep, FUEL_DISCOUNT_PER_REP = 0.005, MAX_FUEL_DISCOUNT = 0.2))`; burn/target math (wind factor, ×1.5 forFlight margin) untouched
- **Better jobs at higher reputation** — `generatePackage` (`lib/game/seed.ts`) takes an optional `reputation` input (defaults to the starting value) and multiplies the final reward by `1 + repRate(rep, JOB_BONUS_PER_REP = 0.01, MAX_JOB_BONUS = 1.0)` at the same spot as the special multiplier (base × jobBonus × special, single round at the end; up to ×2 at rep ≥ 110). Consumes NO extra RNG draw
- **Spawn sites carry live reputation.** `spawnOpenPackages` + `spawnCoveragePackages` (`lib/sim/engine.ts`) read the account row once per spawn batch and thread its reputation into `generatePackage`; the test hook POST /api/test/create-package does the same (hook-created packages get current job quality, never a forced value). `buildSeed` keeps defaulting — no rep at seed time
- **UI shows the effect.** The market buy row (`components/RightPane.tsx`) previews the EFFECTIVE price computed client-side from the snapshot's reputation + the imported constants, with a sky-blue "−N%" pill (`market-buy-discount`, reusing `.special-badge`) when the discount is non-zero; tech-spec cards keep showing full list prices. The left-pane Refuel section (`components/LeftPane.tsx`) previews the discounted fill-up cost with its own `refuel-discount` pill. No new snapshot fields — rep was already in the state, so the OpenAPI schema is unchanged
- **OpenAPI (descriptions only).** buy-plane + refuel endpoint descriptions mention the rep-scaled discounts; `CatalogEntry.price`, `StateSnapshot.fuelPricePerL` and `AccountState.reputation` gain notes that the discount applies at purchase/refuel time. No properties or endpoints added/removed
- **Tests.** New unit tests: `repRate` (zero at/below start, linear mid-range exact values, cap clamping), `buyPlane` at rep 30 (exact discounted cash delta + funds boundary between discounted and full price), `refuelPlane` at fixed rep in both 'full' and 'forFlight' modes (discount on the price term only), `generatePackage` job bonus (×1.5 at rep 60, default-rep byte-identity, composition with the special multiplier, no extra RNG draw). All existing unit tests pass unmodified — at the starting reputation every rate is exactly 0. E2E: the full-price pins in `right-pane.spec.ts`, `two-planes.spec.ts` and `actions.spec.ts` now compute expectations from the LIVE snapshot's reputation via the imported helpers (rep accumulates across specs), plus a new assertion that the buy-row discount pill appears iff live rep > starting with text round(rate × 100)
## v0.37.0 — 2026-09-21 09:29
- **Special jobs: data-driven special-status registry for packages (ISS-073).** New `lib/game/specials.ts` holds a flat `SPECIALS` record (`special status → { rewardMultiplier, deadlineScale, repBonus }`) in the same house style as `PLANE_TYPES`, plus `SPECIAL_SPAWN_CHANCE = 0.15` and a pure `pickSpecial(rng, registry?)` helper (one chance draw, then a uniform pick among the registry's keys; the registry is a param defaulting to the real one). Adding or removing a special is an edit of ONE registry entry — no scattered branches. First status: **priority** (×1.5 reward, ×0.5 deadline window, +0.5 rep at delivery; all balance-tunable)
- **Spawn & modifiers.** `generatePackage` (`lib/game/seed.ts`) appends one RNG draw at the END of its fixed order to roll a special (~15% of packages); a forced `special` input (including explicit null) skips the draw, mirroring the other overrides. The reward multiplier applies where the reward is computed; the deadline scale applies only to the drawn 6–72h window — a forced `deadlineOffsetMs` skips scaling