v0.62.0: fixed 24x world clock — frozen when fully grounded (#135)
CI / build + unit + e2e (pull_request) Successful in 14m3s
CI / build + unit + e2e (pull_request) Successful in 14m3s
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@@ -3,7 +3,8 @@
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// lib/useSimClock.ts extrapolates between polls at this same constant, so keep them in sync here.
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export const WORLD_TIME_SCALE = 24;
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// ISS-128 (v0.56.0): a fully grounded fleet no longer freezes the world — it slows to real time
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// (one game-second per real second) so packages keep spawning/expiring and the market stays fresh.
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// Derived from the existing constant: WORLD_TIME_SCALE / 24 = 1, i.e. exactly "real-time".
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export const IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24;
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// #135 (v0.62.0): a fully grounded fleet FREEZES the world clock — shouldAdvanceTime
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// (lib/sim/engine.ts) gates every tick and advanceSimClock (lib/useSimClock.ts) holds its anchor
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// value, so polls re-anchor without any jump. This replaces the v0.56.0 idle slowdown
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// (IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24): final semantics are ISS-117's — frozen when
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// everything is grounded, full rate otherwise.
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