Special jobs: data-driven special-status registry with priority status (ISS-073, v0.37.0)
CI / build + unit + e2e (pull_request) Failing after 7m56s

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# Changelog
## 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
- **Rep bonus at delivery.** `deliverPackages` (`lib/sim/engine.ts`) adds the registry's flat rep bonus on top of the distance-based gain for special packages, keeping the existing double-rounding convention (gain rounded to cents, total re-rounded)
- **State shape & DB.** `special: string | null` added in all four places — `SeedPackage`, Drizzle schema (`lib/db/schema.ts`), raw DDL and a guarded nullable `ALTER TABLE … ADD COLUMN special TEXT` migration in `migrateColumns()` (pre-existing rows stay NULL = none, mirroring the weight_kg precedent), and `PackageState` + its row mapping
- **UI badge.** Open-package rows (`components/RightPane.tsx`) and on-board rows (`components/LeftPane.tsx`) show a sky-blue "Priority" pill next to the route when the package has a special status (new `.special-badge` class, `package-special-{id}` testid); label via new `formatSpecialLabel` in `lib/format.ts`
- **Test hooks & spec.** POST /api/test/create-package accepts `special` (string or null; omitted → forced null so existing e2e reward/rep assertions stay deterministic — documented in the route header), and expire-package passes `special: null` explicitly. OpenAPI PackageState gains optional `special: string | null`
- **Tests.** New unit tests: registry application (reward ×multiplier, deadline ×scale, rep bonus at delivery), pickSpecial distribution with a fixed RNG, forced-value draw skip, and removing an entry cleanly disabling the status; existing reward/deadline assertions scoped for special packages. E2E: new right-pane test forces `special: 'priority'` via the hook and asserts the row shows the "Priority" badge
## v0.36.0 — 2026-09-21 08:45
- **Refuel-for-flight now buys 150% of the required fuel for the leg (ISS-071).** `refuelPlane` mode `'forFlight'` (`lib/game/actions.ts`) tops the tank up to `min(maxFuel, max(current fuel, 1.5 × required))` instead of exactly the requirement — a margin so burn variance doesn't strand planes at the far end. The "does not fit a full tank" 409 guard now compares against the weather-adjusted requirement (see below). No UI change: the per-leg Refuel button has no amount preview, and the left-pane "Refuel to full" row is unaffected
- **Wind affects per-leg fuel burn ±20% based on departure weather vs route heading (ISS-070).** The deterministic per-airport weather (`lib/weather.ts`, FNV-1a seeded by ICAO — no dayKey, stable across polls/sessions) now feeds the fuel math: a new `windBurnFactor(windKt, windDirDeg, bearingDeg)` in `lib/sim/movement.ts` returns `1 + headwindKt/150` (exactly [0.8, 1.2] over the 2–30 kt weather range), and a new `initialBearingDeg(lat1, lon1, lat2, lon2)` in `lib/geo.ts` gives the great-circle heading of each leg. Every fuel call site applies the departure airport's factor to `burnPerKm`: `flyPlane`'s feasibility check, `refuelPlane` forFlight, the engine's landed-fuel + auto-chain checks (`lib/sim/engine.ts`), and the live in-flight fuel display — computed server-side in `getStateSnapshot()`/`livePlane()` (`lib/game/state.ts`) from airport coordinates, so no schema change. Fully deterministic: one factor per leg, a pure function of (ICAO pair, catalog)