# Changelog ## v0.48.0 — 2026-09-22 06:55 - **Leg distance shown on contracts (ISS-095).** `PackageState` gains `distanceKm` (`lib/game/state.ts`) — the great-circle origin→dest distance, computed server-side in `getStateSnapshot()` from the airport GeoJSON already loaded for live-plane math (same `haversineKm` as flight movement; 0 if a coord is missing). Shown in two places via new `formatKm()` (`lib/format.ts`, integer km, no space before "km"): the on-board contract line (`EGCC → GMME 554km €23,826.00 …`) and the job-list row (`€37,408.00 215km Perishables 0.4t …`). OpenAPI spec updated in lockstep; nothing stored - **Tests.** Unit: `app/api/state/route.test.ts` asserts every package's `distanceKm` equals the haversine of its airports' coordinates (computed with the same lib/geo helper); `lib/openapi.test.ts` pinned key list gains `distanceKm`; new `formatKm` test in `lib/format.test.ts`. E2E: `right-pane.spec.ts` +2 assertions (job-row distance span matches /^\d+km$/, generic and hook-created package), `actions.spec.ts` +1 (on-board line) ## v0.47.0 — 2026-09-21 23:01 - **Job payoff retuned so weight dominates (ISS-090).** `REWARD_PER_KG` in `lib/game/seed.ts` rises from €0.5/kg to €2.0/kg — the linear form is unchanged, only the constant moves. Before, the weight term was small vs base+distance, so heavier jobs barely paid more (a 1000 km leg: €3,250 @500 kg → €5,000 @4,000 kg — per-kg rate fell from €4.59 to €1.01) and there was no sense in taking heavy jobs; after the retune the same leg pays €4,000 / €11,000, so weight clearly drives payoff. Safe for viability: fuel burn (`lib/sim/movement.ts`) is weight-independent, so this only raises income - **Tests.** `seed.test.ts`: stale test name "… 0.5 * weightKg …" made generic; new literal pins in the `rewardFor` formula test — `rewardFor(1000, 4000) === 11_000` and `rewardFor(1000, 500) === 4_000` — so future retunes are deliberate. All other reward assertions recompute through the exported constants and pass unchanged ## v0.46.0 — 2026-09-21 22:32 - **Queue consumption on dispatch (ISS-088).** `flyPlane` (`lib/game/actions.ts`) now consumes `queue[0]` when the requested destination IS the first queued leg, so a landing never chains a zero-distance self-hop (the "phantom hop" — a→a completing instantly before reaching the real next leg). Flying to a non-first queued leg stays an explicit override and leaves the queue untouched; the persisted queue is written back in the same update - **Engine auto-chain hardening.** `deliverPackages` (`lib/sim/engine.ts`) gains two guards: (1) defensive skip — if `queue[0]` equals the arrival airport (only reachable from legacy/corrupt rows now that dispatch consumes), it drops the leg without flying; (2) full-tank backstop — if the next queued leg does not fit even a full tank, the plane grounds as `'available'` with the queue kept intact instead of chaining an unflyable leg (mirrors `flyPlane`'s 409 without throwing mid-tick) - **Selling a queued plane is rejected.** `sellPlane` (`lib/game/actions.ts`) returns 409 `the plane has queued legs — cancel queued legs first` for a grounded plane with a non-empty queue, instead of silently discarding the queued legs - **Test hook: `/api/test/set-cash`.** New route under `app/api/test/` (sibling of `set-fuel`/`add-cash`) setting account cash to an ABSOLUTE value `{ amount }` — same `FLIGHT_TEST_HOOKS=1` gate, strict JSON validation, post-tick state snapshot. Deliberately NOT in the OpenAPI spec: test hooks are out-of-spec by convention and `lib/openapi.test.ts` pins exactly 13 public paths - **Tests.** Unit +5 (373 total): `flyPlane` consumes queue[0] on dispatch / skip-ahead keeps the queue intact; `sellPlane` 409s a grounded plane with queued legs leaving the row untouched; engine full-tank backstop grounds with the queue intact (FGSL ~4267 km from LEMD — beyond ATR range); engine defensive self-leg drop. E2E: `e2e/queue.spec.ts` +3 — three queued legs fly in FIFO order across landings (dispatch response snapshot proves queue[0] consumed), a mid-flight drained tank is topped up before the chained leg at exactly the rep-discounted cost (expectations computed with the same lib helpers as the engine, via `/api/test/set-fuel` drain + new `set-cash` hook), cancelling the only queued leg mid-flight leaves a plain landing with no auto-chain; `e2e/state.spec.ts` +1 — a staged two-leg queue survives `docker compose restart flight` byte-identical; `e2e/two-planes.spec.ts` reworked — the 240 s poll that absorbed the phantom hop is replaced by explicit assertions: the fly response snapshot shows only `[b]` queued, and every state observed while waiting for the chain must never show location a with dest a ## v0.45.0 — 2026-09-21 21:12 - **Broken planes cannot fly (ISS-089).** A plane at `health ≤ 0` is now grounded until repaired instead of flying on fumes: `flyPlane` (`lib/game/actions.ts`) rejects it with 409 `the plane is broken (health 0) — repair it first` BEFORE any auto-refuel math, so fuel and cash stay untouched; the engine's auto-chain (`deliverPackages`, `lib/sim/engine.ts`) skips chaining when a landing's wear breaks the plane — it stays grounded at the arrival airport with its queue kept intact for a later dispatch (same shape as an unaffordable top-up) - **Repair is gradual.** `repairPlane` no longer jumps health to 100 — it grounds the plane in `'repairing'` with the gate at `clock + REPAIR_DURATION_MS` and leaves health where it was. The engine's `finishRepairs` pass (`lib/sim/engine.ts`) now heals along a linear curve each tick: `health = min(100, max(startHealth, round(f × 100)))` with `f` the fraction of the repair duration elapsed — monotonic (never drops below the start value), and the flip to `'available'` at exactly 100 happens when the gate passes. The left-pane health bar doubles as the repair progress indicator; no UI change - **REMOVED the broken-plane ×1.5 burn mechanic.** `BROKEN_BURN_MULTIPLIER` + `conditionBurnMultiplier()` are deleted from `lib/game/catalog.ts` and every burn site reverts to plain wind-adjusted consumption: `flyPlane` dispatch requirement, engine landed fuel + auto-chain next-leg check (`lib/sim/engine.ts`), the live in-flight gauge (`livePlane`, `lib/game/state.ts`). The mechanic was unreachable anyway — broken planes can no longer depart - **Docs.** OpenAPI reworded to match: fly's 409 lists the broken case, queue/repair descriptions + the `PlaneState.health` field note the gradual heal and the cannot-fly rule; route comment in `app/api/planes/[planeId]/repair/route.ts` updated. No endpoints added or removed — count pins unchanged - **Tests.** Unit: new `flyPlane` broken-guard test (409 + fuel/cash untouched) and a worn-but-not-broken control; the ×1.5 broken-burn tests deleted (`lib/game/catalog.test.ts`, `lib/game/actions.test.ts`, `lib/sim/engine.test.ts`) in favor of an engine chain-stop test (a plane that lands broken stays grounded with its queue intact despite enough fuel) and a `finishRepairs` curve test (mid-repair climb to `round(f × 100)`, floor at the start value, exact 100 + `'available'` at the gate); `repairPlane` unit pins updated — health is NOT restored by the action itself. E2E: `e2e/maintenance.spec.ts` reworked per the issue — force broken → pill shows AND dispatch 409s with the tank untouched (the ×1.5 burn flight leg is gone) → click Repair → "in repair" pill with health still ~0 → shorten the gate via the hook → back to service at exactly 100; `e2e/right-pane.spec.ts` drops the dead condition factor from its auto-refuel math ## v0.44.0 — 2026-09-21 17:10 - **World airport dataset (ISS-079).** `data/airports_eu.csv` (242 EU rows) is replaced by `data/airports_world.csv` — the full OurAirports world dump curated to one marker per metro area: keep `large_airport` rows only, then greedy 40 km haversine clustering with one airport kept per cluster ("biggest" proxy: scheduled service → IATA code → Wikipedia page → file order; no pax data exists in the CSV). Result: **1174 large airports worldwide → 1119 kept, 55 dropped into 52 multi-airport clusters** (e.g. Newark ← JFK + LaGuardia, Dallas ← DFW, Warsaw Chopin merged with Modlin). New committed generator `scripts/build-world-airports.mjs` re-derives the CSV from the source mirror (aborts on download failure; asserts EDDF/UNNT/LPPD presence, unique ICACOs, sane row count) - **Loader.** `lib/airports.ts` reads the world file and drops the continent check (type filter kept as a guard); new load-time guard throws on duplicate ICAO — three consumers key features by ICAO with silent-overwrite semantics, so duplicates would corrupt state silently - **Generated jobs are distance-capped.** New `MAX_JOB_LEG_KM = 9000` in `lib/game/seed.ts`: every spawned leg is flyable by at least one catalog plane even in worst-case headwind (b777 full-tank range ~13045 km nominal, ~10871 km with the +20% wind factor — 9000 leaves margin). `generatePackage` rejection-samples unforced origin/dest pairs until they fit (bounded at 25 attempts, then a uniform within-cap fallback); forced endpoints consume no extra draws and stay uncapped (the UNNT→LPPD 409 backstop relies on that), so under-cap RNG streams are byte-identical to before. The engine's coverage spawn caps its random dest through the shared `pickDestWithinCap` helper — one draw in the same stream position as before - **UI/spec/docs.** Map header label → "N world airports" (e2e regex updated), OpenAPI `/api/airports` summary/description reworded to the curated world dataset, PLAN.md dataset mentions updated; initial camera stays EU-tuned (out of scope) - **E2E marker isolation re-verified.** LFRS (Nantes) keeps ≥39 px clearance from its nearest markers (LFRB Brest / LFBD Bordeaux) at the initial zoom [10,52] z4 with the world dataset — no test changes needed beyond the label regex ## v0.43.0 — 2026-09-21 15:57 - **Wear rate reduced 10× per ISS-085** — `WEAR_PER_KM` in `lib/game/catalog.ts` drops from 0.005 to 0.0005, so plane maintenance status degrades 1/10th as fast (~13 mid-range hops → ~130 hops to break a full-health plane) ## v0.42.0 — 2026-09-21 15:02 - **Auto-refuel on dispatch (ISS-082).** Manual refueling is gone — planes top up automatically at dispatch, so a grounded plane can always start any leg that fits a full tank when cash allows. `flyPlane` (`lib/game/actions.ts`) tops the tank to `min(maxFuel, max(fuel, 1.5 × required))` before departure — the same target/price terms as the removed forFlight mode: liters × FUEL_PRICE_PER_L minus the rep-scaled discount (v0.38.0), deducted from cash; unaffordable → 409 `insufficient funds` with nothing mutated, and a leg that doesn't fit even a full tank still 409s `insufficient fuel` (the backstop). The engine's auto-chain (`deliverPackages`, `lib/sim/engine.ts`) does the same at landing: when the next queued leg exceeds the landed fuel it tops up to the identical target when cash allows and chains anyway — only an unaffordable top-up grounds the plane with the queue kept intact - **REMOVED** `POST /api/planes/:planeId/refuel` (route + route tests), the `refuelPlane()` action + `RefuelOptions` (`lib/game/actions.ts`), the left-pane "Refuel to full" section and per-leg Refuel button with their dead state/derived values (`components/LeftPane.tsx`), and the OpenAPI `/api/planes/{planeId}/refuel` path + `RefuelRequest` schema — endpoint count 14 → 13, stale refuel mentions reworded in info/state/queue/repair descriptions, and fly's description + 409 now document the auto-refuel - **Test hook.** New POST `/api/test/set-fuel` (`FLIGHT_TEST_HOOKS=1` only): `{ planeId, fuel }` forces a plane's fuel — finite number in [0, maxFuel] (400 outside / unknown field), 404 unknown plane; sibling of set-health - **Tests.** Unit: `refuelPlane` suite deleted; new `flyPlane` auto-refuel tests (exact top-up target + rep-discounted cost at rep 30, free no-op on a full tank, cash 0 → 409 insufficient funds with fuel unchanged, UNNT→LPPD backstop still 409s); the broken-burn test reworked to pin that ×1.5 burn raises the top-up target; `engine.test.ts`'s chain test flipped — a short tank now chains via an affordable top-up (post-top-up fuel + exact cost from the real helpers) plus a new cash-0 variant grounding with the queue intact. E2E: every `/refuel` setup/retry site (~25 across 9 specs) replaced by the set-fuel hook, heal helpers drop their refuel-and-retry guard (dispatch auto-refuels), right-pane's per-leg Refuel test and two-planes' "refuel section lists both planes" deleted in favor of one new end-to-end dispatch auto-top-up test (set-fuel drops fuel to 500 L → fly → exact cash delta from snapshot + real helpers, landed fuel = weighted burn from the topped start value), panes.spec.ts now asserts Refuel-UI absence in both panes, api.spec.ts pins thirteen endpoints ## v0.41.0 — 2026-09-21 13:26 - **Queue UI fixes (ISS-077).** Three queue-related map/UI fixes, no server logic changed: - **Would-409 controls are disabled.** The on-board "Fly to …" button (`components/LeftPane.tsx`) is additionally disabled while the plane is flying and its destination is already active or queued (title "Already in flight queue"); the Relocate section disables its GO button for the same reason AND renders the selected plane's active/queued airports as native disabled `