Step 3.13: add dispatch record creation
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -143,3 +143,11 @@ Implementation decisions not spelled out in `memory-bank/implementation-plan.md`
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- **Tutorial dispatch:** the caller passes the loaner as the ship (a `ShipState` built from the player's `tutorial` object, decision 0.5.26) and sets `tutorial: true`. The pilot must be the avatar, and the fuel check is skipped. The validator does not check that a tutorial contract came from the tutorial board; the server does that.
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- **Tutorial dispatch:** the caller passes the loaner as the ship (a `ShipState` built from the player's `tutorial` object, decision 0.5.26) and sets `tutorial: true`. The pilot must be the avatar, and the fuel check is skipped. The validator does not check that a tutorial contract came from the tutorial board; the server does that.
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- **Checks run in the plan's order**, and the first failure is returned: ship idle → ship at origin → pilot idle → pilot assigned → capacity → landing → range → cargo skill → Long Haul → expiry → fuel credits.
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- **Checks run in the plan's order**, and the first failure is returned: ship idle → ship at origin → pilot idle → pilot assigned → capacity → landing → range → cargo skill → Long Haul → expiry → fuel credits.
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- **Fuel is charged in whole credits** (`tripFuelCost` rounds), using the distance at departure (`now`).
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- **Fuel is charged in whole credits** (`tripFuelCost` rounds), using the distance at departure (`now`).
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## Step 3.13
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- **Extra record fields:** `tutorial` (resolution pays the tutorial share and skips pilot pay) and `distanceMillionKm` (the distance at departure, used for XP), on top of the plan's fields.
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- **The caller supplies the dispatch id**; the seed is `deriveSeed(worldSeed, "dispatch:<id>")`.
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- **Arrival** = departure + travel time in game ms ÷ compression, rounded to whole real milliseconds.
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- **`fuelCost` is what the player pays:** 0 for tutorial runs.
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- **`expectedPayout` is the contract payout** before pilot pay; resolution deducts pilot pay.
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@ -31,7 +31,7 @@
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- [x] **Step 3.10 — Tutorial contract board.** `src/tutorial.ts`: `generateTutorialBoard` (Earth↔Moon from the loaner's location, Standard cargo capped at Courier capacity, payout × tutorial share); `loanerModel`. `SimContent` gained `shipModels`.
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- [x] **Step 3.10 — Tutorial contract board.** `src/tutorial.ts`: `generateTutorialBoard` (Earth↔Moon from the loaner's location, Standard cargo capped at Courier capacity, payout × tutorial share); `loanerModel`. `SimContent` gained `shipModels`.
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- [x] **Step 3.11 — Pilot eligibility.** `src/pilot.ts`: `checkPilotEligibility(skills, contract)` returns `ok` or `cargo-skill-too-low` / `long-haul-too-low`.
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- [x] **Step 3.11 — Pilot eligibility.** `src/pilot.ts`: `checkPilotEligibility(skills, contract)` returns `ok` or `cargo-skill-too-low` / `long-haul-too-low`.
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- [x] **Step 3.12 — Dispatch validation.** `src/dispatch.ts`: `ShipState`, `PilotState`, `validateDispatch` (first failing reason, plan order), `tripFuelCost` (rounded). One test per failure reason plus tutorial cases.
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- [x] **Step 3.12 — Dispatch validation.** `src/dispatch.ts`: `ShipState`, `PilotState`, `validateDispatch` (first failing reason, plan order), `tripFuelCost` (rounded). One test per failure reason plus tutorial cases.
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- [ ] Step 3.13 — Dispatch record creation
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- [x] **Step 3.13 — Dispatch record creation.** `createDispatchRecord` in `src/dispatch.ts`: `DispatchRecord` with arrival from travel time, fuel cost, departure distance, a `tutorial` flag and a per-dispatch seed.
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- [ ] Step 3.14 — Reposition dispatch
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- [ ] Step 3.14 — Reposition dispatch
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- [ ] Step 3.15 — In-flight position and progress
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- [ ] Step 3.15 — In-flight position and progress
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- [ ] Step 3.16 — XP and leveling
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- [ ] Step 3.16 — XP and leveling
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@ -1,11 +1,13 @@
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import type { Location, ShipModel } from "@deadhead/content";
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import type { Location, ShipModel } from "@deadhead/content";
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import type { SimContent } from "./board";
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import type { SimContent } from "./board";
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import { type GameTime, type RealTime, realToGame } from "./clock";
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import { type GameTime, MS_PER_HOUR, type RealTime, realToGame } from "./clock";
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import type { Contract } from "./contract";
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import type { Contract } from "./contract";
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import { routeDistance } from "./distance";
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import { routeDistance } from "./distance";
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import { checkRoute } from "./eligibility";
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import { checkRoute } from "./eligibility";
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import { fuelCost } from "./fuel";
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import { fuelCost } from "./fuel";
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import { checkPilotEligibility, type SkillLevels } from "./pilot";
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import { checkPilotEligibility, type SkillLevels } from "./pilot";
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import { deriveSeed, type Seed } from "./rng";
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import { travelTimeGameHours } from "./travel";
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export interface ShipState {
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export interface ShipState {
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id: string;
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id: string;
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@ -104,3 +106,61 @@ export function validateDispatch(proposal: DispatchProposal, content: SimContent
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}
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}
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return { ok: true };
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return { ok: true };
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}
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}
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export interface DispatchRecord {
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id: string;
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shipId: string;
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pilotId: string;
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/** Null for a reposition. */
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contract: Contract | null;
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originId: string;
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destinationId: string;
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tutorial: boolean;
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departureAt: RealTime;
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arrivalAt: RealTime;
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/** Route distance at departure, in million km. */
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distanceMillionKm: number;
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/** Credits charged to the player; 0 for tutorial runs (the company pays). */
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fuelCost: number;
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expectedPayout: number;
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/** Seed for anything rolled about this trip. */
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seed: Seed;
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}
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export interface RecordInput {
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id: string;
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ship: ShipState;
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pilot: PilotState;
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contract: Contract;
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tutorial: boolean;
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now: RealTime;
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worldSeed: Seed;
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}
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/** Turns an already-validated dispatch into its record. Same inputs give the same record. */
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export function createDispatchRecord(input: RecordInput, content: SimContent): DispatchRecord {
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const { id, ship, pilot, contract, tutorial, now, worldSeed } = input;
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const { config } = content;
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const model = findShipModel(ship.modelId, content);
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const origin = findLocation(contract.originId, content);
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const destination = findLocation(contract.destinationId, content);
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const departure = realToGame(now, config);
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const distance = routeDistance(origin, destination, departure);
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const travelGameMs = travelTimeGameHours(model, distance) * MS_PER_HOUR;
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return {
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id,
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shipId: ship.id,
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pilotId: pilot.id,
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contract,
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originId: origin.id,
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destinationId: destination.id,
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tutorial,
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departureAt: now,
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arrivalAt: now + Math.round(travelGameMs / config.timeCompression),
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distanceMillionKm: distance,
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fuelCost: tutorial ? 0 : tripFuelCost(model, origin, destination, departure),
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expectedPayout: contract.payout,
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seed: deriveSeed(worldSeed, `dispatch:${id}`),
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};
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}
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@ -0,0 +1,71 @@
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import { content } from "@deadhead/content";
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import { describe, expect, it } from "vitest";
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import {
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createDispatchRecord,
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MS_PER_HOUR,
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travelTimeGameHours,
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type Contract,
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type RecordInput,
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} from "../src/index";
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const now = Date.parse("2100-01-01T00:30:00Z");
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const contract: Contract = {
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id: "c1",
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originId: "earth",
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destinationId: "moon",
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cargoTypeId: "standard",
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tier: 0,
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massTonnes: 10,
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payout: 2000,
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requiredSkill: null,
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requiredLongHaulLevel: 0,
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offeredAt: Date.parse("2100-01-01T00:00:00Z"),
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expiresAt: Date.parse("2100-01-01T01:00:00Z"),
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firstContact: false,
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};
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const input: RecordInput = {
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id: "d1",
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ship: { id: "s1", modelId: "courier", locationId: "earth", inFlight: false },
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pilot: { id: "p1", isAvatar: false, assignedShipId: "s1", inFlight: false, skills: {} },
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contract,
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tutorial: false,
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now,
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worldSeed: 7,
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};
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describe("dispatch record", () => {
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it("arrives after exactly the travel time converted to real time", () => {
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const record = createDispatchRecord(input, content);
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const courier = content.shipModel("courier")!;
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const travelGameMs = travelTimeGameHours(courier, record.distanceMillionKm) * MS_PER_HOUR;
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expect(record.arrivalAt - record.departureAt).toBe(
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Math.round(travelGameMs / content.config.timeCompression),
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);
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});
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it("copies the route, payout and parties, and charges fuel", () => {
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const record = createDispatchRecord(input, content);
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expect(record).toMatchObject({
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id: "d1",
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shipId: "s1",
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pilotId: "p1",
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originId: "earth",
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destinationId: "moon",
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departureAt: now,
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expectedPayout: 2000,
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tutorial: false,
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});
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expect(record.fuelCost).toBeGreaterThan(0);
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});
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it("charges no fuel on a tutorial run", () => {
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expect(createDispatchRecord({ ...input, tutorial: true }, content).fuelCost).toBe(0);
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});
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it("is identical for identical inputs and seeded per dispatch", () => {
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expect(createDispatchRecord(input, content)).toEqual(createDispatchRecord(input, content));
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expect(createDispatchRecord({ ...input, id: "d2" }, content).seed).not.toBe(
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createDispatchRecord(input, content).seed,
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);
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});
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});
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