Step 10G.9: Priority trip vs window in the dispatch sheet
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -2,6 +2,7 @@ import { content, type ShipModel } from "@deadhead/content";
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import type { Contract, Pilot, PlayerState } from "@deadhead/schema";
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import {
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checkRoute,
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contractTripGameHours,
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dutyAfterTrip,
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LONG_HAUL_SKILL_ID,
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needsRest,
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@ -28,6 +29,7 @@ import { location, shipModel, tripRealMs } from "../game";
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import { errorMessage, useGameAction, useLoadedPlayer } from "../state/actions";
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import { RouteStrip } from "../components/RouteStrip";
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import { Art, Button, Sheet } from "../ui";
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import { formatWindow, goodName, PriorityChip } from "../components/Goods";
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/** Short player-facing reasons a ship+pilot cannot take a contract. */
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export const INELIGIBLE_REASONS: Record<DispatchFailure, string> = {
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@ -82,6 +84,14 @@ export function explainProblems(
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: INELIGIBLE_REASONS["cannot-land"],
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);
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}
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// Priority (CR-007): the trip must fit the delivery window.
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const window = contract.priority ? contract.deliveryWindowGameHours : null;
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if (window !== null) {
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const trip = contractTripGameHours(model, contract, now, content);
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if (trip > window) {
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problems.push(`Too slow — ${formatWindow(trip)} vs ${formatWindow(window)} window`);
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}
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}
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if (contract.requiredSkill) {
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const have = pilot.skills[contract.requiredSkill.skillId] ?? 0;
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if (have < contract.requiredSkill.level) {
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@ -122,6 +132,8 @@ export interface PairOption {
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arrivalAt: number;
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/** The pilot's duty after this trip and their limit (CR-004); null without a pilot. */
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duty: { after: number; limit: number; willRest: boolean } | null;
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/** Priority only (CR-007): this ship's trip against the window, in game hours. */
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priority: { tripHours: number; windowHours: number } | null;
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}
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/** A pilot's duty after a trip, with the same sim rules the server applies on arrival. */
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@ -200,6 +212,13 @@ export function pairOptions(state: PlayerState, contract: Contract, now: number)
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netProfit: contract.payout - fuelCost - pilotPay,
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arrivalAt: now + tripMs,
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duty: pilot ? dutyOutlook(pilot, now, now + tripMs) : null,
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priority:
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contract.priority && contract.deliveryWindowGameHours !== null
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? {
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tripHours: contractTripGameHours(model, contract, now, content),
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windowHours: contract.deliveryWindowGameHours,
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}
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: null,
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};
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});
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}
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@ -235,12 +254,17 @@ export function DispatchSheet({ contract, onClose }: { contract: Contract; onClo
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title={`${locationName(contract.originId)} → ${locationName(contract.destinationId)}`}
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>
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<p aria-label="Job details" className="mt-1 text-sm text-ink-300">
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{cargoName(contract.cargoTypeId)}
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{goodName(contract)} for {contract.shipper} · {cargoName(contract.cargoTypeId)}
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{contract.tier > 0 && ` (tier ${contract.tier})`} · {contract.massTonnes} t · payout{" "}
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{formatCredits(contract.payout)}
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{" · "}
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{requirementsText(contract) ? `needs ${requirementsText(contract)}` : "no skills needed"}
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</p>
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{contract.priority && contract.deliveryWindowGameHours !== null && (
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<div className="mt-2">
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<PriorityChip windowHours={contract.deliveryWindowGameHours} />
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</div>
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)}
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<div className="mt-3">
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<RouteStrip originId={contract.originId} destinationId={contract.destinationId} />
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</div>
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@ -315,6 +339,13 @@ export function DispatchSheet({ contract, onClose }: { contract: Contract; onClo
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)}
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</dl>
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)}
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{!blocked && option.priority && (
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<p aria-label="Priority margin" className="mt-2 text-amber-200">
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Priority: {formatWindow(option.priority.tripHours)} trip,{" "}
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{formatWindow(option.priority.windowHours - option.priority.tripHours)} to
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spare in the {formatWindow(option.priority.windowHours)} window
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</p>
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)}
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{!blocked && option.duty?.willRest && (
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<p className="mt-2 text-amber-300">Will need rest on arrival</p>
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)}
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@ -0,0 +1,116 @@
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import { content } from "@deadhead/content";
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import type { Contract, Pilot, Ship } from "@deadhead/schema";
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import { contractTripGameHours, priorityWindow } from "@deadhead/sim";
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import { screen, within } from "@testing-library/react";
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import userEvent from "@testing-library/user-event";
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import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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import { useClock } from "../src/clock/clock";
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import { formatWindow } from "../src/components/Goods";
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import { fakeApi, renderApp, samplePlayerState } from "./render";
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const NOW = Date.parse("2100-01-01T00:00:00Z");
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const earth = content.location("earth")!;
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const moon = content.location("moon")!;
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const ship = (id: string, name: string, modelId: string, pilotId: string): Ship => ({
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id,
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name,
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modelId,
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status: "idle",
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locationId: "earth",
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dispatchId: null,
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lastArrivalAt: 0,
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pilotId,
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});
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const pilot = (id: string, name: string, shipId: string): Pilot => ({
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id,
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name,
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isAvatar: false,
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xp: 0,
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level: 0,
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skills: {},
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skillPointsAvailable: 0,
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assignedShipId: shipId,
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status: "idle",
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locationId: "earth",
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dutyHours: 0,
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dutyLimit: 12,
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resting: false,
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restEndsAt: null,
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});
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/** Priority mail to the Moon, with the Freighter-reference window the sim would set. */
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const rush: Contract = {
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id: "c-rush",
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originId: "earth",
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destinationId: "moon",
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cargoTypeId: "standard",
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goodId: "mail",
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shipper: "Pacific Orbital Logistics",
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priority: true,
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deliveryWindowGameHours: priorityWindow(earth, moon, 6, NOW, content),
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tier: 0,
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massTonnes: 6,
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payout: 1_500,
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requiredSkill: null,
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requiredLongHaulLevel: 0,
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offeredAt: NOW,
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expiresAt: NOW + 3_600_000,
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firstContact: false,
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};
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const trip = (modelId: string) =>
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contractTripGameHours(content.shipModel(modelId)!, rush, NOW, content);
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async function openSheet() {
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renderApp(
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fakeApi({
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getPlayerState: () =>
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samplePlayerState({
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tutorial: null,
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company: { id: "c", name: "D", credits: 10_000, loanBalance: 0 },
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bays: [{ id: "b", locationId: "earth" }],
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ships: [
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ship("s-fast", "Quick Finch", "courier", "p-fast"),
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ship("s-slow", "Old Barge", "bulk-hauler", "p-slow"),
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],
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pilots: [pilot("p-fast", "Ana Ruiz", "s-fast"), pilot("p-slow", "Bo Lind", "s-slow")],
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}),
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getContractBoard: () => ({ contracts: [rush], periodEndsAt: NOW + 3_600_000 }),
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}),
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"/contracts?location=earth",
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);
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await userEvent.click(await screen.findByRole("button", { name: "Dispatch" }));
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return screen.getByRole("dialog");
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}
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const option = (dialog: HTMLElement, shipName: string) =>
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within(dialog).getByText(shipName).closest("li")!;
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describe("Priority in the dispatch sheet (CR-007)", () => {
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beforeEach(() => {
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vi.useFakeTimers({ toFake: ["Date", "setInterval", "clearInterval"] });
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vi.setSystemTime(NOW);
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useClock.setState({ offsetMs: 0, synced: true, now: NOW });
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});
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afterEach(() => vi.useRealTimers());
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it("enables a ship fast enough for the window and shows its margin", async () => {
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const window = rush.deliveryWindowGameHours!;
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const fast = option(await openSheet(), "Quick Finch");
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expect(within(fast).getByRole("radio")).toBeEnabled();
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expect(within(fast).getByLabelText("Priority margin")).toHaveTextContent(
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`Priority: ${formatWindow(trip("courier"))} trip, ${formatWindow(window - trip("courier"))} to spare in the ${formatWindow(window)} window`,
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);
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});
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it("disables a too-slow ship with its trip and the window from the sim", async () => {
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const window = rush.deliveryWindowGameHours!;
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expect(trip("bulk-hauler")).toBeGreaterThan(window);
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const slow = option(await openSheet(), "Old Barge");
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expect(within(slow).getByRole("radio")).toBeDisabled();
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expect(within(slow).getByRole("list", { name: "Problems" })).toHaveTextContent(
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`Too slow — ${formatWindow(trip("bulk-hauler"))} vs ${formatWindow(window)} window`,
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);
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});
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});
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@ -210,3 +210,4 @@ Spec: `memory-bank/change-requests/CR-007-cargo-goods.md` (supplied as "CR-005 /
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- [x] **Step 10G.6 — Schema and database.** API `Contract` (since 10G.2) carries `goodId`, `shipper`, `priority`, `deliveryWindowGameHours`; `ResolutionSummary` gains `goodId`, `massTonnes`, `shipper` (null for a deadhead); `too-slow` is an API error code via the sim's list. Contracts are JSONB, so no columns change: migration `0005_cr007_goods` (custom SQL) backfills stored boards and dispatch snapshots without a good (default good of the class, origin's first shipper, no Priority) and skips rows that have one. Dev and screenshot databases migrated (all 48 stored dev contracts now carry a good). `architecture.md` updated. Tests: `goods-backfill.test.ts` (legacy board and in-flight contract are filled, a second run changes nothing, the API then serves them), `migrations.test.ts` unchanged, schema cases for Priority windows, empty goods and summary goods.
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- [x] **Step 10G.7 — Server: pass-through and validation.** No server code changes were needed beyond 10G.4's message and 10G.6's summary fields: boards come from the sim and dispatch validation returns the sim's `too-slow`. Tests (`contract-dispatch.test.ts`): a Priority job whose window is shorter than the Courier's trip is refused with `too-slow` and changes nothing; with a window the Courier makes, it dispatches and the stored contract keeps its Priority good; every generated Earth contract names a catalog good of its class and a shipper from Earth's list.
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- [x] **Step 10G.8 — Client: contract card redesign.** New `components/Goods.tsx`: `goodName` (a Priority good may use its `priorityName`, e.g. Emergency Parts), `ClassChip` ("High-Value · T1", toned by class), `PriorityChip` ("Priority · within 5h" in game hours; tap switches to real time, hover shows both), `tooSlowForAll` (idle ships at the origin exist and none makes the window, via sim `contractTripGameHours`), `formatWindow`, `realTimeOf`. Location board cards, top to bottom: route and payout; the good as an `h3` headline with class, Priority, First contact, Too heavy and Too slow chips; route strip; shipper · mass · distance; requirement and expiry with Dispatch. Tutorial cards show the good's name instead of the class. Tests: `contract-card.test.tsx` (good, class/tier chip, shipper, mass, requirement; Priority chip in game hours and real time on tap with the Priority name; Too slow with only a Bulk Hauler idle); `location-boards.test.tsx` updated to the new card.
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- [x] **Step 10G.9 — Client: Priority in the dispatch sheet.** `explainProblems` adds "Too slow — 7h vs 5h window" (sim `contractTripGameHours` vs the window) so a slow pair is disabled with the numbers; `PairOption.priority` carries each pair's trip and the window, and eligible pairs show "Priority: 2.1h trip, 1.4h to spare in the 3.5h window". The sheet's job details now start with the good and shipper ("Mail & Parcels for Pacific Orbital Logistics · Standard · 6 t …") and Priority jobs show the window chip. Test: `dispatch-priority.test.tsx` (Courier enabled with its margin, Bulk Hauler disabled with "Too slow — …", numbers from the sim).
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