# Decisions Implementation decisions not spelled out in `memory-bank/implementation-plan.md`. Design decisions from plan §0.5 are logged here as they are implemented. ## Step 1.1 - **Repo lives on an NTFS drive (`C:\Projects\...`).** The original location (G:) is exFAT, which cannot hold symlinks, so pnpm could not link workspace packages. Do not move the repo back to an exFAT drive. - **TypeScript is pinned to `~6.0`.** TypeScript 7 is the latest release, but `typescript-eslint` (needed in Step 1.2) only supports `<6.1`. Upgrade once typescript-eslint supports 7. - **Packages export TypeScript source directly** (`main`/`types` point at `src/index.ts`). There is no build step for internal packages; Vite, Vitest and the server's TS runner consume the source. The base config uses `moduleResolution: "Bundler"` and `noEmit`. - **Node 24** is the required runtime (`engines` + `.nvmrc`). - **Line endings are LF** everywhere (`.gitattributes`), overriding the machine's global `core.autocrlf`, to match Prettier and the Linux CI runner. ## Step 1.2 - **ESLint 10 flat config** with `typescript-eslint` recommended (not type-aware, to keep lint fast) and `eslint-config-prettier`. `pnpm lint` runs ESLint then `prettier --check`. - **Purity rule** for `packages/sim` and `packages/content`: `no-restricted-properties` bans `Math.random` and `Date.now`; `no-restricted-syntax` bans `new Date()` with no arguments (`new Date(x)` is allowed). - **Prettier skips `memory-bank/`** so tooling never rewrites the design docs. ## Step 1.3 - **Vitest projects**: the root `vitest.config.ts` treats each `apps/*` and `packages/*` folder as a project, so `pnpm test` runs every package's tests. Packages can add their own `vitest.config.ts` when they need a different environment. - **Tests live in each package's `test/` folder** and are included in that package's tsconfig, so `pnpm typecheck` covers them. ## Step 1.4 - **CI runs on Gitea Actions** (`.gitea/workflows/ci.yml`): install with a frozen lockfile, then typecheck, lint and test. - **`.pnpm-store/` is ignored** by Prettier, ESLint and git. On the Gitea runner, pnpm puts its store inside the workspace, and `prettier --check` failed on the store's files (CI run #1). ## Step 1.5 - **One Postgres container, two databases.** `docker-compose.yml` runs a single `postgres:18` server on port 5432 (user/password `deadhead`). The default database `deadhead` is for development; `docker/postgres/init/01-create-test-db.sql` creates `deadhead_test` the first time the data volume is created. To recreate both from scratch, run `docker compose down -v`. - **Env var names** in `.env.example`: `DATABASE_URL`, `TEST_DATABASE_URL`, `BETTER_AUTH_SECRET` and `BETTER_AUTH_URL` (Better Auth's own names), `PORT`, and `GAME_EPOCH_REAL_START` plus `GAME_EPOCH_EPHEMERIS_DATE` (decision 0.5.9). The game-clock speed is not an env var; it belongs in GameConfig (rule 0.1.5). - **Epoch values in `.env.example` are placeholders.** The design docs do not fix an ephemeris date yet. ## Step 2.1 - **Ids are lowercase kebab-case strings** (`earth`, `bulk-hauler`, `long-haul`). - **One landing-class enum** (`vacuum`, `atmospheric`, `hardened`) serves both a location's landing requirement and a ship's landing class. `hardened` is not used in the base game. - **Location `body`** is an enum of the five astronomy bodies (`earth`, `moon`, `mars`, `ceres`, `jupiter`) so the sim can map each to a position source in Step 3.3. - **Epoch fields are ISO 8601 UTC strings** (`epoch.realStart`, `epoch.ephemerisDate`), not `Date` objects, so content stays plain data. - **`tutorialBoardSize`** is a GameConfig field in addition to `contractBoardSize`, because decision 0.5.21 sets the tutorial board's size separately. - **XP per delivery inputs** are `base`, `perMillionKm` and `perCargoTier`. Step 3.16 decides how they combine. - **`pilotLevelXpThresholds`** lists the _total_ XP needed for level 1, 2, 3, ...; it and the Long Haul cut-offs must be strictly increasing. - **`tierPayMultiplier`** is one number per cargo type. Step 3.8 decides how it scales with tier. - **Imports omit the `.ts` extension** (`moduleResolution: "Bundler"`). ## Step 2.2 - **Location ids:** `earth`, `moon`, `mars`, `ceres-station`, `jupiter-cloud-platform`. - **Cargo flows** follow GDD §9: Earth and Mars produce standard and high-value goods and demand ore (heavy) and fuel (dangerous); the Moon produces standard and heavy; Ceres produces heavy; Jupiter produces dangerous (fuel). The outposts import high-value equipment. - **Launch multipliers:** Earth 3, Jupiter Cloud Platform 2, Mars 1.5, Moon 0.5, Ceres 0.3. - **Bay lease prices are first guesses** (Earth 5,000 up to Jupiter 15,000). Step 2.5 tunes the Earth price against the tutorial. - **The cargo-id check uses a placeholder list** of the four cargo ids planned in Step 2.4 until the cargo data exists. ## Step 2.3 - **Ranges** (million km): Courier 5 (Moon only; Mars is ~55 at its closest), Freighter 650 (covers Ceres at its farthest, ~600, and Jupiter near its closest, ~590, per decision 0.5.25), Bulk Hauler 1,000 (Jupiter at its farthest, ~970). Step 3.7 checks these against real positions. - **Speeds and overheads** aim at GDD §6 durations at compression 60: Courier 3M km/h with 2 h overhead (Earth→Moon ≈ 2 real minutes, mostly overhead), Freighter 2M km/h with 4 h (Earth→Mars ≈ 1–2 real hours), Bulk Hauler 1.2M km/h with 8 h. - **Prices** (30,000 / 150,000 / 600,000), **capacities** (20 / 100 / 400 t), **fuel costs** (20 / 40 / 80 per million km) and **hull ratings** (1 / 2 / 3) are first guesses; Step 2.5 tunes the Courier price. ## Step 2.4 - **Ids:** cargo `standard`, `heavy`, `high-value`, `dangerous`; skills `long-haul`, `heavy-cargo`, `expensive-cargo`, `dangerous-cargo`. - **Base pay** (credits per tonne per million km): Standard 10, Heavy 14, High-Value 18, Dangerous 20. **Tier multipliers:** 1, 1.2, 1.25, 1.3. First guesses, to be tuned in Phase 12. - **Cargo and skills share one data file** (`src/data/cargo.ts`), since every cargo skill exists to gate a cargo type. ## Step 2.5 - **The game epoch lives in GameConfig, not in env vars.** Step 2.1 puts it in GameConfig, and rule 0.1.5 keeps game numbers in `packages/content`. The `GAME_EPOCH_*` variables added to `.env.example` in Step 1.5 are removed; the placeholder values (real start 2026-01-01, in-game 2100-01-01) are unchanged. - **Money values scaled up.** With the Step 2.2–2.4 rates a tutorial run paid ~24 credits. Pay rates and fuel costs are ×10, and prices are set so a Courier (4,000) plus an Earth bay (1,000) takes ~21 runs at ~240 credits each. Freighter 100,000, Bulk Hauler 400,000; leases Moon 800, Mars 20,000, Ceres 40,000, Jupiter 80,000. - **Placeholder tutorial payout in the test:** Standard pay × 0.384M km × average mass (midpoint of the contract minimum and Courier capacity, 12.5 t) × tutorial share (0.5). - **Starting credits are 0.** The company pays fuel during the tutorial, and the ~21-run target already assumes the player starts with nothing. - **Other defaults:** board size 8, tutorial board 40 (more than the ~30 runs that fit in a 60-minute period), first contact 10% at ×2 pay, contract mass 5–400 t, Long Haul cut-offs 100/250/400/600/800M km, ten pilot levels at 2 skill points each (enough to max all four skills), hire cost 2,000, pilot pay 100 per delivery. - **Known balance issue for Phase 12:** pay is linear in distance, but every trip pays a fixed overhead, so short Earth–Moon runs earn far less per real hour than long runs (a Freighter on Mars earns roughly 50× a Courier on the Moon). ## Step 2.6 - **Lookups return `undefined`** for an unknown id ("not found" without throwing). Callers decide whether a missing id is an error. - **The package also exports each data list and schema individually**, alongside the `content` bundle, so tests and the server can validate data with the schemas. ## Step 3.1 - **Times are Unix-millisecond numbers.** A real time is a wall-clock instant; a game time is the instant of the in-game date, so `new Date(gameTime)` gives the in-game date and can be passed straight to `astronomy-engine`. - **Every sim function takes the content it needs as arguments** (here the `GameConfig`), rather than importing the default bundle, so tests can pass custom fixtures. ## Step 3.2 - **Seeds are 32-bit unsigned integers.** The PRNG is mulberry32; child seeds are an FNV-1a hash of the label, started from the parent seed, plus a final mixing step. - **`createRng` returns an object with internal state.** It is still deterministic: the same seed always gives the same sequence. Each use (a board, a name) creates its own generator from a derived seed, so draws never depend on call order elsewhere. ## Step 3.3 - **Positions are heliocentric, in the J2000 mean ecliptic plane** (`HelioVector` rotated by `Rotation_EQJ_ECL`), keeping x and y and dropping the small out-of-plane z. - **The Moon is Earth plus 0.384M km on the +x axis**, as the plan specifies; its real orbit is ignored. - **Ceres uses a circular orbit** (astronomy-engine has no Ceres): radius 2.7675 AU (~414M km), period 1,680.5 days, mean longitude ~160° at J2000. The angle is approximate, which is fine for gameplay. - **Test date is 2100-03-01**, close to the placeholder game epoch. ## Step 3.4 - **Route distance is the straight line between the two positions at one game time.** Orbital transfer paths are not modelled. ## Step 3.5 - **Travel time takes the distance as a number**, not two locations and a time. The caller measures the distance at departure, so the function cannot accidentally use a mid-flight distance. ## Step 3.7 - **Landing is checked before range**, so a ship that can neither land nor reach reports `cannot-land`. - **The route check looks only at the destination's landing requirement.** A ship is always already sitting at its origin, so it can take off from there. - **Range tests find each planet's closest and farthest point from Earth by sampling** every 4 days over 12 years. All Step 2.3 range choices hold, including decision 0.5.25 (a Freighter reaches Jupiter at its closest). ## Step 3.8 - **Tier scaling is compounding:** pay is multiplied by `tierPayMultiplier ** tier`. Standard (tier 0) is ×1; a tier-5 Dangerous contract pays 1.3⁵ ≈ 3.7× its base rate. - **Payouts are rounded to whole credits** when the contract is offered. - **Contracts refer to content by id** (`originId`, `destinationId`, `cargoTypeId`), so they can be stored and sent over the API as plain data. `requiredSkill` is `{ skillId, level }`, or `null` for Standard. ## Step 3.9 - **Board seed:** `deriveSeed(worldSeed, "board::")`, with one generator per board. - **Board periods count from the Unix epoch:** period index = floor(real ms ÷ period length). Contracts are offered at the start of their period, and their payout and Long Haul level use the distance at that moment, so a board generated later in the period is identical (decision 0.5.5). - **Contract ids** are `::`, unique within a player's world. The server may add its own database ids. - **First contact** is rolled only when an undiscovered location exists. If no other location is discovered, every contract is first contact. Destinations are picked uniformly from the eligible list. - **Mass** is a whole number of tonnes drawn uniformly from the configured range. **Tier** is drawn uniformly from 1 to the required skill's max level. - **Sim functions take a `SimContent` object** (`locations`, `cargoTypes`, `skills`, `config`); the `content` bundle satisfies it, and tests can pass fixtures. ## Step 3.10 - **Tutorial contract mass is capped at the loaner's capacity:** a whole number from the contract minimum (5 t) up to the smaller of the contract maximum and the Courier's 20 t. Otherwise most tutorial contracts would be too heavy to fly. - **The loaner is the content's Courier,** found by archetype `courier`. `SimContent` now includes `shipModels`. - **Tutorial payout** = round(normal payout × tutorial share), where the normal payout is the regular rounded payout for the same contract. The contract stores this reduced amount, so resolution credits `contract.payout` directly. - **Tutorial board seed** is `tutorial::`, giving one Earth→Moon and one Moon→Earth board per period (decision 0.5.21). Contract ids use the same prefix. ## Step 3.11 - **Pilot skills are a `{ skillId: level }` map**; a missing skill counts as level 0. - **The Long Haul skill id is the constant `long-haul`** in sim, because the rule (decision 0.5.7) is specifically about that skill. - **The cargo skill is checked before Long Haul** when reporting a failure reason. ## Step 3.12 - **Minimal state shapes:** `ShipState` { id, modelId, locationId, inFlight } and `PilotState` { id, isAvatar, assignedShipId, inFlight, skills }. The server maps its database rows to these. - **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. - **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. - **Fuel is charged in whole credits** (`tripFuelCost` rounds), using the distance at departure (`now`). ## Step 3.13 - **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. - **The caller supplies the dispatch id**; the seed is `deriveSeed(worldSeed, "dispatch:")`. - **Arrival** = departure + travel time in game ms ÷ compression, rounded to whole real milliseconds. - **`fuelCost` is what the player pays:** 0 for tutorial runs. - **`expectedPayout` is the contract payout** before pilot pay; resolution deducts pilot pay. ## Step 3.14 - **A reposition needs a player bay at the destination**, checked against `bayLocationIds`. Bays exist only at discovered locations, so this also guarantees the destination is discovered. - **Reposition check order:** ship idle → pilot idle → pilot assigned → not already there → bay at destination → landing → range → fuel credits. There are no skill checks (decision 0.5.24). Tutorial loaners cannot reposition. - **Contract and reposition records share one builder**; a reposition has `contract: null` and `expectedPayout: 0`. - **"Zero XP" is enforced at resolution** (Step 3.17), because the record has no XP field. That step's tests cover it. ## Step 3.15 - **Progress is linear in real time.** Takeoff and landing overhead are not modelled separately, so the ship moves at a constant rate along its line. - **A zero-length flight reports progress 1** instead of dividing by zero. ## Step 3.16 - **Delivery XP** = round(base + perMillionKm × distance + perCargoTier × tier), using the distance at departure stored on the dispatch record. - **Pilot level** is the number of `pilotLevelXpThresholds` the total XP has reached (0 below the first threshold), so levels cap at the list length (10). - **Skill points available** = level × points per level − points spent, floored at 0. ## Step 3.17 - **Resolution credits = contract payout − pilot pay.** Fuel is not included, because it is charged when the ship departs (the record's `fuelCost`). Credits can be negative if a payout is below pilot pay; the server applies the number as given. - **Tutorial runs grant XP to the avatar** like any delivery; the plan does not exclude it. They credit the stored tutorial payout with no pilot pay. - **Repositions resolve to 0 credits and 0 XP** and never discover anything, since they only fly to bays. - **The caller passes `pilotIsAvatar` and the current discovered set**, so the function stays pure. "Exactly once" is the server's job: it must store the resolution and the acknowledged-at state transactionally. ## Step 3.18 - **Explicit public API.** `packages/sim/src/index.ts` lists every export. Internal helpers (`findLocation`, `findShipModel`, `standardCargo`, `buildContract`, `skillLevel`) are not exported; tests that need one import it from its module. - **Coverage** uses `@vitest/coverage-v8`, configured in the root `vitest.config.ts` to measure only `packages/sim/src` with a 90% line threshold. `pnpm coverage` runs the whole suite with coverage, and CI runs it in place of `pnpm test`, so a coverage drop fails CI. - **The Step 1.3 smoke test is removed** now that the sim package has real tests. ## Step 4.1 - **`@deadhead/schema` depends on `@deadhead/sim`** so error codes are built from sim's `DISPATCH_FAILURES` and `REPOSITION_FAILURES`, which replace the earlier type-only unions. A sim reason cannot exist without a matching API error code. - **The API carries only per-player data.** Location details, ship models, cargo and config come from `@deadhead/content`; the API sends ids plus per-player flags (`LocationState` is just `{ id, discovered }`). - **Times are Unix-ms numbers** in the API too, matching sim, so the client can pass them straight to sim functions. - **Player state:** `tutorial` is `{ loanerLocationId, runInFlight }`, or `null` once the tutorial is over (decision 0.5.26). In-flight dispatches, including the tutorial run, are in `activeDispatches`; ships point to theirs through `dispatchId`. Unacknowledged summaries are in `summaries`. - **Ship and pilot `locationId` is null while in flight.** The client gets in-flight positions from the dispatch. - **One dispatch request, three kinds:** `contract` (contract + ship + pilot), `tutorial` (contract only; the avatar flies the loaner), `reposition` (ship + pilot + destination). - **Create-guest returns the new player's id and full state.** The session itself travels as a cookie (decision 0.5.20). - **Compile-time tests** check that the schema `Contract` and sim `Contract` are mutually assignable, and that a sim `DispatchRecord` fits the API `Dispatch`. ## Step 4.2 - **One `request` schema per route covers path parameters and body together** (e.g. `assignPilot` takes `pilotId` from `/api/pilots/:pilotId/assign` and `shipId` from the body). The server merges the two before validating; a test checks that every `:param` is a field of the request schema. - **Each route has an `auth` flag.** Only `getServerTime` and `createGuest` work without a session. - **REST-style paths:** collections are created with `POST` (`/api/ships`, `/api/bays`, `/api/pilots`, `/api/dispatches`), and pilot actions are sub-resources (`/api/pilots/:pilotId/assign`). - **The catalog is an `as const` object** that satisfies `Record`, so the server and client get exact request and response types per route name (`RouteRequest<"buyShip">`). ## Step 5.1 - **The server runs with `tsx`** (`pnpm --filter @deadhead/server dev` / `start`). Workspace packages ship TypeScript source with extensionless imports, which Node's built-in type stripping cannot resolve. There is no build step yet. - **Config** comes from env vars validated with Zod in `loadConfig`, which reports every problem at once. `NODE_ENV`, `PORT` and `LOG_LEVEL` have defaults (development, 3000, info). The entry point loads the repo-root `.env` with `process.loadEnvFile` when the file exists; deployments set real env vars. - **The health endpoint is `GET /api/health`**, under `/api` so it is reachable through the same-domain proxy (decision 0.5.20). It is infrastructure, so it is not in the route catalog. - **`buildApp(config)` does not listen,** so tests start it on port 0. Logs are pino JSON; tests use `LOG_LEVEL=silent`. ## Step 5.2 - **The injectable clock arrives now, not in Step 7.2.** `buildApp(config, { clock })` takes a `Clock` (`() => RealTime`) and defaults to `Date.now`. Every endpoint will read "now" through it (decision 0.5.18). Step 7.2 still adds the test-only clock-offset endpoint. - **Game time uses the default `content.config`**, via sim `realToGame`. ## Step 5.3 - **Every game table references `players.id`.** Players and companies are one-to-one; `companies` holds credits and is the row that money-changing endpoints lock (Step 6.14). - **Times are `bigint` Unix ms** (Drizzle `mode: "number"`), like sim and the API. World seeds are `bigint` because unsigned 32-bit values overflow `integer`. - **Status enums use `in_flight`** in the database, as the plan words it; the API uses `in-flight`, so the server maps between them. - **Dispatches store the full sim `DispatchRecord` as JSONB**, plus the columns queries need (`status`, `arrival_at`, `resolved_at`, `acknowledged_at`, `tutorial`, `ship_id`, `pilot_id`). The applied `Resolution` is kept as JSONB for the summary. A tutorial dispatch has `ship_id` null, because the loaner is not a ship row. - **Pilot skills are a JSONB `{ skillId: level }` map**, plus a `skill_points_spent` counter. Level is derived from XP, not stored. - **Contract boards store their contracts as JSONB**, keyed by player, kind (`bay` / `tutorial`), location (the bay or the loaner's location) and period. - **Auth tables are not here yet;** Better Auth's tables and the link from players to users arrive in Step 5.5. - **Migrations are generated SQL** (`drizzle-kit generate`) committed in `apps/server/drizzle/`, which Prettier ignores. They are applied with the drizzle-orm migrator (`db:migrate`, or `runMigrations(url)` in tests). - **Server test files run one at a time** (`apps/server/vitest.config.ts`) because integration tests share one test database. - **CI runs a `postgres:18` service container** and points `TEST_DATABASE_URL` at it; locally the default is the compose database `deadhead_test`. ## Step 5.4 - **The harness truncates every table in the `public` schema before each test**, rather than wrapping tests in rolled-back transactions. It is simpler, and it works for code that opens its own transactions. Because test files run one at a time, this is safe. - **`createPlayer` is real game code** (`src/game/new-player.ts`), used both by the harness and, from Step 5.5, by guest sign-up. A new player gets starting credits, the starting-discovered locations, the avatar, and tutorial mode with the loaner at Earth. - **The avatar is named "Captain"** and the company "Deadhead Freight" for now; there is no naming step in the base game. Hired pilots get generated names (Step 6.8). - **During the tutorial the avatar is unassigned and stores its location** (decision 0.5.27). The tutorial dispatch code keeps it equal to the loaner's location. - **Seed states:** `tutorial` (a brand-new player) and `owner` (tutorial over, one Courier at Earth crewed by the avatar, an Earth bay). Later steps add states as their tests need them. ## Step 5.5 - **Better Auth's tables are generated by its CLI** (`@better-auth/cli generate` with the anonymous plugin) into `src/db/auth-schema.ts` and migrated by drizzle-kit (`0001_auth`). They keep Better Auth's own conventions (Postgres `timestamp` columns, singular table names) rather than ours. - **`players.user_id` links each player to one Better Auth user** (unique, cascade on delete). - **Guest creation uses Better Auth's server API, not its HTTP routes.** `POST /api/guest` calls `auth.api.signInAnonymous`, forwards the `Set-Cookie` header, and creates the player in the same request. `/api/auth/*` is not mounted, since nothing in the base game needs it yet (upgrading guests to full accounts is not in scope). - **World seeds come from `crypto.randomInt(0, 2³²)`.** - **Better Auth uses real time for session expiry**, not the injectable game clock. Auth is not game logic, so this does not affect deterministic tests. - **Errors:** an `ApiError(status, code, message)` thrown anywhere becomes `{ error: { code, message } }`. Unknown routes return `404 not-found`, and unexpected exceptions are logged and return `500 internal-error`. - **`GET /api/state` is implemented now without lazy resolution.** It reads ships, pilots (level and skill points derived with sim), bays, all locations with their discovered flag, tutorial state, in-flight dispatches and unacknowledged summaries. Step 6.1 adds resolution, and Step 6.2 its fuller tests. - **`buildApp` takes an optional `database`.** Tests pass the harness's connection; otherwise the app opens its own and closes it on shutdown. ## Step 5.6 - **The catalog is wired in with a small `registerRoute` helper**, not `fastify-type-provider-zod`. The catalog merges path parameters with the body into one request schema, which the type provider's separate params/body/query slots do not model. - **Request validation runs before the session check,** so a malformed request always gets `400 validation-error`, even without a session. - **Requests with no fields reject unexpected ones** (`emptyRequestSchema` is strict), including query parameters. - **Responses are validated everywhere except production.** A violation is logged and returned as `500 internal-error`, which makes tests fail loudly. Production skips the check to save work. - **Fastify's own 4xx errors** (malformed JSON, wrong content type) are reported as `400 validation-error` in the documented format. ## Step 6.1 - **One locking rule for all player changes:** `withPlayerLock(db, playerId, fn)` opens a transaction and takes `SELECT ... FOR UPDATE` on the player's `companies` row before running `fn`. Resolution and every mutating endpoint use it, so one player's changes never interleave (this is also Step 6.14's mechanism). - **Exactly-once resolution has two guards:** the company lock serializes resolvers, and the status update is conditional (`WHERE status = 'in_flight'`), with effects applied only when it changed a row. - **`resolvedAt` is the time resolution ran**, not the arrival time; the arrival time is in the record. - **On resolution:** credits change by the sim resolution's credits; the pilot gains XP and becomes idle; the ship becomes idle at the destination; an unassigned pilot (the tutorial avatar) gets the destination as its stored location; a tutorial run moves the loaner; a discovery is inserted. - **Game-rule failures return `409`** with their error code (`gameError`), except `not-found` (`404`). - **Routes live in `src/routes/*`** and share an `AppContext` (db, auth, clock, route options). - **Test helpers** (`test/game.ts`): `useTestApp` (fresh app plus a movable `TestClock`), `signUp` (a real guest session via `POST /api/guest`), `call`/`getState`, `insertDispatch` (puts a sim-built dispatch in the database). `makeOwner` / `setCredits` (`test/db.ts`) reshape a signed-up player. ## Step 6.2 - **No new code was needed**: Step 5.5 built the state reader and Step 6.1 added resolution, so this step is the full test. A pilot's `level` and `skillPointsAvailable` are derived from XP and points spent each time state is read, never stored. ## Step 6.3 - **Every game endpoint runs through `withPlayer`**: it takes the player lock and resolves due arrivals before the action, so actions always see current positions, credits and tutorial state. - **Boards are generated and stored on first request** with `INSERT ... ON CONFLICT DO NOTHING` on the unique (player, kind, location, period) key, then re-read, so concurrent first requests end up with one stored board. - **Board responses hide accepted contracts** (`accepted_contracts`) and report `periodEndsAt`, when every contract on the board expires. - **Tutorial board errors:** `409 not-in-tutorial` once the tutorial is over. ## Step 6.4 - **A tutorial contract must be on one of the player's stored tutorial boards** (found by a JSONB containment query on contract id). Unknown ids return `404 unknown-contract`; ids already in `accepted_contracts` return `409 contract-already-accepted`. A contract from an earlier period is found, and sim then rejects it as `contract-expired`. - **The loaner's `ShipState`** is built from `players.loaner_location_id` with id `loaner` and the content Courier model. The dispatch row has `ship_id` null. - **While flying, the avatar's stored location is null**; resolution sets it to the destination, along with the loaner's location. - **`storeDispatch` is shared by every dispatch kind:** it inserts the dispatch, records the accepted contract, and deducts the record's fuel cost (0 for tutorial runs). - **Sim validation reasons are returned as `409` with their own code** and a player-facing message from `src/game/messages.ts`. - **`404 unknown-contract` and `404 unknown-skill`** join `not-found` as the codes that map to 404. ## Step 6.5 - **Ship names** are "Adjective Noun" from fixed word lists, picked by a generator seeded with `deriveSeed(worldSeed, "ship-name:")`, where n is how many ships the player owned before this one. They are stable per world (decision 0.5.14) and are not unique; duplicates are acceptable. Word lists live in the server (`src/game/names.ts`) because they are not tuning numbers. - **New ships always appear at Earth**, as the plan says, whatever the player's bays. - **`spend()` checks and deducts credits inside the player lock**, so a failed purchase changes nothing (`409 insufficient-funds`). Unknown models return `404 not-found`. ## Step 6.6 - **A bay lease is a one-time payment** of the location's `bayLeasePrice`, as the plan words it ("one-time lease price"); there is no recurring rent in the base game. - **Check order:** location exists (`404 not-found`), discovered (`409 location-undiscovered`), no bay there yet (`409 bay-already-leased`), affordable (`409 insufficient-funds`). ## Step 6.7 - **The end-of-tutorial check runs in two places:** at the end of every resolution pass that resolved something (which also covers Phase 7's arrival job), and after every action in `withPlayer`. Buying the ship, leasing the Earth bay, or the last tutorial run landing can each be the trigger. - **"Removing the loaner"** means clearing `players.loaner_location_id` and `tutorial_active`; the loaner never had a ship row. - **The avatar is moved to Earth** as an idle, unassigned pilot, wherever the loaner was (decision 0.5.4). ## Step 6.8 - **New server error code `avatar-in-tutorial`** for assigning the avatar to an owned ship before the tutorial ends (decision 0.5.23). - **Assignment checks, in order:** pilot and ship belong to the player (`404 not-found`), avatar not in tutorial, pilot idle (`pilot-not-idle`), pilot unassigned (`pilot-already-assigned`), ship idle (`ship-not-idle`), same location (`ship-not-idle-here`), ship uncrewed (`ship-crewed`). The unique `assigned_ship_id` constraint backs up the one-pilot-per-ship rule. - **Unassigning** needs an assigned, idle pilot (`pilot-not-assigned-to-ship`, `pilot-not-idle`) whose ship is at a player bay (`no-bay-at-location`). The pilot then stores the ship's location (decision 0.5.27). - **Hired pilot names** are "First Last" from fixed lists, seeded with `deriveSeed(worldSeed, "pilot-name:")`, where n counts the player's earlier hires. - **`toApiPilot`** (`src/game/mappers.ts`) is shared by the state reader and the pilot endpoints. ## Step 6.9 - **Discovered locations are read only when a board is first generated** (inside the generator callback), so a discovery later in the period does not change the stored board (decision 0.5.5). - **Older periods' boards are never shown**: the endpoint always uses the current period index. Stored older boards stay in the database until Phase 7's cleanup, so that dispatching from one returns `contract-expired` instead of "unknown contract". - **The plan's "dispatching from an old board fails as expired" check is tested in Step 6.10**, once contract dispatch exists. ## Step 6.10 - **A contract must be on one of the player's stored bay boards** (any period). Once found, sim validation decides; an older board's contract fails with `contract-expired`. - **Ships and pilots must belong to the player** (`404 not-found`) before sim validation runs. An in-flight ship's missing location is passed to sim as an empty string; sim reports `ship-not-idle` first anyway. - **`cannot-land` is tested with a test-only vacuum ship** added by mocking `@deadhead/content` in its own test file, since every base-game ship is atmospheric (decision 0.5.1). - **Failure tests check that nothing changed:** no dispatch row, no accepted contract, credits untouched. ## Step 6.11 - **Repositions use sim `validateReposition`** with the player's bay locations; their failure reasons map to error codes unchanged (`no-bay-at-destination`, `already-there`, ...). No contract is accepted, and `storeDispatch` charges only the fuel. - **On arrival** the ship and its pilot are idle at the destination, with no credits or XP (sim resolution gives 0 for repositions). ## Step 6.12 - **Points available come from sim:** `skillPointsAvailable(pilotLevel(xp), pointsSpent)`. Spending adds one level to the skill in the `skills` JSONB and one to `skill_points_spent`. - **Skill points can be spent any time**, including while the pilot is flying; nothing in the plan restricts it, and skills only matter when the next dispatch is checked. - **Check order:** pilot belongs to the player (`404 not-found`), skill exists (`404 unknown-skill`), a point is available (`409 no-skill-points`), skill below max (`409 skill-maxed`). ## Step 6.13 - **Acknowledging is by dispatch id and idempotent.** Ids that are unknown, belong to another player, are still in flight or were already acknowledged are skipped silently, and the response counts only those newly acknowledged. A client retry is harmless. ## Step 6.14 - **No new mechanism was needed:** since Step 6.1 every authenticated endpoint runs in `withPlayer`, a transaction that first takes `SELECT ... FOR UPDATE` on the player's company row. Requests for one player run one after another; different players never block each other. - **Race tests go beyond the plan's double purchase:** eight simultaneous purchases with money for three, the same contract dispatched twice at once, and the same bay leased twice at once. With the row lock removed, three of the four fail, which confirms the tests exercise the lock. The two-purchase race can pass by luck without the lock, which is why the eight-purchase version exists. ## Step 7.1 - **Jobs sit behind a small `JobQueue` interface** (`start`, `stop`, `send`). Production uses pg-boss (v12) in the same Postgres database, in its own `pgboss` schema; most tests pass a recording fake, so they don't start pg-boss, and call job handlers directly (decision 0.5.18). Only the queue test uses real pg-boss. - **`WORKERS_ENABLED` (default `true`)** controls whether this process runs workers and cron schedules. Queues are always created and pg-boss always starts, so an API-only process can still enqueue arrival jobs. Tests set it to `false`. - **The queue starts in Fastify's `onReady` hook and stops (gracefully) in `onClose`,** before the database pool closes. - **The server listens on `0.0.0.0` (IPv4).** Clients that resolve `localhost` to IPv6 `::1` first (PowerShell, Node 17+ `fetch`) cannot reach it by that name; use `127.0.0.1`. To revisit when the client dev proxy is set up (Phase 8). ## Step 7.2 - **One job per dispatch,** `resolve-arrivals` with `{ playerId, dispatchId }`, scheduled for the arrival time. The handler resolves everything due for that player under the player lock, the same code as lazy resolution, so it is a no-op when a request got there first. A job that fires early resolves nothing; the next request or the next due job picks the dispatch up. - **Jobs are sent after the dispatch transaction commits.** A failed send is logged and the dispatch still succeeds, because lazy resolution on read is the safety net. - **The app clock is `base clock + offset`** (`createOffsetClock`). The offset is always 0 except through `POST /api/test/clock-offset` (`{ offsetMs }`), which is registered only when `NODE_ENV` is not `production` and is not in the route catalog. Job timers use the base (real) clock: `startAfter = arrivalAt - offset`. - **The job's handler reads time from the same clock as requests,** so tests run handlers directly with a controlled clock (decision 0.5.18). ## Step 7.3 - **Retention window: 24 board periods** (one day at the default one-hour period), as the server constant `BOARD_RETENTION_PERIODS`. It is operational housekeeping, not game tuning, so it is not in GameConfig. - **Cleanup deletes boards and accepted-contract rows whose period is older than the window**, in one transaction. Dispatches keep their own contract snapshot, so in-flight and resolved dispatches are unaffected. A contract from a deleted board can no longer be found, so dispatching it returns `unknown-contract` instead of `contract-expired`. - **The job runs hourly on the hour (UTC cron `0 * * * *`)** through pg-boss's scheduler, only in processes with workers enabled. ## Step 8.1 - **Client stack:** Vite 8 + React 19, Tailwind CSS 4 (via `@tailwindcss/vite`, no config file), React Router 8 in declarative mode (``; `BrowserRouter` in `main.tsx`, `MemoryRouter` in tests). Component tests use Vitest with jsdom and Testing Library (`apps/web/vitest.config.ts`). - **The dev server proxies `/api` to `http://127.0.0.1:3000`**, which keeps the client and API on one origin in development (decision 0.5.20) and sidesteps the server listening only on IPv4 (Step 7.1). - **Screens are listed once in `src/routes.ts`**, shared by the router and the bottom navigation. The Locations tab is labelled "Places" to fit six tabs at 375px. - **Header credits and clock are placeholders** until Steps 8.3 and 8.5 supply live values. - **ESLint gives `apps/web` browser globals.** ## Step 8.2 - **One generic `call(name, input)`** rather than a generated method per route. Types come from the catalog (`RouteRequest` / `RouteResponse`), so a new route needs no client change. - **Requests:** `:params` are filled from the input; remaining fields go in the query string for GET and the JSON body for POST. `credentials: "include"` sends the session cookie. The base URL defaults to same origin (decision 0.5.20). - **Errors:** a response failing its schema throws `ApiValidationError`; a non-2xx response throws `ApiError` with the server's code and message (or `internal-error` if the body is not the documented format). - **ESLint now ignores unused names starting with `_`**, for deliberately unused parameters. ## Step 8.3 - **The clock offset lives in a Zustand store** (`useClock`), as the tech stack prescribes for real-time client state. `serverNow()` is `Date.now() + offset`; the device clock only affects visuals and is never trusted for outcomes. - **Sync uses the midpoint of the round trip:** offset = server time − (sent + received) / 2. - **A one-second ticker** (`startClockTicker`) refreshes `now` in the store so components re-render; components read `useClock(s => s.now)`. - **The header shows in-game time** as `YYYY-MM-DD HH:MM` (UTC), from sim `realToGame`. ## Step 8.4 - **"Is there a session?" is decided by the server:** the client loads player state on start-up; `401 unauthorized` means no session, so it shows the start screen. The session itself is Better Auth's persistent cookie, which the browser keeps across reloads ("persist the session"); the client stores nothing. Expired sessions land on the start screen too. - **After "Start your company"** the guest response's state is written straight into the query cache and the app navigates to HQ, so there is no extra request. - **TanStack Query and an API context arrive here** rather than in Step 8.5, because onboarding needs the state query. The header shows live credits from it. - **Client test helpers** (`apps/web/test/render.tsx`): `fakeApi` (per-route handlers), `samplePlayerState`, and `renderApp` (fresh query cache, memory router). ## Step 8.5 - **Arrival refetch is driven by the ticking server clock** (`useClock`), not by per-dispatch timers: when `now` passes an in-flight dispatch's `arrivalAt`, state is refetched, which makes the server resolve it lazily. Each dispatch triggers one refetch; Phase 7's job covers anything the client misses. - **`refetchOnWindowFocus: true` is set explicitly** (it is TanStack Query's default) to document the requirement. - **Tests fake only `Date` and `setInterval`** for the arrival case, leaving `setTimeout` real so TanStack Query's scheduling works; the focus test runs on real timers. ## Step 9.1 - **Tutorial goal cost = cheapest ship model + Earth bay lease**, read from content, so it follows any rebalancing. - **The player-state query is fresh for 10 seconds** (`staleTime`), so screens that read it do not each refetch on mount. Returning to the app (`refetchOnWindowFocus: "always"`), arrivals and actions still refetch immediately. - **The arrival watcher runs once, in `App`,** not in every component that reads player state. - **Shared screen helpers:** `useLoadedPlayer()` (screens render only after state has loaded), `useGameAction(route)` (call an endpoint, then invalidate player state and boards), `Countdown` (live, from the synced clock), and `src/format.ts` (credits, durations, names). ## Step 9.2 - **The summary dialog sits above all screens** (rendered by `App`). Dismissing hides it immediately (local state) and sends `acknowledgeSummaries` for the listed ids; the follow-up state refetch confirms it. - **Tutorial runs are shown as "Company loaner"**, since the loaner is not in the ships list. ## Step 9.3 - **Trip-time predictions use sim with the content the server uses** (`src/game.ts`: distance at the current server time, `travelTimeGameHours`, converted to real time). They are predictions only (rule 0.1.6). - **Boards are TanStack queries under the `["board", …]` key**, which every game action invalidates, so a flown contract disappears from the list. ## Step 9.4 - **The distance shown on a contract is the current distance** (sim, at the server clock), which is what fuel and travel time use when dispatching now. The payout was fixed at the distance when the contract was offered (decision 0.5.11). - **Requirements are shown as text** ("Needs Heavy Cargo 2, Long Haul 1"); whether a particular pilot meets them is shown in the dispatch sheet (Step 9.5). - **The bay selector is a native ``**, because each entry carries an idle-ship badge; a native option cannot hold one. Locations without idle ships show no badge. - **The URL is the source of truth for the selection** (`?location=`, replacing `?bay=`), so "Find work here" and the map link work even when Contracts is already open. An undiscovered or unknown id falls back to the default. - **A hint shows when no idle ship is at the selected location**, pointing to deadheading from the Fleet. The old "no bays yet" message is gone: every player can see Earth's market. ## Step 10B.8 - **The picker runs `validateReposition` per destination**, so the client and server agree on what is possible. Fuel is `tripFuelCost` and time is `tripRealMs` with zero cargo, the same inputs the sim's reposition record uses. - **The action shows on every idle ship, crewed or not.** An uncrewed ship's options are all disabled with "No pilot assigned", which tells the player what to fix rather than hiding the action. - **Disabled destinations still show fuel and time**, so the player can see how far off they are. ## Step 10B.9 - **The delivery picker is a dialog with radio buttons and a "Buy for N cr" confirm**, so buying always takes two taps, even with one bay (preselected). The confirm is disabled until a bay is chosen. - **"Bay owned" now reads "Your HQ is here"**, and the map panel says "Your HQ is here." or "No HQ here."; the player-facing word for a bay is HQ, while the action keeps "Lease bay" as in the CR. - **The success message names the delivery location** ("… is waiting at Moon.") instead of always Earth. ## Step 10B.10 - **GDD §12 ("Each bay has one contract board") was also corrected**, since it contradicted §10; the CR named only §4 and §10. - **The manual check was also scripted** against a live dev server with the test clock: after the deal, a Courier flies Earth→Moon and then takes a Moon→Earth job from the Moon board with no Moon bay. The user's own manual check on a device is still the review gate. ## CR-003 — Map Art (Phase 10C) - **Change request CR-003 is stored in `memory-bank/change-requests/`** and inserted as Phase 10C, after Phase 10B and before Phase 11. - **Decision numbering:** the CR's 0.5.29–0.5.33 are recorded as **0.5.37 Map art pipeline, 0.5.38 Constant screen size, 0.5.39 Child bodies, 0.5.40 Background, 0.5.41 Fallback**, since 29–36 were already in use. ## Step 10C.1 - **Inventory:** `bg.png`, `body-sun.png`, `body-earth.png`, `body-moon.png`, `body-mars.png`, `body-ceres.png`, `body-jupiter.png`, `ship-courier.png`, `ship-freighter.png`, `ship-bulk-hauler.png`, `ship-company-courier.png`. Every name matched exactly one asset id; nothing was ambiguous. - **The Sun's file is `body-sun.png`**; its asset id stays `sun` as in the CR. - **Missing: `badge-cloud-platform`** (the CR marks it optional). It is in the manifest with `file: null`, Jupiter Cloud Platform keeps `badge: "badge-cloud-platform"` in content, and the map simply draws no badge (fallback, decision 0.5.41). - **The manifest is JSON** (`apps/web/src/map/art/manifest.json`) with a `kind` per asset (`background`, `body`, `badge`, `ship`), so both the app (typed wrapper `manifest.ts`) and the Node optimization script read the same file. - **The Sun is not a location**, so its sprite key lives only in the manifest; the map style will refer to `sun` directly. ## Step 10C.2 - **Output naming:** `public/assets/map-gen/@1x.png` and `@2x.png` for sprites, `.webp` for the background. Missing assets (`file: null`) produce nothing and a warning. - **The build runs the script with `--if-available`:** it regenerates when sharp is installed (output is byte-identical, so git sees no change) and otherwise only checks that the committed output exists. Builds therefore never need sharp, as the CR requires. - **The source art is removed from the build output** by a small Vite plugin. Everything in `public/` is copied into `dist` by default, and the sources (about 22 MB) are only script input. The sources stay where the user put them. - **The committed-output test compares decoded pixels, not bytes**, because PNG compression can differ between Windows and Linux (CI). The "twice is identical" test compares bytes within one machine. The source-transparency test reads all four corners of each source sprite. - **Sizes:** the 2x body sprites are about 0.5–0.6 MB each (lossless PNG of detailed art). That is acceptable for now. If the PWA precache (Step 11.1) is too heavy, palette quantization is the lever. - **sharp's install script is not approved** in pnpm; its prebuilt platform binaries load without it. ## Step 10C.3 - **Angles are degrees clockwise from screen right** (screen y grows down), so −45° is up and to the right. The Moon sits 30 px up-right of Earth; the idle-ship badge sits 20 px down-left (135°) of a body's center; Jupiter's platform badge sits on its edge at −45°. - **Child offsets are keyed by location id with a `parentId`**, so a future moon only needs a config entry (decision 0.5.39). - **The background follows map zoom by 5%** (`backgroundZoomFollow`), the "zooms only slightly" option in Step 10C.5. - **Placeholder colors are in the style too**, so the fallback (decision 0.5.41) draws with the same palette as before. ## Step 10C.4 - **One bundle, loaded asset by asset:** the bundle is registered with `Assets.addBundle` once per page, then each alias is loaded with `Assets.load` under `Promise.allSettled`. `Assets.loadBundle` would reject on the first failure and lose every texture. - **Warnings are only for load failures.** An asset with no source file (`badge-cloud-platform`) is reported by the art script, not at runtime, so a normal page load logs nothing and the "exactly one warning" test holds. - **Textures are cached by PixiJS across visits to the Map**, so leaving and returning does not reload or recreate them (Step 10C.9 relies on this). - **Drawing moved to `MapRenderer`**, which keeps one Sprite or Text per item and redraws only Graphics layers each frame. Sprites of finished flights are destroyed; their textures are shared and kept. - **The loaner's flights use the Company Courier sprite**; an owned ship's flight uses its model's sprite. ## Step 10C.5 - **Background zoom follows `zoom ^ 0.05`, floored at 1**, so at the maximum zoom (40×) the background is about 20% larger and it never shrinks below cover size. With the clamp, that guarantees the viewport is always covered (property-tested over viewports, pans, zooms and two image shapes). - **No background art means no background sprite**: the canvas's solid background color is the placeholder. - **Map height fixed:** the Map section used `100dvh − 7.5rem` and stopped 42 px above the nav, which showed as a dark band under the new art. It now uses the real header and nav heights (4.875rem plus the safe-area inset) and cancels the layout's 5rem scroll padding, so the page does not scroll. - **Screenshots** come from a scratchpad Playwright harness driving local Chrome against a separate dev stack (API 3125, web 5199). The Vite proxy target is now configurable (`API_PROXY_TARGET`, default `http://127.0.0.1:3000`) for that. ## Step 10C.6 - **The child offset angle is measured from the outward direction (Sun → parent on screen)**, not from screen right. With a fixed screen angle the Moon landed on the Sun whenever Earth was on the Sun's opposite side at phone width (seen in the first screenshot). The distance is still a fixed screen offset (decision 0.5.39), and the tests check the exact offset at several zooms and dates. - **Moon distance 46 px** (the style config draft said 30): at the largest sprite scale Earth and the Moon need (32 + 18) / 2 × 1.75 = 43.75 px to clear each other. - **Sprite scale = zoom ^ 0.35, clamped to 0.75–1.75** (new `spriteScale.zoomExponent`): sprites grow a little when zooming in and are about the same size at the default zoom. - **Scene anchors:** a child body's scene `point` is its parent's map point, and flights carry origin and destination ids. `layoutScene` adds the screen offset, so routes to and from the Moon end exactly at the drawn Moon. `locationMapPoint` (map-space Moon offset) is kept but no longer drawn. - **Labels and badges avoid collisions** with a small greedy pass: a label goes below its body, else above it if below hits another body or label; an idle badge takes the first clear diagonal. This handles Earth and the Moon and long names (Jupiter Cloud Platform next to Mars) without special cases. - **Tap targets** come from the same layout as drawing: each is a circle of the larger of the sprite size and 44 px. Ships still win ties. - **The idle badge sits just off the body's edge** (2 px, up-left by default) instead of a fixed distance from the centre, so it clears big bodies like Jupiter. ## Step 10C.7 - **Overlays are decided by a pure function** (`locationOverlays`) that the renderer applies. PixiJS `Text` cannot be measured under jsdom, so the scene test checks this plan (filter, lock, HQ, badge) rather than live display objects. The manual screenshots cover the drawing. - **The padlock is drawn over the body's centre** and the label loses its 🔒 emoji. Undiscovered labels keep the muted color. - **The HQ marker is a small green house** placed beyond the label (below a label that is below the body, above one that is above), so it never sits between label and body. The old green ring around bay bodies is gone. - **Lock arc fix:** a bare `Graphics.arc` in PixiJS continues the current path, which drew long stray lines. The lock now starts its shackle with `moveTo`. ## Step 10C.8 - **Clustering threshold and spacing are both 44 px** (`shipSeparationPx` = the minimum tap size), so after nudging each ship has its own full tap target. Ships are grouped greedily by distance and spread along the normal of the first ship's route, centred on the group's average position. - **Ships keep the sim position on the route line** except when nudged; the route line itself is not moved. - **Highlight rings** (amber, 5 px outside the sprite) go on the selected ship, and on a selected location too, since "selection highlights" are in the CR's code-drawn list. - **Earth–Moon flights stay close to both bodies**: with the Moon at a fixed 46 px from Earth (decision 0.5.39), those routes are always short on screen. That is the intended trade-off. ## Step 10C.9 - **The ticker lifecycle is a small helper (`runWhileVisible`)** tested with a fake ticker and jsdom visibility events. The real `MapCanvas` cannot start PixiJS under jsdom and is mocked in component tests. - **Canvas resolution is capped at 2×.** Measuring in headless Chrome (software WebGL) showed frame time is set by pixel count, not our JavaScript: 58.5 fps at DPR 1 with the CPU throttled 4×, versus 11 fps at DPR 3. The art only has 2× variants, so a 3× canvas cost nine times the pixels of 1× for no visible gain; the cap doubled the rate to 22 fps there. A real phone rasterizes on its GPU, so the user's device check is the real verdict. - **Crowds of more than three ships use a hexagonal grid**, still 44 px apart, after the first busy screenshot showed ten simultaneous departures strung across 400 px of empty space. Up to three ships keep the perpendicular spread from Step 10C.8. - **Per-frame work stays allocation-light:** textures and Text objects are created once, Graphics layers are cleared and redrawn, and labels restyle only when their colour changes (restyling re-renders a text texture). ## Step 10C.10 - **Step 11.1's amendment names the generated folder explicitly** (`public/assets/map-gen/`), since the source art is dropped from the build and must not be precached. - **The "map with undiscovered locations" review shot is the tutorial map**, which shows Mars, Ceres and Jupiter locked; the mid-game shot has Mars discovered and Ceres and Jupiter still locked. - **Screenshot size:** phone shots are full-resolution (DPR 3) PNGs, about 2 MB each; `docs/screenshots/` is about 24 MB. They are kept as-is for the review; trimming or moving them out of the repository is a later cleanup. ## CR-004 — Pilot Duty and Rest (Phase 10D) - **Change request CR-004 is stored in `memory-bank/change-requests/`** and inserted as Phase 10D, after Phase 10C and before Phase 11. - **Decision numbering:** the CR's 0.5.34–0.5.38 are recorded as **0.5.42 Duty clock, 0.5.43 Duty limit, 0.5.44 Finish the job, 0.5.45 Rest, 0.5.46 Rest covers a board refresh**, since 34–41 were already in use. - **Error code:** the CR's `pilot_resting` is `pilot-resting`, matching the API's kebab-case codes. - **Rest length vs. the CR's example:** the CR's rule sets the default rest to one board period (60 real minutes = 60 game hours at the current compression), but its worked example says a pilot "rests about 15 real minutes". The rule is explicit and test-enforced (decision 0.5.46), so it wins: default rest is 60 game hours (one real hour). Shortening rest would mean shortening the board period, which is a balance change for Phase 12. ## Step 10D.1 - **Field names:** `dutyLimitGameHours`, `longHaulDutyBonusGameHours`, `restGameHours`. All in game hours, like other trip times. - **The "rest ≥ board period" rule is a content test, not a schema refinement**, as the CR asks. The schema only requires the three numbers to be positive. ## Step 10D.2 - **Trip duty is measured from the dispatch's real departure and arrival times** (`tripGameHours`), so it is exactly the travel time the player saw, handling time included. - **"Contains a board boundary" is tested as "wakes in a later board period"**: `boardPeriodIndex(restEndsAt(start)) > boardPeriodIndex(start)`, which is what "wakes to a fresh board" means. - **Resting ends exactly at rest-ends-at** (`now < restEndsAt`), the same convention as dispatch arrival. ## Step 10D.3 - **Deadheads can also be refused with `pilot-resting`**: they are flights, and rest blocks flying. The reason is first among the pilot checks in both validators, after the ship checks. - **Validation never looks at duty hours** (decision 0.5.44), so a pilot over the limit who is not resting can always be dispatched. Duty only matters when a trip resolves. - **Resolution owns the duty outcome:** it adds the trip's game hours (none for tutorial runs), and at or over the limit returns duty 0 and rest-ends-at = arrival + rest. The resolution time does not matter, so offline resolution matches live. - **Interim wiring:** until the pilots table has the columns (10D.4–10D.5), the server passes `restEndsAt: null` and duty 0, and the client passes `restEndsAt: null`, so behaviour is unchanged. ## Step 10D.4 - **`restEndsAt` in the API is null unless the pilot is resting now.** The database keeps the last value (which goes stale harmlessly), but clients only see a time when it matters, next to `resting: true`. - **`dutyLimit` is sent with each pilot** so the client does not recompute Long Haul bonuses for display (it still uses the sim for predictions). - **`pilot-resting` needed no new server code:** the API's error codes include every sim validation reason, and 10D.3 added it there. - **Pilot responses depend on the time** (resting or not), so `toApiPilot`, `loadPlayerState` and the pilot actions now take `now` from `withPlayer`. - **Duty hours are a double** (game hours with fractions, as trip times are). Summaries read `restEndsAt` from the stored resolution, so older resolutions without it show null. ## Step 10D.5 - **One code path for both resolutions:** lazy reads and the pg-boss arrival job both call `resolveArrivedDispatches`, so duty and rest are written in one place. `rest_ends_at` is only written when a trip starts mandatory rest, so a voluntary rest is never cut short by an unrelated resolution. - **Resting is refused during the tutorial (`tutorial-active`)**, like purchases and hiring: tutorial runs accrue no duty, and a resting avatar would stall the tutorial with no other pilot. - **Resting a pilot already resting is `pilot-resting`**, and resting one in flight is `pilot-not-idle`, reusing the dispatch codes. - **Crew swaps:** assign and unassign never check rest (decision 0.5.44), so a resting pilot can be left at a bay and a fresh pilot can take the ship straight away. ## Step 10D.6 - **The confirmation is inline in the pilot card**, not a browser `confirm()`, so it is styled and testable. It names the real rest length (one hour with current settings, computed from config) and says the pilot wakes to new contracts. - **"Rest now" is hidden during the tutorial and for in-flight pilots**, matching what the server allows. - **The duty bar caps at full** when a pilot finished a trip over the limit; the text shows the actual hours. ## Step 10D.7 - **The resting line is computed from the clock each render** ("Resting — 12:05"), so it counts down while the sheet is open, and it is the first problem listed. - **Duty after uses the same sim functions the server uses on arrival** (`tripGameHours` from departure and arrival, `dutyAfterTrip`, `needsRest`), so the warning matches what will happen. - **The deadhead picker also respects rest** (it validates with the pilot's real `restEndsAt`), disabling every destination with "Pilot is resting". ## Step 10D.8 - **The countdown uses the board's own `periodEndsAt`** from the server, and the board query refetches half a second after it, so a pilot who wakes up sees the new board without reloading. - **"Eligible" means the dispatch sheet would allow it:** a ship is stuck when `pairOptions` finds no contract on this board with no problems for that ship and its pilot. Uncrewed ships and resting pilots get no prompt (resting pilots already show their countdown elsewhere). - **One prompt per stuck ship**, naming the ship and pilot, so a location with several idle ships stays clear. - **`Countdown` takes an optional `format`**; the board refresh uses `mm:ss` (`formatClock`) as the CR asks. ## Step 10D.9 - **The summary gives the wake time as the device's local clock time** (like the dispatch sheet's real ETA), since the player reads it on returning; HQ gives a live countdown instead. - **The HQ rest card is always shown after the tutorial**, with "Everyone is ready to fly." when nobody rests, so the player learns the mechanic exists before it first bites. ## Step 10D.10 - **The CR's manual check was scripted** against a live dev server with the test clock (scratchpad `cr004-smoke.mjs`): mandatory rest after the sixth Earth↔Moon trip, `pilot-resting` while resting, and a different board on waking. The user's own check on a device is still the review gate. - **Observed for Phase 12 balance (not changed here):** a board's only guaranteed Courier job is used by the first trip from that location in a period, so later trips in the same period are usually deadheads. Resting, which wakes the pilot to a new board, is now the natural answer, which is what the CR intends; the size of that effect is for the balance pass. ## CR-005 — UI Overhaul (Phase 10E) - **Change request CR-005 is stored in `memory-bank/change-requests/`** and inserted as Phase 10E, after Phase 10D and before Phase 11. Its decisions are plan §0.5.47–0.5.51. - **Requested by the user** ("the UI is very simple, has small text buttons on the bottom of the screen, and isn't very eye catching as a game"). Direction chosen: a "freight terminal HUD" that reuses the CR-003 art, so no new art is needed. ## Step 10E.1 - **Fonts via `@fontsource`, latin subset only, weights 500–700 (Chakra Petch) and 400–600 (Barlow).** Self-hosting keeps the game working offline for the Phase 11 PWA; Google Fonts would not. - **The backdrop is `body::before` (fixed, `z-index: -1`)**, so it never scrolls and screens no longer paint their own background. The layout's `bg-slate-950` was removed so it shows through. ## Step 10E.2 - **No component library.** The kit is a handful of small Tailwind components in `src/ui/`; a dependency like Radix or shadcn would be more than the game needs. - **Icons are hand-drawn inline SVG paths** (`ui/icons.tsx`), not an icon package: 28 icons, no network, `currentColor`, always `aria-hidden`. - **`Sheet` renders the title itself** so every dialog gets the same eyebrow/title/subtitle layout and the `aria-labelledby` wiring cannot be forgotten. - **`Art` uses the CR-003 generated sprites directly** (`/assets/map-gen/@1x|2x.png`) through `ART_BASE_URL`, so screens and map share one art pipeline.