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README.md
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README.md
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# Chick Sorter v23.0 Phase 2 Routefix Hotfix
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# Chick Sorter v27.0 Cleanup Build
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Open `index.html` in a browser.
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This build changes the SHREDDER Improvement payout rule.
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## Current baseline
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## v18 changes
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- `SHREDDER Improvement` now uses one payout roll per processed item.
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- Probability after n cards: `((√n / 2) × n)%`.
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- Maximum SHREDDER Improvement cards counted: 30.
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- At 30 cards, the chance is about 82.16%, so the expected payout is about ¥0.8216 per processed item.
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- Build, move, box-select, sell, and repair factory equipment during Build phase.
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- Start the next day only when at least one EGG route reaches a scanner and then any valid exit.
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- Fairies tribute is paid after day-end settlement and before the next Build phase.
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- Bankruptcy is checked only at that day-end transition. Temporary negative cash during production does not immediately end the game.
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- Cards use English names and descriptions with numeric effect summaries.
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- `poop.png` is the only bundled image asset currently used by default; other art falls back to canvas drawing.
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## SHREDDER Improvement expected value
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## Controls
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```text
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n = min(SHREDDER Improvement cards, 30)
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p = ((√n / 2) × n)% = n√n / 200
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Per item payout X ~ Bernoulli(p)
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E[X] = p yen = n√n / 200 yen
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```
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- S1 manual scanner: `A` = left / `D` = right.
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- S2 manual scanner: `←` = left / `→` = right.
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- Build phase: left-drag empty map for box selection; drag selected equipment to move it.
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- Right-drag: pan.
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- `Ctrl+Z` / `Ctrl+Y`: undo / redo.
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- `Esc`: cancel upgrade-card target selection.
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For k shredded items, expected total bonus is `k × n√n / 200` yen.
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## Cleanup in this build
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---
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# Previous build notes
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# Chick Sorter v17.0 Shredder Card and Cleanup
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This build adjusts selling constraints, timeout cleanup, settlement UI, and adds the SHREDDER improvement card.
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## v17 changes
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- The last EGG FARM, MIXER, SHREDDER, and TRUCK can no longer be sold.
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- Non-last equipment still follows the existing rule: same Build phase removal refunds 100%, older equipment sells for 50%.
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- When the day timer and shutdown grace expire, remaining chicks/poop are blown off the conveyors with no equipment damage.
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- Settlement appears 1 second after that cleanup.
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- The day settlement modal is reduced to two lines: one simple formula and final profit.
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- Added `SHREDDER Improvement` card.
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- Each card adds one independent trial per shredded item.
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- Each trial has a 1/3 chance to pay ¥1.
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- Expected value per processed item after n cards: n / 3 yen.
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- EGG FARM price remains ¥250.
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## SHREDDER Improvement expected value
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```text
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Per item payout X ~ Binomial(n, 1/3)
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E[X] = n × 1/3 = n/3 yen
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```
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For k shredded items, expected total bonus is `k × n / 3` yen.
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---
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## Previous notes
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This build refines the v15 card and tax system.
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## v16.1 changes
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- Fixed equipment improvement target-picking overlay by importing the target bounds helper into the renderer.
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- Non-candidate equipment now receives a full dark overlay, and valid upgrade candidates are explicitly white-highlighted.
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- Added a fallback message when a target picker has no valid target, so the game no longer appears frozen.
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## v16 changes
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- `Extra Cards` is now immediate.
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- Selecting it consumes the current card pick, then grants 2 more card selections in the same draft.
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- It no longer increases future draft size.
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- Equipment improvement cards now target machines on the map.
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- Valid targets are highlighted in white.
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- Non-target areas are darkened.
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- Click a highlighted machine to apply the upgrade.
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- `Esc` cancels target selection and returns to the card draft.
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- ZUNDA TAX and Fairies tribute no longer contaminate the next day’s profit display.
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- They are still paid when `Next Day` is pressed.
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- They still affect cash and total outflow.
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- They are not counted inside the new day’s `Turn Profit`.
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- ZUNDA TAX exemption / Legal Work behavior was rechecked and kept explicit.
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- Base exemption: ¥500.
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- `Legal Work`: exemption +¥250 and 95% cap point +¥250.
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- Tax rate: 5% from the first yen above the exemption.
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- +5% per ¥500 taxable band.
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- Maximum rate: 95%.
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- EGG FARM price remains ¥250.
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## Active ZUNDA TAX formula
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```text
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taxable = max(0, cash - exemption)
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rate = min(95%, ceil(taxable / 500) × 5%)
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ZUNDA TAX = ceil(taxable × rate)
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```
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With no `Legal Work`, `exemption = ¥500`, so ¥501 starts at 5% and ¥10,000 reaches 95%.
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## v19 changes
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- Added collapsed bottom-left debug panel: infinite cash, day override, free upgrade purchase.
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- Added `src/core/balance.js` as the primary balance-tuning sheet for prices, income, penalties, timing, card rates, and caps.
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- Increased UI text size.
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- Auto Scanner base cooldown is now 2.25 seconds.
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- High-Quality Bearing now adds +7.5% conveyor speed per card.
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- Equipment click popover removed; hover now shows flavor text and equipment information.
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- ERASE button renamed to SELL.
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- Card drafts can contain up to 2 dud cards; each slot has a 30% dud chance. Dud cards can be clicked away without spending a pick.
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## v20 Phase 1 structural changes
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- Added a canonical FactoryGraph in `src/systems/routing.js`.
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- Build/edit operations invalidate the graph.
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- Route planning, connection validation, congestion component lookup, and debug metrics now read from the same graph model.
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- Scanner and facility ports are exact grid cells; visual adjacency is not accepted as connectivity.
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- `Next Day` now commits the current FactoryGraph before fees and day start.
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- The committed snapshot records conveyor cells, edges, components, port counts, farm outputs, and validation issues.
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- Added `src/systems/gameEvents.js`.
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- Major lifecycle, cash, build/sell, move, cleanup, and jam events are stored in a bounded run log.
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- Expanded the debug panel from cheats only into an observability panel.
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- Shows FactoryGraph size, components, port status, farm outputs, dead ends, active/queued items, max congestion, and recent events.
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- This is a structural pass, not a content/balance pass. It is meant to make later map generation, market contracts, route diagnostics, replay, and deeper factory simulation safer to add.
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## v21 Phase 2 structural changes
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Implemented the Phase 2 foundation without the market board or programmable scanner logic.
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- Added seeded no-build terrain generation. Roughly 20% of grid cells become blocked each run while preserving the initial critical route.
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- Added equipment degradation based on actual use.
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- Truck and Manual Scanner are exempt and always operate normally.
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- Conveyor tiles degrade from item pass counts and reduce local belt speed.
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- Egg Farms degrade from egg production and gradually increase spawn interval.
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- Mixer, Waste Shredder, and Auto Scanner degrade from processing counts and add delay.
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- Equipment keeps full performance until 50% durability remains; at 0% durability it performs at half speed.
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- Added dirty overlay rendering for degraded equipment.
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- Added a one-day repairman hire button. The repairman costs ¥100 for the next production phase, walks freely across the map, and repairs 1% degradation every 3 seconds.
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- Expanded debug/hover readouts with blocked-cell and degradation information.
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Market contracts and deeper scanner-programming logic are intentionally left for later Phase 2 work.
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## v22 Phase 2 starter-route protection
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No-build generation now protects the complete initial factory footprint before blocked cells are placed. The protected footprint includes the default Egg Farm, scanner bodies, scanner input/output ports, machine receiver cells, and every starter conveyor segment. After blocked-cell generation, the starter backbone is scrubbed from the blocked set and reinstalled as a final guard.
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Result: even with roughly 20% no-build cells, the initial line remains continuous from Egg Farm to S1, S1 to S2, and S2 to both Shredder and Truck exits.
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## v23 hotfix
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- Fixed the startup ReferenceError caused by binding the repairman button to a missing `hireRepairman` wrapper.
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- Disabled optional external art probing by default, preventing 404 console noise for placeholder image filenames. Canvas fallback art remains active.
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- Removed duplicate `src/index.html` and `src/styles.css`; root `index.html` and `styles.css` are the single launch surface.
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- Removed the old debug panel, debug hotkey, debug event log, and free-upgrade/debug-cash code.
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- Removed the obsolete right-side selected-facility panel code left behind after the UI removal.
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- Removed stale historical README files and old changelog text that no longer matched the current specification.
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