lots of tweaks and updates
This commit is contained in:
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18 changed files with 762 additions and 528 deletions
48
README.md
48
README.md
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@ -1,27 +1,25 @@
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# Chick Sorter v11.0 Routing / Compact Upgrades
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# Chick Sorter v14.0 Zunda Tax / Resale
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Open `index.html` in a browser.
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## Changes in this build
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- Changed Egg Farm build price to `¥250`.
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- Replaced the previous daily Fairies fee with `ZUNDA TAX`, paid when `Next Day` is pressed.
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- `ZUNDA TAX` taxes only cash above `¥500`: `ceil((cash - 500) × rate)`, with 5% added per `¥500` band and a 95% cap.
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- Removing equipment from a previous Build phase now sells it for 50% of its build price; same-Build removals still refund 100%.
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- Removed visible `STOPPED` text/highlight. Blocked chicks simply stay still.
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- Removed route-overlay arrows/colored flow arrows. Conveyor movement is now shown by small direction triangles inside belt tiles.
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- Moved the starter S1 position lower so the Egg Farm and S1 have more distance.
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- Moved the Truck to the bottom side of the grid and connected the starter S2-to-Truck belt to the new receiver.
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- Made scanner and facility ports strict: a belt must occupy the exact port cell to count as connected.
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- Expanded `Next Day` validation to scanner inputs/outputs and planned output routes, not just machine receiver cells.
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- Build buttons for unaffordable equipment, or already-built unique machines, are disabled and visually faded.
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- Removed Close buttons from clicked-equipment/upgrade popovers. Click outside the popover to close it.
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- Kept `src/index.html` and `src/styles.css` removed; the project uses the root `index.html` and `styles.css` only.
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- Continued centralized price/income/fine/facility definitions in `src/core/config.js`, shared text in `src/core/text.js`, and economy logic in `src/systems/economy.js`.
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## v11.0 changes
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- Egg Farm price is now JPY 300.
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- Initial S2-to-Truck conveyor lane is longer.
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- Egg Farm shutters reopen in Build phase after each day.
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- Mixer and Truck upgrades have no level cap. Each upgrade increases income and matching fines by `ceil(base × 1.05^upgrade count)`.
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- Manual Scanner and Conveyor upgrade choices are removed.
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- Equipment click menu is a compact bubble instead of a large overlay.
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- Explosion damage is `ceil(equipment price / 30)`.
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- Spawn blocking now highlights the stopped chick instead of showing `WAIT`.
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- Scanner/facility routing is more tolerant after manual conveyor dragging.
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## Controls
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Sorting:
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- S1: A = Mixer, D = S2
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- S2: Left Arrow = Shredder, Right Arrow = Truck
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Build phase:
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- Left drag empty area: box select
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- Drag selected equipment: move selection
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- Right drag: pan
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- Ctrl+Z / Ctrl+Y: undo / redo
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## Structure ideas for the next cleanup pass
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- Move HTML button content to a data-rendered build panel instead of hard-coded markup.
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- Give every equipment object a `defId`, so runtime state never duplicates names, prices, sizes, or upgrade rules.
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- Store routes as cell arrays and convert to pixel paths only at movement/draw time.
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- Cache route plans per build session, then invalidate once on build/erase/drag instead of recomputing every draw.
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- Split route validation into errors and warnings, so optional/unused equipment can be supported later without blocking the day.
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- Remove legacy fallback paths after save compatibility is no longer needed.
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24
index.html
24
index.html
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@ -3,7 +3,7 @@
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<title>Chick Sorter v11.0 Routing / Compact Upgrades</title>
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<title>Chick Sorter v14.0 Zunda Tax / Resale</title>
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<link rel="stylesheet" href="./styles.css" />
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</head>
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<body>
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@ -12,9 +12,9 @@
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<canvas id="gameCanvas" width="1440" height="900" aria-label="Chick Sorter game canvas"></canvas>
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<div class="hud hud-top-left" aria-label="Run status">
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<div class="hud-card cash"><span>CASH</span><strong id="money">JPY 250</strong></div>
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<div class="hud-card cash"><span>CASH</span><strong id="money">¥250</strong></div>
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<div class="hud-card"><span>TIME</span><strong id="timeLeft">60.0s</strong></div>
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<div class="hud-card profit"><span>NET</span><strong id="turnProfit">JPY 0</strong></div>
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<div class="hud-card profit"><span>NET</span><strong id="turnProfit">¥0</strong></div>
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<div class="hud-card"><span>DAY</span><strong id="turn">1</strong></div>
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<div class="hud-card compact"><span>PHASE</span><strong id="phaseLabel">Title</strong></div>
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</div>
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@ -35,7 +35,7 @@
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<div id="buildPanel" class="build-panel" aria-label="Build and facility upgrades">
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<div class="panel-head">
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<div>
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<h1>CHICK SORTER <span>v11.0</span></h1>
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<h1>CHICK SORTER <span>v14.0</span></h1>
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<p>Build, drag, connect all receiver ports, then start the next day.</p>
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</div>
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<button id="nextTurnButton" class="primary-button" type="button">Next Day</button>
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@ -45,13 +45,13 @@
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<section class="equipment-section">
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<h2>Add / Edit Equipment</h2>
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<div class="large-tools">
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<button id="buildConveyorButton" class="tool-button" type="button"><strong>Conveyor</strong><span>JPY 30 / tile</span></button>
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<button id="buildEggFarmButton" class="tool-button" type="button"><strong>Egg Farm</strong><span>JPY 300</span></button>
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<button id="buildAutoScannerButton" class="tool-button" type="button"><strong>Auto Scanner</strong><span>JPY 360 / 4.5s cooldown</span></button>
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<button id="buildManualScannerButton" class="tool-button" type="button"><strong>Manual Scanner</strong><span>JPY 260</span></button>
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<button id="buildMixerButton" class="tool-button" type="button"><strong>Mixer</strong><span>JPY 450</span></button>
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<button id="buildTrashButton" class="tool-button" type="button"><strong>Waste Shredder</strong><span>JPY 240</span></button>
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<button id="buildTruckButton" class="tool-button" type="button"><strong>Truck</strong><span>JPY 450</span></button>
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<button id="buildConveyorButton" class="tool-button" type="button"><strong>Conveyor</strong><span>¥30 / tile</span></button>
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<button id="buildEggFarmButton" class="tool-button" type="button"><strong>Egg Farm</strong><span>¥250</span></button>
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<button id="buildAutoScannerButton" class="tool-button" type="button"><strong>Auto Scanner</strong><span>¥360 / 4.5s cooldown</span></button>
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<button id="buildManualScannerButton" class="tool-button" type="button"><strong>Manual Scanner</strong><span>¥260</span></button>
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<button id="buildMixerButton" class="tool-button" type="button"><strong>Mixer</strong><span>¥450</span></button>
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<button id="buildTrashButton" class="tool-button" type="button"><strong>Waste Shredder</strong><span>¥240</span></button>
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<button id="buildTruckButton" class="tool-button" type="button"><strong>Truck</strong><span>¥450</span></button>
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<button id="eraseButton" class="tool-button danger" type="button"><strong>Erase</strong><span>Remove any equipment</span></button>
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<div class="history-tools"><button id="undoButton" class="tool-button small" type="button"><strong>Undo</strong><span>Ctrl+Z</span></button><button id="redoButton" class="tool-button small" type="button"><strong>Redo</strong><span>Ctrl+Y</span></button></div>
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</div>
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@ -92,6 +92,6 @@
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</div>
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</div>
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<script type="module" src="./src/game.js?v=11.0-routing-compact-upgrades"></script>
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<script type="module" src="./src/game.js?v=14.0-zunda-tax-resale"></script>
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</body>
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</html>
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export const VERSION = 'v11.0 Routing / Compact Upgrades';
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export const VERSION = 'v14.0 Zunda Tax / Resale';
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export const TURN_SECONDS = 60;
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export const STARTING_CASH = 250;
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export const MIXER_PRICE = 5;
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export const TRUCK_PRICE = 10;
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export const POOP_RATE = 0.08;
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export const MIXER_HALF_SECONDS = 10;
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export const TRUCK_POOP_DECAY = 0.01;
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export const CONVEYOR_SPEED = 52;
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export const CONVEYOR_SPEED_GROWTH = 1.00;
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export const CONVEYOR_SPEED_MAX = 300;
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export const POOP_FINE = 10;
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export const FAIRIES_FEE_PER_DAY = 10;
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export const INCOME_UPGRADE_RATE = 1.05;
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export const ECONOMY = {
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income: {
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mixer: 5,
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truck: 10
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},
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poopFine: 10,
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zundaTax: {
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exemption: 500,
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stepAmount: 500,
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stepRate: 0.05,
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maxRate: 0.95
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},
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incomeUpgradeRate: 1.05,
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explosionDamageDivisor: 30,
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maleTruckFinePerHalfDay: 30
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};
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export const FARM_SHUTDOWN_GRACE_SECONDS = 10;
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export const AUTO_SCANNER_COOLDOWN = 4.5;
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export const CONTRACT_EVENT_CHANCE = 0.70;
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export const CONTRACT_EVENT_FIRST_TURN = 8;
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export const POOP_RATE = 0.08;
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export const CONVEYOR_SPEED = 52;
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export const CONVEYOR_SPEED_MAX = 300;
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export const GRID = { x: 190, y: 142, cols: 22, rows: 13, cell: 46 };
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export const BUILD_COSTS = {
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conveyor: 30,
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eggFarm: 300,
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manualScanner: 260,
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autoScanner: 360,
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mixer: 450,
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trash: 240,
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truck: 450
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export const FACILITY_DEFS = {
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conveyor: {
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id: 'conveyor', type: 'conveyor', name: 'Conveyor', shortName: 'Belt', price: 30,
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buildable: true, upgradeable: false
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},
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eggFarm: {
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id: 'eggFarm', type: 'eggFarm', name: 'Egg Farm', shortName: 'EGG', price: 250,
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buildable: true, upgradeable: true, maxLevel: 4, upgradeCosts: [null, 300, 720, 1600]
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},
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manualScanner: {
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id: 'manualScanner', type: 'scanner', kind: 'manual', name: 'Manual Scanner', shortName: 'Manual Scanner', price: 260,
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buildable: true, upgradeable: false
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},
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autoScanner: {
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id: 'autoScanner', type: 'scanner', kind: 'auto', name: 'Auto Scanner', shortName: 'Auto Scanner', price: 360,
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buildable: true, upgradeable: false
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},
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mixer: {
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id: 'mixer', type: 'facility', name: 'Mixer', shortName: 'MIXER', price: 450,
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buildable: true, upgradeable: true, incomeKey: 'mixer', body: { w: 164, h: 126 }
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},
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trash: {
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id: 'trash', type: 'facility', name: 'Waste Shredder', shortName: 'SHREDDER', price: 240,
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buildable: true, upgradeable: false, body: { w: 180, h: 100 }
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},
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truck: {
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id: 'truck', type: 'facility', name: 'Truck', shortName: 'TRUCK', price: 450,
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buildable: true, upgradeable: true, incomeKey: 'truck', body: { w: 176, h: 138 }
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}
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};
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export const FACILITY_PRICES = {
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mixer: 450,
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trash: 240,
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truck: 450
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};
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export const BUILD_TOOL_IDS = ['conveyor', 'eggFarm', 'autoScanner', 'manualScanner', 'mixer', 'trash', 'truck'];
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export const MACHINE_FACILITY_IDS = ['mixer', 'trash', 'truck'];
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export const INCOME_FACILITY_IDS = ['mixer', 'truck'];
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// Compatibility exports. New code should prefer FACILITY_DEFS and ECONOMY.
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export const BUILD_COSTS = Object.fromEntries(Object.entries(FACILITY_DEFS).map(([id, def]) => [id, def.price]));
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export const FACILITY_PRICES = Object.fromEntries(MACHINE_FACILITY_IDS.map(id => [id, FACILITY_DEFS[id].price]));
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export const MIXER_PRICE = ECONOMY.income.mixer;
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export const TRUCK_PRICE = ECONOMY.income.truck;
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export const POOP_FINE = ECONOMY.poopFine;
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export const ZUNDA_TAX = ECONOMY.zundaTax;
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export const INCOME_UPGRADE_RATE = ECONOMY.incomeUpgradeRate;
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export const DIRS = [
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{ name: 'right', dc: 1, dr: 0, angle: 0, opposite: 'left' },
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import { BUILD_COSTS, FACILITY_PRICES, GRID } from './config.js';
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import { BUILD_COSTS, FACILITY_DEFS, GRID } from './config.js';
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import { nextSpawnDelay } from './state.js';
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import { currentPoopRate } from '../systems/contracts.js';
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}
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export function createScanner(game, col, row, kind) {
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const cost = kind === 'auto' ? BUILD_COSTS.autoScanner : BUILD_COSTS.manualScanner;
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const cost = kind === 'auto' ? FACILITY_DEFS.autoScanner.price : FACILITY_DEFS.manualScanner.price;
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const manualCount = game.scanners.filter(s => s.kind === 'manual').length;
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return {
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type: 'scanner', id: game.nextId++, kind,
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export function createFacility(game, id, p, price) {
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const { entry, side } = nearestGridEdge(p);
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const spec = {
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mixer: { name: 'Mixer', w: 164, h: 126, price: FACILITY_PRICES.mixer },
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trash: { name: 'Waste Shredder', w: 180, h: 100, price: FACILITY_PRICES.trash },
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truck: { name: 'Truck', w: 176, h: 138, price: FACILITY_PRICES.truck }
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}[id] || { name: id[0].toUpperCase() + id.slice(1), w: 168, h: 110, price };
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const def = FACILITY_DEFS[id];
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const spec = def
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? { name: def.name, w: def.body?.w || 168, h: def.body?.h || 110, price: def.price }
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: { name: id[0].toUpperCase() + id.slice(1), w: 168, h: 110, price };
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const f = {
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type: 'facility', id,
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name: spec.name,
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import { STARTING_CASH, TURN_SECONDS, FARM_SHUTDOWN_GRACE_SECONDS, BUILD_COSTS, FACILITY_PRICES, GRID } from './config.js';
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import { STARTING_CASH, TURN_SECONDS, FARM_SHUTDOWN_GRACE_SECONDS, BUILD_COSTS, FACILITY_DEFS, GRID } from './config.js';
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import { randomBetween } from './utils.js';
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export function newTurnStats() {
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pendingTruckRevenue: 0,
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mixerRevenue: 0,
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truckRevenue: 0,
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fairiesFee: 0,
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zundaTax: 0,
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mixerPoopFine: 0,
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truckPoopFine: 0,
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maleTruckFine: 0,
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poopMixer: 0,
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explosionDamage: 0,
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contractBonus: 0,
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fairiesFee: 0,
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zundaTax: 0,
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mixerPoopFine: 0,
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truckPoopFine: 0,
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maleTruckFine: 0,
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}
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function facilityBodyForEntry(id, entry, side) {
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const sizes = {
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mixer: { w: 164, h: 126, name: 'Mixer', price: FACILITY_PRICES.mixer },
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trash: { w: 180, h: 100, name: 'Waste Shredder', price: FACILITY_PRICES.trash },
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truck: { w: 176, h: 138, name: 'Truck', price: FACILITY_PRICES.truck }
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};
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const def = FACILITY_DEFS[id];
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const spec = { ...def.body, name: def.name, price: def.price };
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const g = { left: GRID.x, right: GRID.x + GRID.cols * GRID.cell, top: GRID.y, bottom: GRID.y + GRID.rows * GRID.cell };
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const c = { x: GRID.x + entry.col * GRID.cell + GRID.cell / 2, y: GRID.y + entry.row * GRID.cell + GRID.cell / 2 };
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const spec = sizes[id];
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let x = c.x - spec.w / 2;
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let y = c.y - spec.h / 2;
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if (side === 'left') { x = g.left - spec.w - 18; y = c.y - spec.h / 2; }
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export function defaultFacilities() {
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return {
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// Machine bodies sit outside the build grid. Only these receiver cells sit on the grid edge.
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mixer: facilityBodyForEntry('mixer', { col: 0, row: 4 }, 'left'),
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mixer: facilityBodyForEntry('mixer', { col: 0, row: 5 }, 'left'),
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trash: facilityBodyForEntry('trash', { col: 10, row: 12 }, 'bottom'),
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truck: facilityBodyForEntry('truck', { col: 21, row: 7 }, 'right')
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truck: facilityBodyForEntry('truck', { col: 17, row: 12 }, 'bottom')
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};
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}
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game.conveyorTiles.clear();
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game.conveyorMeta.clear();
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const initial = [
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// Egg Farm -> S1 top input. Shorter starter approach lane.
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[4, 1], [4, 2], [4, 3],
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// Egg Farm -> S1 top input. S1 starts lower so the farm is not pressed against it.
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[4, 1], [4, 2], [4, 3], [4, 4],
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// S1 left output -> Mixer receiver on the left grid edge.
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[3, 4], [2, 4], [1, 4], [0, 4],
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[3, 5], [2, 5], [1, 5], [0, 5],
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// S1 right output -> S2 top input.
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[5, 4], [6, 4], [7, 4], [8, 4], [9, 4],
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[9, 5], [10, 5], [11, 5], [11, 6],
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[5, 5], [6, 5], [7, 5], [8, 5], [9, 5], [10, 5], [11, 5],
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[11, 6], [11, 7],
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// S2 left output -> Waste Shredder receiver on bottom grid edge.
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[10, 7], [10, 8], [10, 9], [10, 10], [10, 11], [10, 12],
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// S2 right output -> Truck receiver on the right grid edge.
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// Restored a longer lane so S2-to-truck transport is readable and less congested.
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[12, 7], [13, 7], [14, 7], [15, 7], [16, 7], [17, 7], [18, 7], [19, 7], [20, 7], [21, 7]
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]; for (const [col, row] of initial) {
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[10, 8], [10, 9], [10, 10], [10, 11], [10, 12],
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// S2 right output -> Truck receiver on the bottom grid edge.
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[12, 8], [13, 8], [14, 8], [15, 8], [16, 8], [17, 8], [17, 9], [17, 10], [17, 11], [17, 12]
|
||||
];
|
||||
for (const [col, row] of initial) {
|
||||
const k = `${col},${row}`;
|
||||
game.conveyorTiles.add(k);
|
||||
game.conveyorMeta.set(k, { price: BUILD_COSTS.conveyor, builtSession: null });
|
||||
}
|
||||
game.facilities = defaultFacilities();
|
||||
game.scanners = [
|
||||
{ type: 'scanner', id: 1, kind: 'manual', slot: 0, role: 0, col: 4, row: 4, level: 1, queue: [], cooldown: 0, price: BUILD_COSTS.manualScanner, builtSession: null, autoMode: 'standard' },
|
||||
{ type: 'scanner', id: 2, kind: 'manual', slot: 1, role: 1, col: 11, row: 7, level: 1, queue: [], cooldown: 0, price: BUILD_COSTS.manualScanner, builtSession: null, autoMode: 'standard' }
|
||||
{ type: 'scanner', id: 1, kind: 'manual', slot: 0, role: 0, col: 4, row: 5, level: 1, queue: [], cooldown: 0, price: BUILD_COSTS.manualScanner, builtSession: null, autoMode: 'standard' },
|
||||
{ type: 'scanner', id: 2, kind: 'manual', slot: 1, role: 1, col: 11, row: 8, level: 1, queue: [], cooldown: 0, price: BUILD_COSTS.manualScanner, builtSession: null, autoMode: 'standard' }
|
||||
];
|
||||
const farm = { type: 'eggFarm', id: 1, col: 4, row: 0, level: 1, nextSpawn: 2, lastInterval: 2, spawnCounter: 0, price: BUILD_COSTS.eggFarm, builtSession: null };
|
||||
farm.nextSpawn = nextSpawnDelay(farm);
|
||||
|
|
|
|||
78
src/core/text.js
Normal file
78
src/core/text.js
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
import { AUTO_SCANNER_COOLDOWN, BUILD_TOOL_IDS, FACILITY_DEFS, VERSION } from './config.js';
|
||||
import { yen } from './utils.js';
|
||||
|
||||
export const TEXT = {
|
||||
appTitle: 'Chick Sorter',
|
||||
versionTitle: `Chick Sorter ${VERSION}`,
|
||||
currency: '¥',
|
||||
phases: {
|
||||
title: 'Title',
|
||||
build: 'Build',
|
||||
running: 'Sorting',
|
||||
clearing: 'Clearing',
|
||||
gameover: 'Game Over'
|
||||
},
|
||||
actions: {
|
||||
startGame: 'Start Game',
|
||||
nextDay: 'Next Day',
|
||||
buildPhase: 'Build Phase',
|
||||
restart: 'Restart',
|
||||
close: 'Close',
|
||||
remove: 'Remove',
|
||||
refund: 'Refund',
|
||||
autoMenu: 'Auto Menu'
|
||||
},
|
||||
status: {
|
||||
build: tool => `BUILD: ${(tool || 'SELECT').toUpperCase()} | Right-drag pan | Click equipment for menu`,
|
||||
sorting: 'Sorting: use scanner keys. Build after clearing the day.',
|
||||
allPortsConnected: 'All required ports connected.',
|
||||
equipmentPanelEmpty: 'Click equipment in Build phase.',
|
||||
eventPanelRunning: 'Forced events appear in Build phase.'
|
||||
},
|
||||
routeLabels: {
|
||||
mixer: 'MIXER',
|
||||
truck: 'TRUCK',
|
||||
trash: 'WASTE',
|
||||
scanner: 'NEXT',
|
||||
'scanner-role-1': 'NEXT',
|
||||
input: 'IN'
|
||||
},
|
||||
fail: {
|
||||
outOfGrid: 'Out of grid',
|
||||
cellOccupied: 'Cell occupied',
|
||||
notEnoughCash: 'Not enough cash',
|
||||
facilityExists: 'Facility already exists',
|
||||
facilityOverlap: 'Facility overlap',
|
||||
nothingToErase: 'Nothing to erase',
|
||||
noUpgrade: 'No upgrade available'
|
||||
}
|
||||
};
|
||||
|
||||
export function equipmentName(id) {
|
||||
return FACILITY_DEFS[id]?.name || String(id || '').replace(/^[a-z]/, c => c.toUpperCase());
|
||||
}
|
||||
|
||||
export function shortEquipmentName(id) {
|
||||
return FACILITY_DEFS[id]?.shortName || equipmentName(id);
|
||||
}
|
||||
|
||||
export function buildToolPriceText(id) {
|
||||
const def = FACILITY_DEFS[id];
|
||||
if (!def) return '';
|
||||
if (id === 'conveyor') return `${yen(def.price)} / tile`;
|
||||
if (id === 'autoScanner') return `${yen(def.price)} / ${AUTO_SCANNER_COOLDOWN.toFixed(1)}s cooldown`;
|
||||
if (id === 'trash') return yen(def.price);
|
||||
return yen(def.price);
|
||||
}
|
||||
|
||||
export function buildToolButtonHtml(id) {
|
||||
return `<strong>${equipmentName(id)}</strong><span>${buildToolPriceText(id)}</span>`;
|
||||
}
|
||||
|
||||
export function buildToolButtonIds() {
|
||||
return BUILD_TOOL_IDS;
|
||||
}
|
||||
|
||||
export function routeLabel(dest) {
|
||||
return TEXT.routeLabels[dest] || String(dest).toUpperCase();
|
||||
}
|
||||
|
|
@ -1,6 +1,10 @@
|
|||
import { GRID } from './config.js';
|
||||
|
||||
export function yen(value) { return `JPY ${Math.floor(value).toLocaleString('en-US')}`; }
|
||||
export function yen(value) {
|
||||
const n = Number(value) || 0;
|
||||
const sign = n < 0 ? '-' : '';
|
||||
return `${sign}¥${Math.ceil(Math.abs(n)).toLocaleString('ja-JP')}`;
|
||||
}
|
||||
export function key(col, row) { return `${col},${row}`; }
|
||||
export function parseKey(k) { const [col, row] = String(k).split(',').map(Number); return { col, row }; }
|
||||
export function clamp(n, min, max) { return Math.max(min, Math.min(max, n)); }
|
||||
|
|
|
|||
36
src/game.js
36
src/game.js
|
|
@ -1,8 +1,9 @@
|
|||
import { TURN_SECONDS, CONVEYOR_SPEED, CONVEYOR_SPEED_MAX, THEME } from './core/config.js';
|
||||
import { buildToolButtonHtml } from './core/text.js';
|
||||
import { createGame, resetLayout, newTurnStats } from './core/state.js';
|
||||
import { clamp, pointToCell, cellCenter } from './core/utils.js';
|
||||
import { clamp, pointToCell, cellCenter, yen } from './core/utils.js';
|
||||
import { facilityConnectionIssues } from './systems/routing.js';
|
||||
import { applyCashDelta, collectFairiesFee, settleTruckRevenue } from './systems/economy.js';
|
||||
import { collectZundaTax, settleTruckRevenue } from './systems/economy.js';
|
||||
import { undo, redo } from './systems/history.js';
|
||||
import { drawAll } from './render/draw.js';
|
||||
import { createBuildSystem } from './systems/buildSystem.js';
|
||||
|
|
@ -27,6 +28,22 @@ const ui = {
|
|||
}
|
||||
};
|
||||
|
||||
|
||||
function initializeStaticText() {
|
||||
const buttonToolMap = {
|
||||
conveyor: 'conveyor',
|
||||
eggFarm: 'eggFarm',
|
||||
autoScanner: 'autoScanner',
|
||||
manualScanner: 'manualScanner',
|
||||
mixer: 'mixer',
|
||||
trash: 'trash',
|
||||
truck: 'truck'
|
||||
};
|
||||
for (const [buttonKey, toolId] of Object.entries(buttonToolMap)) {
|
||||
if (ui.buttons[buttonKey]) ui.buttons[buttonKey].innerHTML = buildToolButtonHtml(toolId);
|
||||
}
|
||||
}
|
||||
|
||||
const game = createGame();
|
||||
let build;
|
||||
let uiSystem;
|
||||
|
|
@ -53,6 +70,7 @@ function startNextTurn() {
|
|||
uiSystem.updatePanels();
|
||||
return;
|
||||
}
|
||||
const zundaBasisCash = game.cash;
|
||||
activateAcceptedContract(game);
|
||||
game.phase = 'running';
|
||||
game.turn += 1;
|
||||
|
|
@ -65,6 +83,8 @@ function startNextTurn() {
|
|||
game.truckCargo = [];
|
||||
game.view = { x: 0, y: 0 };
|
||||
game.stats = newTurnStats();
|
||||
const zunda = collectZundaTax(game, zundaBasisCash);
|
||||
if (zunda.tax > 0) floating(game, canvas.width / 2 - game.view.x, 116 - game.view.y, `ZUNDA TAX -${yen(zunda.tax)}`, THEME.danger);
|
||||
for (const scanner of game.scanners) { scanner.queue = []; scanner.cooldown = 0; }
|
||||
for (const farm of game.eggFarms) { farm.nextSpawn = chicks.currentSpawnDelay(farm); farm.lastInterval = farm.nextSpawn; farm.shutterProgress = 0; farm.shutterSparked = false; }
|
||||
game.buildTool = null;
|
||||
|
|
@ -80,11 +100,10 @@ function startNextTurn() {
|
|||
function completeTurn() {
|
||||
if (game.phase !== 'running') return;
|
||||
const ship = settleTruckRevenue(game);
|
||||
const contract = resolveContract(game, applyCashDelta);
|
||||
const fairiesFee = collectFairiesFee(game);
|
||||
const contract = resolveContract(game);
|
||||
clearActiveContract(game);
|
||||
game.totals.turnsCompleted += 1;
|
||||
game.lastResult = { ...game.stats, ship, contract, fairiesFee, turn: game.turn, cash: game.cash };
|
||||
game.lastResult = { ...game.stats, ship, contract, turn: game.turn, cash: game.cash };
|
||||
if (game.cash < 0) { game.phase = 'gameover'; uiSystem.showGameOver(); return; }
|
||||
game.phase = 'build';
|
||||
game.truckCargo = [];
|
||||
|
|
@ -183,6 +202,11 @@ canvas.addEventListener('pointerup', event => {
|
|||
try { canvas.releasePointerCapture(event.pointerId); } catch (_) { /* noop */ }
|
||||
});
|
||||
canvas.addEventListener('pointercancel', () => { game.groupDrag = null; game.selectionBox = null; game.pan = null; });
|
||||
document.addEventListener('pointerdown', event => {
|
||||
if (!ui.modal.classList.contains('visible') || !ui.modal.classList.contains('equipment-popover')) return;
|
||||
if (event.target.closest('#modal .modal-card')) return;
|
||||
uiSystem.hideModal();
|
||||
}, true);
|
||||
|
||||
ui.buttons.s1Left.addEventListener('click', () => chicks.sortSlot(0, 'left')); ui.buttons.s1Right.addEventListener('click', () => chicks.sortSlot(0, 'right')); ui.buttons.s2Left.addEventListener('click', () => chicks.sortSlot(1, 'left')); ui.buttons.s2Right.addEventListener('click', () => chicks.sortSlot(1, 'right'));
|
||||
ui.buttons.nextTurn.addEventListener('click', startNextTurn); ui.buttons.conveyor.addEventListener('click', () => build.setBuildTool('conveyor')); ui.buttons.eggFarm.addEventListener('click', () => build.setBuildTool('eggFarm')); ui.buttons.autoScanner.addEventListener('click', () => build.setBuildTool('autoScanner')); ui.buttons.manualScanner.addEventListener('click', () => build.setBuildTool('manualScanner')); ui.buttons.mixer.addEventListener('click', () => build.setBuildTool('mixer')); ui.buttons.trash.addEventListener('click', () => build.setBuildTool('trash')); ui.buttons.truck.addEventListener('click', () => build.setBuildTool('truck')); ui.buttons.erase.addEventListener('click', () => build.setBuildTool('erase'));
|
||||
|
|
@ -192,4 +216,4 @@ window.addEventListener('keydown', event => { if (event.repeat) return; const na
|
|||
build = createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanels: () => uiSystem?.updatePanels() });
|
||||
chicks = createChickSystem({ game, currentConveyorSpeed, onGameOverCheck: () => uiSystem?.checkGameOver() });
|
||||
uiSystem = createUISystem({ game, ui, build, startGame, activeQueuedChick: chicks.activeQueuedChick });
|
||||
resetLayout(game); chicks.updateCongestion(); uiSystem.updatePanels(); uiSystem.updateUI(); uiSystem.showTitle(); requestAnimationFrame(update);
|
||||
initializeStaticText(); resetLayout(game); chicks.updateCongestion(); uiSystem.updatePanels(); uiSystem.updateUI(); uiSystem.showTitle(); requestAnimationFrame(update);
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
import { GRID, THEME, EFFECT_PRIORITY, VERSION } from '../core/config.js';
|
||||
import { key, parseKey, cellCenter, mixHex, randomBetween } from '../core/utils.js';
|
||||
import { getConveyorNeighbors, routeFromFarmToScanner, outputRoute, scannerCenter, scannerConnector, scannerOutputs, destinationLabel, destinationColor } from '../systems/routing.js';
|
||||
import { upgradedTruckPrice } from '../systems/economy.js';
|
||||
import { key, parseKey, pointToCell, cellCenter, mixHex, randomBetween, yen } from '../core/utils.js';
|
||||
import { getConveyorNeighbors, routeFromFarmToScanner, outputRoute, scannerCenter, scannerConnector, scannerOutputs, destinationLabel, destinationColor, scannerPortHasConveyor } from '../systems/routing.js';
|
||||
import { upgradedMixerPrice, upgradedTruckPrice } from '../systems/economy.js';
|
||||
|
||||
const ASSET_PATHS = {
|
||||
chickMale: './assets/images/chick_male.png',
|
||||
|
|
@ -126,89 +126,68 @@ function drawConveyors(ctx, game) {
|
|||
ctx.lineWidth = 6;
|
||||
ctx.beginPath(); ctx.moveTo(e.a.x, e.a.y); ctx.lineTo(e.b.x, e.b.y); ctx.stroke();
|
||||
}
|
||||
const directionMarkers = collectConveyorDirectionMarkers(game);
|
||||
for (const k of game.conveyorTiles) {
|
||||
const c = cellCenter(...Object.values(parseKey(k)));
|
||||
const ratio = componentRatio(game, k);
|
||||
ctx.fillStyle = ratio > 0.5 ? mixHex(THEME.white, '#ffd6d6', Math.max(0, (ratio - .5) / .5)) : THEME.white;
|
||||
ctx.strokeStyle = THEME.ink; ctx.lineWidth = 2;
|
||||
rect(ctx, c.x - 8, c.y - 8, 16, 16, true, true);
|
||||
drawConveyorDirectionMarkers(ctx, c, directionMarkers.get(k) || []);
|
||||
if (ratio > 0.5) label(ctx, c.x, c.y - 15, `${Math.floor(ratio * 100)}%`, THEME.danger);
|
||||
}
|
||||
for (const farm of game.eggFarms) {
|
||||
const data = routeFromFarmToScanner(game, farm);
|
||||
if (data) drawRouteFlow(ctx, data.route, THEME.muted, 3);
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function cellKeyFromPoint(game, p) {
|
||||
const cell = pointToCell(p.x, p.y);
|
||||
if (!cell) return null;
|
||||
const center = cellCenter(cell.col, cell.row);
|
||||
if (Math.hypot(center.x - p.x, center.y - p.y) > GRID.cell * 0.38) return null;
|
||||
const k = key(cell.col, cell.row);
|
||||
return game.conveyorTiles.has(k) ? k : null;
|
||||
}
|
||||
function addMarkerFromRoute(game, markers, route) {
|
||||
if (!route || route.length < 2) return;
|
||||
for (let i = 0; i < route.length - 1; i += 1) {
|
||||
const a = route[i], b = route[i + 1];
|
||||
const ak = cellKeyFromPoint(game, a);
|
||||
const bk = cellKeyFromPoint(game, b);
|
||||
if (!ak || !bk || ak === bk) continue;
|
||||
const ac = parseKey(ak), bc = parseKey(bk);
|
||||
const dc = bc.col - ac.col, dr = bc.row - ac.row;
|
||||
if (Math.abs(dc) + Math.abs(dr) !== 1) continue;
|
||||
const angle = Math.atan2(dr, dc);
|
||||
if (!markers.has(ak)) markers.set(ak, []);
|
||||
const list = markers.get(ak);
|
||||
if (!list.some(x => Math.abs(Math.sin((x - angle) / 2)) < 0.01)) list.push(angle);
|
||||
}
|
||||
const flowSegments = new Map();
|
||||
}
|
||||
function collectConveyorDirectionMarkers(game) {
|
||||
const markers = new Map();
|
||||
for (const farm of game.eggFarms) addMarkerFromRoute(game, markers, routeFromFarmToScanner(game, farm)?.route);
|
||||
for (const scanner of game.scanners) {
|
||||
for (const side of ['left', 'right']) {
|
||||
const plan = outputRoute(game, side, scannerCenter(scanner), scanner.id);
|
||||
if (!plan) continue;
|
||||
addRouteFlowSegments(flowSegments, plan.route, plan.destination);
|
||||
}
|
||||
for (const side of ['left', 'right']) addMarkerFromRoute(game, markers, outputRoute(game, side, scannerCenter(scanner), scanner.id)?.route);
|
||||
}
|
||||
drawDestinationFlowSegments(ctx, flowSegments);
|
||||
ctx.restore();
|
||||
return markers;
|
||||
}
|
||||
function drawRouteFlow(ctx, points, color, width) {
|
||||
if (!points || points.length < 2) return;
|
||||
function drawConveyorDirectionMarkers(ctx, center, angles) {
|
||||
const limited = angles.slice(0, 3);
|
||||
if (!limited.length) return;
|
||||
ctx.save();
|
||||
ctx.strokeStyle = color; ctx.lineWidth = width; ctx.globalAlpha = .78; ctx.lineCap = 'round'; ctx.lineJoin = 'round';
|
||||
ctx.beginPath(); ctx.moveTo(points[0].x, points[0].y);
|
||||
for (let i = 1; i < points.length; i += 1) ctx.lineTo(points[i].x, points[i].y);
|
||||
ctx.stroke();
|
||||
ctx.fillStyle = color; ctx.globalAlpha = .92;
|
||||
for (let i = 0; i < points.length - 1; i += 1) {
|
||||
const a = points[i], b = points[i + 1];
|
||||
const dx = b.x - a.x, dy = b.y - a.y, dist = Math.hypot(dx, dy);
|
||||
if (dist < 36) continue;
|
||||
drawArrow(ctx, a.x + dx * .55, a.y + dy * .55, Math.atan2(dy, dx));
|
||||
}
|
||||
ctx.fillStyle = THEME.ink;
|
||||
ctx.globalAlpha = 0.86;
|
||||
limited.forEach((angle, index) => {
|
||||
const offset = (index - (limited.length - 1) / 2) * 4;
|
||||
const nx = Math.cos(angle + Math.PI / 2), ny = Math.sin(angle + Math.PI / 2);
|
||||
drawDirectionTriangle(ctx, center.x + nx * offset, center.y + ny * offset, angle, 6, 5);
|
||||
});
|
||||
ctx.restore();
|
||||
}
|
||||
function flowSegmentKey(a, b) {
|
||||
const ak = `${Math.round(a.x)},${Math.round(a.y)}`;
|
||||
const bk = `${Math.round(b.x)},${Math.round(b.y)}`;
|
||||
return ak < bk ? `${ak}|${bk}` : `${bk}|${ak}`;
|
||||
}
|
||||
function addRouteFlowSegments(map, points, dest) {
|
||||
if (!points || points.length < 2) return;
|
||||
for (let i = 0; i < points.length - 1; i += 1) {
|
||||
const a = points[i], b = points[i + 1];
|
||||
if (Math.hypot(b.x - a.x, b.y - a.y) < 8) continue;
|
||||
const k = flowSegmentKey(a, b);
|
||||
if (!map.has(k)) map.set(k, new Map());
|
||||
const dests = map.get(k);
|
||||
if (!dests.has(dest)) dests.set(dest, { a, b });
|
||||
}
|
||||
}
|
||||
function drawDestinationFlowSegments(ctx, segments) {
|
||||
const order = ['mixer', 'trash', 'truck', 'scanner'];
|
||||
for (const dests of segments.values()) {
|
||||
const entries = [...dests.entries()].sort((a, b) => order.indexOf(a[0]) - order.indexOf(b[0]));
|
||||
const count = entries.length;
|
||||
entries.forEach(([dest, seg], index) => {
|
||||
const offset = (index - (count - 1) / 2) * 12;
|
||||
drawColoredFlowSegment(ctx, seg.a, seg.b, destinationColor(dest), offset, index - (count - 1) / 2);
|
||||
});
|
||||
}
|
||||
}
|
||||
function drawColoredFlowSegment(ctx, a, b, color, offset, arrowShift = 0) {
|
||||
const dx = b.x - a.x, dy = b.y - a.y;
|
||||
const dist = Math.hypot(dx, dy);
|
||||
if (dist < 8) return;
|
||||
const nx = -dy / dist, ny = dx / dist;
|
||||
const ax = a.x + nx * offset, ay = a.y + ny * offset;
|
||||
const bx = b.x + nx * offset, by = b.y + ny * offset;
|
||||
ctx.save();
|
||||
ctx.strokeStyle = color; ctx.lineWidth = 5; ctx.globalAlpha = .9; ctx.lineCap = 'round';
|
||||
ctx.beginPath(); ctx.moveTo(ax, ay); ctx.lineTo(bx, by); ctx.stroke();
|
||||
ctx.fillStyle = color; ctx.globalAlpha = .98;
|
||||
if (dist > 32) drawArrow(ctx, ax + (bx - ax) * .58 + arrowShift * 9, ay + (by - ay) * .58, Math.atan2(dy, dx));
|
||||
ctx.restore();
|
||||
}
|
||||
function drawArrow(ctx, x, y, angle) {
|
||||
|
||||
function drawDirectionTriangle(ctx, x, y, angle, length = 11, halfWidth = 8) {
|
||||
ctx.save(); ctx.translate(x, y); ctx.rotate(angle);
|
||||
ctx.beginPath(); ctx.moveTo(11, 0); ctx.lineTo(-6, -7); ctx.lineTo(-2, 0); ctx.lineTo(-6, 7); ctx.closePath(); ctx.fill();
|
||||
ctx.beginPath(); ctx.moveTo(length, 0); ctx.lineTo(-length * 0.72, -halfWidth); ctx.lineTo(-length * 0.72, halfWidth); ctx.closePath(); ctx.fill();
|
||||
ctx.restore();
|
||||
}
|
||||
function drawScannerConnectors(ctx, game) {
|
||||
|
|
@ -219,14 +198,14 @@ function drawScannerConnectors(ctx, game) {
|
|||
for (const scanner of game.scanners) {
|
||||
const outputs = scannerOutputs(scanner);
|
||||
const items = [
|
||||
{ p: scannerConnector(scanner, 'inputA'), label: 'IN', color: THEME.green },
|
||||
{ p: scannerConnector(scanner, 'left'), label: destinationLabel(outputs.left), color: destinationColor(outputs.left) },
|
||||
{ p: scannerConnector(scanner, 'right'), label: destinationLabel(outputs.right), color: destinationColor(outputs.right) }
|
||||
{ type: 'inputA', p: scannerConnector(scanner, 'inputA'), label: 'IN', color: THEME.green },
|
||||
{ type: 'left', p: scannerConnector(scanner, 'left'), label: destinationLabel(outputs.left), color: destinationColor(outputs.left) },
|
||||
{ type: 'right', p: scannerConnector(scanner, 'right'), label: destinationLabel(outputs.right), color: destinationColor(outputs.right) }
|
||||
];
|
||||
for (const item of items) {
|
||||
if (!item.p) continue;
|
||||
const p = cellCenter(item.p.col, item.p.row);
|
||||
const connected = game.conveyorTiles.has(key(item.p.col, item.p.row));
|
||||
const connected = scannerPortHasConveyor(game, scanner, item.type || (item.label === 'IN' ? 'inputA' : null)) || game.conveyorTiles.has(key(item.p.col, item.p.row));
|
||||
ctx.fillStyle = connected ? item.color : '#f4c2c2';
|
||||
ctx.strokeStyle = THEME.ink;
|
||||
rect(ctx, p.x - 18, p.y - 12, 36, 24, true, true);
|
||||
|
|
@ -361,7 +340,7 @@ function drawMixer(ctx, game) {
|
|||
if (drawImageIfLoaded(ctx, assets.mixer, m.x, m.y, m.w, m.h)) { ctx.restore(); return; }
|
||||
ctx.fillStyle = THEME.white; ctx.strokeStyle = THEME.ink; ctx.lineWidth = 4; rect(ctx, m.x, m.y, m.w, m.h, true, true);
|
||||
ctx.fillStyle = THEME.ink; ctx.font = '900 17px ui-monospace, monospace'; ctx.textAlign = 'center'; ctx.fillText(`MIXER L${m.level}`, m.x + m.w / 2, m.y + 28);
|
||||
ctx.font = '900 10px ui-monospace, monospace'; ctx.fillText(game.mixerHalfTimer > 0 ? `HALF PAY ${game.mixerHalfTimer.toFixed(1)}s` : `PAY ¥5`, m.x + m.w / 2, m.y + 48);
|
||||
ctx.font = '900 10px ui-monospace, monospace'; ctx.fillText(`PAY ${yen(upgradedMixerPrice(game))}`, m.x + m.w / 2, m.y + 48);
|
||||
drawTargetBadge(ctx, m.x + 14, m.y + m.h - 40, m.w - 28, 'SEND MALE', 'male', 'safe meat route');
|
||||
ctx.strokeStyle = THEME.green; ctx.lineWidth = 5;
|
||||
for (let i = 0; i < 3; i += 1) { ctx.beginPath(); ctx.arc(m.x + m.w / 2, m.y + 78, 16 + i * 8, 0, Math.PI * 1.5); ctx.stroke(); }
|
||||
|
|
@ -387,7 +366,7 @@ function drawTruck(ctx, game) {
|
|||
if (drawImageIfLoaded(ctx, assets.truck, t.x, t.y, t.w, t.h)) { ctx.restore(); return; }
|
||||
ctx.fillStyle = THEME.white; ctx.strokeStyle = THEME.ink; ctx.lineWidth = 4; rect(ctx, t.x, t.y, t.w, t.h, true, true);
|
||||
ctx.fillStyle = THEME.ink; ctx.font = '900 15px ui-monospace, monospace'; ctx.textAlign = 'center'; ctx.fillText(`TRUCK L${t.level}`, t.x + t.w / 2, t.y + 24);
|
||||
ctx.font = '900 11px ui-monospace, monospace'; ctx.fillText(`UNIT ${upgradedTruckPrice(game)}円`, t.x + t.w / 2, t.y + 42);
|
||||
ctx.font = '900 11px ui-monospace, monospace'; ctx.fillText(`UNIT ${yen(upgradedTruckPrice(game))}`, t.x + t.w / 2, t.y + 42);
|
||||
const truckTargetType = targetForTruck(game);
|
||||
drawTargetBadge(ctx, t.x + 15, t.y + 50, t.w - 30, `SEND ${truckTargetType.toUpperCase()}`, truckTargetType, game.contractOffer && !game.contractActive ? 'next event' : 'truck cargo');
|
||||
ctx.fillStyle = THEME.greenSoft; rect(ctx, t.x + 13, t.y + 88, t.w - 26, t.h - 103, true, false);
|
||||
|
|
@ -409,15 +388,6 @@ function drawChick(ctx, chick, active, game) {
|
|||
ctx.save();
|
||||
if (active) { ctx.strokeStyle = THEME.green; ctx.lineWidth = 5; ctx.beginPath(); ctx.arc(chick.x, y, chick.radius + 8, 0, Math.PI * 2); ctx.stroke(); }
|
||||
if (rage) { ctx.strokeStyle = THEME.danger; ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(chick.x, y, chick.radius + 12 + Math.sin(chick.bob * 2) * 4, 0, Math.PI * 2); ctx.stroke(); }
|
||||
if (chick.stoppedTimer > 0) {
|
||||
ctx.strokeStyle = THEME.warn;
|
||||
ctx.lineWidth = 4;
|
||||
ctx.setLineDash([5, 4]);
|
||||
ctx.beginPath();
|
||||
ctx.arc(chick.x, y, chick.radius + 10, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([]);
|
||||
}
|
||||
if (chick.sex === 'poop') drawPoop(ctx, chick.x, y, chick.radius);
|
||||
else {
|
||||
const img = chick.sex === 'male' ? assets.chickMale : assets.chickFemale;
|
||||
|
|
@ -429,15 +399,6 @@ function drawChick(ctx, chick, active, game) {
|
|||
ctx.fillStyle = '#ffaa2e'; ctx.beginPath(); ctx.moveTo(chick.x, y + 2); ctx.lineTo(chick.x + 9, y + 6); ctx.lineTo(chick.x, y + 10); ctx.closePath(); ctx.fill();
|
||||
}
|
||||
}
|
||||
if (chick.stoppedTimer > 0) {
|
||||
ctx.font = '900 10px ui-monospace, monospace';
|
||||
ctx.textAlign = 'center';
|
||||
ctx.lineWidth = 4;
|
||||
ctx.strokeStyle = THEME.white;
|
||||
ctx.fillStyle = THEME.warn;
|
||||
ctx.strokeText('STOPPED', chick.x, y - chick.radius - 13);
|
||||
ctx.fillText('STOPPED', chick.x, y - chick.radius - 13);
|
||||
}
|
||||
ctx.restore();
|
||||
}
|
||||
function nearestRatio(game, chick) {
|
||||
|
|
|
|||
|
|
@ -1,9 +1,10 @@
|
|||
import { AUTO_SCANNER_COOLDOWN, BUILD_COSTS, FACILITY_PRICES, GRID, THEME } from '../core/config.js';
|
||||
import { AUTO_SCANNER_COOLDOWN, MACHINE_FACILITY_IDS, GRID, THEME } from '../core/config.js';
|
||||
import { nextSpawnDelay, getSpawnRange } from '../core/state.js';
|
||||
import { createEggFarm, createScanner, createFacility } from '../core/entities.js';
|
||||
import { key, parseKey, pointToCell, cellCenter, yen } from '../core/utils.js';
|
||||
import { farmAt, scannerAt, scannerCenter, routeFromFarmToScanner } from './routing.js';
|
||||
import { incomeMultiplier, mixerPoopPenalty, spendCash, refundCash, truckPoopPenalty, upgradedMixerPrice, upgradedTruckPrice } from './economy.js';
|
||||
import { TEXT, equipmentName } from '../core/text.js';
|
||||
import { farmAt, scannerAt, scannerCenter, routeFromFarmToScanner, refreshRoutingAfterEdit } from './routing.js';
|
||||
import { buildPrice, equipmentBasePrice, incomeMultiplier, mixerPoopPenalty, refundCash, spendCash, truckPoopPenalty, upgradedMixerPrice, upgradedTruckPrice, upgradeCostFor, resaleValueFor } from './economy.js';
|
||||
import { record } from './history.js';
|
||||
import { floating, eraseEffect } from './effects.js';
|
||||
import { createSelectionSystem } from './selectionSystem.js';
|
||||
|
|
@ -44,21 +45,15 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
|
||||
function selectedTitle(obj) {
|
||||
if (!obj) return 'Equipment';
|
||||
if (obj.type === 'eggFarm') return `Egg Farm #${obj.id}`;
|
||||
if (obj.type === 'scanner') return `${obj.kind === 'auto' ? 'Auto' : 'Manual'} Scanner #${obj.id}`;
|
||||
if (obj.type === 'conveyor') return 'Conveyor Tile';
|
||||
if (obj.type === 'eggFarm') return `${equipmentName('eggFarm')} #${obj.id}`;
|
||||
if (obj.type === 'scanner') return `${obj.kind === 'auto' ? equipmentName('autoScanner') : equipmentName('manualScanner')} #${obj.id}`;
|
||||
if (obj.type === 'conveyor') return equipmentName('conveyor');
|
||||
if (obj.type === 'facility') return obj.name;
|
||||
return 'Equipment';
|
||||
}
|
||||
|
||||
function equipmentPrice(hit) {
|
||||
const obj = hit.ref || hit;
|
||||
const type = hit.type || obj.type;
|
||||
if (type === 'conveyor') return BUILD_COSTS.conveyor;
|
||||
if (type === 'eggFarm') return obj.price || BUILD_COSTS.eggFarm;
|
||||
if (type === 'scanner') return obj.price || (obj.kind === 'auto' ? BUILD_COSTS.autoScanner : BUILD_COSTS.manualScanner);
|
||||
if (type === 'facility') return obj.price || FACILITY_PRICES[obj.id] || 300;
|
||||
return 0;
|
||||
return equipmentBasePrice(hit);
|
||||
}
|
||||
|
||||
function fail(reason) {
|
||||
|
|
@ -67,22 +62,24 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
}
|
||||
|
||||
function buildAtCell(cell) {
|
||||
if (!cell) return fail('Out of grid');
|
||||
if (!cell) return fail(TEXT.fail.outOfGrid);
|
||||
const { col, row } = cell;
|
||||
if (game.buildTool === 'conveyor') {
|
||||
if (game.conveyorTiles.has(key(col, row))) return fail('Cell occupied');
|
||||
if (farmAt(game, col, row) || scannerAt(game, col, row)) return fail('Cell occupied');
|
||||
if (game.cash < BUILD_COSTS.conveyor) return fail('Not enough cash');
|
||||
if (game.conveyorTiles.has(key(col, row))) return fail(TEXT.fail.cellOccupied);
|
||||
if (farmAt(game, col, row) || scannerAt(game, col, row)) return fail(TEXT.fail.cellOccupied);
|
||||
const cost = buildPrice('conveyor');
|
||||
if (game.cash < cost) return fail(TEXT.fail.notEnoughCash);
|
||||
record(game);
|
||||
spendCash(game, BUILD_COSTS.conveyor);
|
||||
spendCash(game, cost);
|
||||
const k = key(col, row);
|
||||
game.conveyorTiles.add(k);
|
||||
game.conveyorMeta.set(k, { price: BUILD_COSTS.conveyor, builtSession: game.buildSession });
|
||||
game.conveyorMeta.set(k, { price: cost, builtSession: game.buildSession });
|
||||
game.selected = { type: 'conveyor', id: k };
|
||||
floating(game, cellCenter(col, row).x, cellCenter(col, row).y, `-${yen(BUILD_COSTS.conveyor)}`, THEME.ink);
|
||||
refreshRoutingAfterEdit(game);
|
||||
floating(game, cellCenter(col, row).x, cellCenter(col, row).y, `-${yen(cost)}`, THEME.ink);
|
||||
return;
|
||||
}
|
||||
if (isEquipmentCell(col, row)) return fail('Cell occupied');
|
||||
if (isEquipmentCell(col, row)) return fail(TEXT.fail.cellOccupied);
|
||||
if (game.buildTool === 'eggFarm') buildFarm(col, row);
|
||||
else if (game.buildTool === 'manualScanner') buildScanner(col, row, 'manual');
|
||||
else if (game.buildTool === 'autoScanner') buildScanner(col, row, 'auto');
|
||||
|
|
@ -91,81 +88,88 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
function buildAtPoint(p) {
|
||||
const cell = pointToCell(p.x, p.y);
|
||||
if (['conveyor', 'eggFarm', 'manualScanner', 'autoScanner'].includes(game.buildTool)) return buildAtCell(cell);
|
||||
if (['mixer', 'trash', 'truck'].includes(game.buildTool)) return buildFacility(p, game.buildTool);
|
||||
if (MACHINE_FACILITY_IDS.includes(game.buildTool)) return buildFacility(p, game.buildTool);
|
||||
}
|
||||
|
||||
function buildFarm(col, row) {
|
||||
if (game.cash < BUILD_COSTS.eggFarm) return fail('Not enough cash');
|
||||
const cost = buildPrice('eggFarm');
|
||||
if (game.cash < cost) return fail(TEXT.fail.notEnoughCash);
|
||||
record(game);
|
||||
spendCash(game, BUILD_COSTS.eggFarm);
|
||||
spendCash(game, cost);
|
||||
const farm = createEggFarm(game, col, row);
|
||||
game.eggFarms.push(farm);
|
||||
refreshRoutingAfterEdit(game);
|
||||
game.selected = { type: 'eggFarm', id: farm.id };
|
||||
floating(game, cellCenter(col, row).x, cellCenter(col, row).y, `-${yen(BUILD_COSTS.eggFarm)}`, THEME.ink);
|
||||
floating(game, cellCenter(col, row).x, cellCenter(col, row).y, `-${yen(cost)}`, THEME.ink);
|
||||
}
|
||||
|
||||
function buildScanner(col, row, kind) {
|
||||
const cost = kind === 'auto' ? BUILD_COSTS.autoScanner : BUILD_COSTS.manualScanner;
|
||||
if (game.cash < cost) return fail('Not enough cash');
|
||||
const cost = kind === 'auto' ? buildPrice('autoScanner') : buildPrice('manualScanner');
|
||||
if (game.cash < cost) return fail(TEXT.fail.notEnoughCash);
|
||||
record(game);
|
||||
spendCash(game, cost);
|
||||
const scanner = createScanner(game, col, row, kind);
|
||||
game.scanners.push(scanner);
|
||||
refreshRoutingAfterEdit(game);
|
||||
game.selected = { type: 'scanner', id: scanner.id };
|
||||
floating(game, cellCenter(col, row).x, cellCenter(col, row).y, `-${yen(cost)}`, THEME.ink);
|
||||
}
|
||||
|
||||
function buildFacility(p, id) {
|
||||
const cost = FACILITY_PRICES[id];
|
||||
if (game.facilities[id]) return fail('Facility already exists');
|
||||
if (game.cash < cost) return fail('Not enough cash');
|
||||
const cost = buildPrice(id);
|
||||
if (game.facilities[id]) return fail(TEXT.fail.facilityExists);
|
||||
if (game.cash < cost) return fail(TEXT.fail.notEnoughCash);
|
||||
const f = createFacility(game, id, p, cost);
|
||||
if (facilityOverlaps(f)) return fail('Facility overlap');
|
||||
if (facilityOverlaps(f)) return fail(TEXT.fail.facilityOverlap);
|
||||
record(game);
|
||||
spendCash(game, cost);
|
||||
game.facilities[id] = f;
|
||||
refreshRoutingAfterEdit(game);
|
||||
game.selected = { type: 'facility', id };
|
||||
floating(game, p.x, p.y - 14, `-${yen(cost)}`, THEME.ink);
|
||||
}
|
||||
|
||||
function refundForSameBuild(meta, x, y) {
|
||||
if (!meta || meta.builtSession !== game.buildSession) return;
|
||||
const amount = meta.price || 0;
|
||||
if (amount > 0) {
|
||||
refundCash(game, amount);
|
||||
floating(game, x, y - 16, `REFUND +${yen(amount)}`, THEME.green);
|
||||
}
|
||||
function refundOrSell(hit, x, y) {
|
||||
const resale = resaleValueFor(hit, game);
|
||||
if (resale.amount <= 0) return;
|
||||
refundCash(game, resale.amount);
|
||||
const label = resale.sameBuild ? 'REFUND' : 'SOLD 50%';
|
||||
floating(game, x, y - 16, `${label} +${yen(resale.amount)}`, THEME.green);
|
||||
}
|
||||
|
||||
function eraseAtPoint(p) {
|
||||
const hit = equipmentAtPoint(p);
|
||||
if (!hit) return fail('Nothing to erase');
|
||||
if (!hit) return fail(TEXT.fail.nothingToErase);
|
||||
record(game);
|
||||
if (hit.type === 'conveyor') {
|
||||
const c = parseKey(hit.oldKey);
|
||||
const center = cellCenter(c.col, c.row);
|
||||
refundForSameBuild(game.conveyorMeta.get(hit.oldKey), center.x, center.y);
|
||||
refundOrSell(hit, center.x, center.y);
|
||||
game.conveyorTiles.delete(hit.oldKey);
|
||||
game.conveyorMeta.delete(hit.oldKey);
|
||||
eraseEffect(game, center.x, center.y);
|
||||
refreshRoutingAfterEdit(game);
|
||||
}
|
||||
if (hit.type === 'eggFarm') {
|
||||
const c = cellCenter(hit.ref.col, hit.ref.row);
|
||||
refundForSameBuild(hit.ref, c.x, c.y);
|
||||
refundOrSell(hit, c.x, c.y);
|
||||
game.eggFarms = game.eggFarms.filter(f => f.id !== hit.ref.id);
|
||||
eraseEffect(game, c.x, c.y);
|
||||
refreshRoutingAfterEdit(game);
|
||||
}
|
||||
if (hit.type === 'scanner') {
|
||||
const c = scannerCenter(hit.ref);
|
||||
refundForSameBuild(hit.ref, c.x, c.y);
|
||||
refundOrSell(hit, c.x, c.y);
|
||||
game.scanners = game.scanners.filter(s => s.id !== hit.ref.id);
|
||||
eraseEffect(game, c.x, c.y);
|
||||
refreshRoutingAfterEdit(game);
|
||||
}
|
||||
if (hit.type === 'facility') {
|
||||
const f = hit.ref;
|
||||
refundForSameBuild(f, f.x + f.w / 2, f.y + f.h / 2);
|
||||
refundOrSell(hit, f.x + f.w / 2, f.y + f.h / 2);
|
||||
delete game.facilities[f.id];
|
||||
eraseEffect(game, f.x + f.w / 2, f.y + f.h / 2);
|
||||
refreshRoutingAfterEdit(game);
|
||||
}
|
||||
game.selected = null;
|
||||
game.multiSelected = [];
|
||||
|
|
@ -195,21 +199,14 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
const selection = createSelectionSystem({ game, canvasPoint, updatePanels, equipmentAtPoint, fail, pointInGrid, rectOfFacility, rectsOverlap });
|
||||
|
||||
function selectedUpgradeCost(obj) {
|
||||
if (!obj || obj.type === 'conveyor') return null;
|
||||
if (obj.type === 'eggFarm') return [0, 300, 720, 1600][obj.level] || null;
|
||||
if (obj.type === 'scanner') return null;
|
||||
if (obj.type === 'facility' && ['mixer', 'truck'].includes(obj.id)) {
|
||||
if ((obj.level || 1) <= 1) return 300;
|
||||
return Math.ceil(900 * Math.pow(1.65, (obj.level || 1) - 2));
|
||||
}
|
||||
return null;
|
||||
return upgradeCostFor(obj);
|
||||
}
|
||||
|
||||
function upgradeSelected() {
|
||||
const obj = selectedObject();
|
||||
const cost = selectedUpgradeCost(obj);
|
||||
if (!cost) return fail('No upgrade available');
|
||||
if (game.cash < cost) return fail('Not enough cash');
|
||||
if (!cost) return fail(TEXT.fail.noUpgrade);
|
||||
if (game.cash < cost) return fail(TEXT.fail.notEnoughCash);
|
||||
record(game);
|
||||
spendCash(game, cost);
|
||||
obj.level += 1;
|
||||
|
|
@ -245,15 +242,14 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
}
|
||||
|
||||
function showAutoScannerMenu(scanner) {
|
||||
ui.modalTitle.textContent = 'Auto Scanner Configuration';
|
||||
ui.modalBody.innerHTML = `<p>Auto scanner types will be split later. Current type is <strong>Standard</strong>.</p><ul><li>Role 0: male left, everything else right.</li><li>Role 1: poop left, everything else right.</li><li>Cooldown: ${AUTO_SCANNER_COOLDOWN}s.</li></ul>`;
|
||||
ui.modalTitle.textContent = 'Auto Scanner';
|
||||
ui.modalBody.innerHTML = `<p>Standard auto scanner.</p><ul><li>Role 0: male left, others right.</li><li>Role 1: poop left, others right.</li><li>Cooldown: ${AUTO_SCANNER_COOLDOWN}s.</li></ul>`;
|
||||
ui.modalActions.innerHTML = '';
|
||||
const r0 = modalButton('Set Role 0', () => { record(game); scanner.role = 0; hideModal(); updatePanels(); });
|
||||
const r1 = modalButton('Set Role 1', () => { record(game); scanner.role = 1; hideModal(); updatePanels(); });
|
||||
const close = modalButton('Close', hideModal);
|
||||
ui.modalActions.append(r0, r1, close);
|
||||
ui.modal.classList.remove('equipment-popover');
|
||||
ui.modal.classList.add('visible');
|
||||
ui.modalActions.append(r0, r1);
|
||||
positionEquipmentPopover(scanner);
|
||||
ui.modal.classList.add('visible', 'equipment-popover');
|
||||
}
|
||||
|
||||
function switchScannerRole() {
|
||||
|
|
@ -277,8 +273,8 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
const p = selectedPopoverWorldPoint(obj);
|
||||
const screenX = rect.left + ((p.x + game.view.x) / canvas.width) * rect.width + 18;
|
||||
const screenY = rect.top + ((p.y + game.view.y) / canvas.height) * rect.height - 12;
|
||||
const maxX = Math.max(12, window.innerWidth - 344);
|
||||
const maxY = Math.max(12, window.innerHeight - 260);
|
||||
const maxX = Math.max(12, window.innerWidth - 274);
|
||||
const maxY = Math.max(12, window.innerHeight - 220);
|
||||
ui.modal.style.setProperty('--popover-x', `${Math.max(12, Math.min(maxX, screenX))}px`);
|
||||
ui.modal.style.setProperty('--popover-y', `${Math.max(12, Math.min(maxY, screenY))}px`);
|
||||
}
|
||||
|
|
@ -290,14 +286,20 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
ui.modalTitle.textContent = selectedTitle(obj);
|
||||
ui.modalBody.innerHTML = `
|
||||
<div class="equipment-menu-lines compact">${lines.map(x => `<p>${x}</p>`).join('')}</div>
|
||||
${['mixer', 'truck'].includes(obj.id) ? '<p class="formula-box compact">Income = ceil(base × 1.05^upgrade count). Fines use the same multiplier.</p>' : ''}`;
|
||||
${['mixer', 'truck'].includes(obj.id) ? '<p class="formula-box compact">Income/Fine = ceil(base × 1.05^upgrades)</p>' : ''}`;
|
||||
ui.modalActions.innerHTML = '';
|
||||
const cost = selectedUpgradeCost(obj);
|
||||
if (cost) ui.modalActions.appendChild(modalButton(`Upgrade ${yen(cost)}`, () => { upgradeSelected(); hideModal(); }, 'primary-button'));
|
||||
if (cost) {
|
||||
const upgrade = modalButton(`Upgrade ${yen(cost)}`, () => { upgradeSelected(); hideModal(); }, 'primary-button');
|
||||
upgrade.disabled = game.cash < cost;
|
||||
if (upgrade.disabled) upgrade.title = TEXT.fail.notEnoughCash;
|
||||
ui.modalActions.appendChild(upgrade);
|
||||
}
|
||||
if (obj.type === 'scanner' && obj.kind === 'auto') ui.modalActions.appendChild(modalButton('Auto Menu', () => showAutoScannerMenu(obj), 'facility-action warn'));
|
||||
const refundable = obj.builtSession === game.buildSession || game.conveyorMeta.get(obj.id)?.builtSession === game.buildSession;
|
||||
ui.modalActions.appendChild(modalButton(`Remove${refundable ? ' / Refund' : ''}`, () => { removeSelected(); hideModal(); }, 'facility-action danger'));
|
||||
ui.modalActions.appendChild(modalButton('Close', hideModal));
|
||||
const hit = obj.type === 'conveyor' ? { type: 'conveyor', oldKey: obj.id, ref: obj } : { type: obj.type, ref: obj };
|
||||
const resale = resaleValueFor(hit, game);
|
||||
const removeLabel = resale.sameBuild ? `Remove / Refund ${yen(resale.amount)}` : `Sell ${yen(resale.amount)}`;
|
||||
ui.modalActions.appendChild(modalButton(removeLabel, () => { removeSelected(); hideModal(); }, 'facility-action danger'));
|
||||
positionEquipmentPopover(obj);
|
||||
ui.modal.classList.add('visible', 'equipment-popover');
|
||||
}
|
||||
|
|
@ -319,7 +321,7 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
}
|
||||
for (const farm of game.eggFarms) { const c = cellCenter(farm.col, farm.row); boxes.push({ id: `eggFarm:${farm.id}`, price: equipmentPrice({ type: 'eggFarm', ref: farm }), x: c.x - 24, y: c.y - 24, w: 48, h: 48 }); }
|
||||
for (const scanner of game.scanners) { const c = scannerCenter(scanner); boxes.push({ id: `scanner:${scanner.id}`, price: equipmentPrice({ type: 'scanner', ref: scanner }), x: c.x - 52, y: c.y - 36, w: 104, h: 72 }); }
|
||||
for (const k of game.conveyorTiles) { const p = parseKey(k); const c = cellCenter(p.col, p.row); boxes.push({ id: `conveyor:${k}`, price: BUILD_COSTS.conveyor, x: c.x - 22, y: c.y - 22, w: 44, h: 44 }); }
|
||||
for (const k of game.conveyorTiles) { const p = parseKey(k); const c = cellCenter(p.col, p.row); boxes.push({ id: `conveyor:${k}`, price: buildPrice('conveyor'), x: c.x - 22, y: c.y - 22, w: 44, h: 44 }); }
|
||||
return boxes;
|
||||
}
|
||||
|
||||
|
|
@ -328,26 +330,29 @@ export function createBuildSystem({ game, ui, canvas, canvasPoint, onUpdatePanel
|
|||
if (obj.type === 'eggFarm') {
|
||||
const [min, max] = getSpawnRange(obj);
|
||||
lines.push(`Price: ${yen(equipmentPrice(obj))}`);
|
||||
lines.push(`Sale value: ${yen(resaleValueFor({ type: obj.type, ref: obj }, game).amount)}`);
|
||||
lines.push(`Level: ${obj.level}/4`);
|
||||
lines.push(`Random interval: ${min.toFixed(2)}-${max.toFixed(2)}s`);
|
||||
} else if (obj.type === 'scanner') {
|
||||
lines.push(`Price: ${yen(equipmentPrice(obj))}`);
|
||||
lines.push(`Sale value: ${yen(resaleValueFor({ type: obj.type, ref: obj }, game).amount)}`);
|
||||
lines.push(`Type: ${obj.kind.toUpperCase()} / Standard`);
|
||||
lines.push(`Role: ${obj.role === 0 ? 'Male left / Others right' : 'Poop left / Others right'}`);
|
||||
lines.push(`Queue: ${obj.queue.length}`);
|
||||
if (obj.kind === 'auto') lines.push(`Cooldown: ${obj.cooldown.toFixed(1)}s / ${AUTO_SCANNER_COOLDOWN.toFixed(1)}s`);
|
||||
if (obj.kind === 'manual') lines.push('Upgrade: removed');
|
||||
|
||||
} else if (obj.type === 'conveyor') {
|
||||
const meta = game.conveyorMeta.get(obj.id);
|
||||
const comp = game.componentLookup?.get(obj.id);
|
||||
const c = comp ? game.congestion.get(comp) : null;
|
||||
lines.push(`Price: ${yen(BUILD_COSTS.conveyor)}`);
|
||||
lines.push(`Price: ${yen(buildPrice('conveyor'))}`);
|
||||
lines.push(`Cell: ${obj.id}`);
|
||||
lines.push(`Congestion: ${c ? Math.floor(c.ratio * 100) : 0}%`);
|
||||
lines.push('Cross conveyors force straight travel. Branches use round-robin. Merges merge normally.');
|
||||
if (meta?.builtSession === game.buildSession) lines.push(`Same-build refund: ${yen(meta.price)}`);
|
||||
lines.push(`Sale value: ${yen(resaleValueFor({ type: 'conveyor', oldKey: obj.id, ref: obj }, game).amount)}`);
|
||||
} else if (obj.type === 'facility') {
|
||||
lines.push(`Price: ${yen(equipmentPrice(obj))}`);
|
||||
lines.push(`Sale value: ${yen(resaleValueFor({ type: obj.type, ref: obj }, game).amount)}`);
|
||||
lines.push(['mixer', 'truck'].includes(obj.id) ? `Level: ${obj.level} / no cap` : `Level: ${obj.level}`);
|
||||
if (obj.id === 'mixer') {
|
||||
lines.push(`Income: ${yen(upgradedMixerPrice(game))} per chick | upgrade x${incomeMultiplier(game, 'mixer').toFixed(3)}`);
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ import { createChick } from '../core/entities.js';
|
|||
import { nextSpawnDelay } from '../core/state.js';
|
||||
import { key, parseKey, pointToCell, cellCenter, randomBetween, yen } from '../core/utils.js';
|
||||
import { scannerById, scannerBySlot, scannerCenter, routeFromFarmToScanner, outputRoute, destinationLabel, destinationColor, nearestConveyorKey, buildConveyorComponents, autoSideFor } from './routing.js';
|
||||
import { maleTruckPenalty, mixerPoopPenalty, truckPoopPenalty, upgradedMixerPrice, upgradedTruckPrice, applyCashDelta } from './economy.js';
|
||||
import { applyMixerIncome, applyMixerPoopFine, applyTruckPoopFine, applyWrongTruckFine, upgradedTruckPrice } from './economy.js';
|
||||
import { productionMultiplier, truckTarget, isTargetTruckCargo, shouldFineMaleTruck } from './contracts.js';
|
||||
import { floating, shake, spawnPulse, scannerPulse, meatEffect, sludgeEffect, shredEffect, truckLoadEffect, shockwave, sparkBurst, smokeBurst, flyingDebris, rageEffect } from './effects.js';
|
||||
import { countAutoSorted, countCorrect, countMistake, countMixer, countPoopDestination, countPoopSpawned, countTrash, countTruckCargo } from './stats.js';
|
||||
|
|
@ -45,7 +45,6 @@ export function createChickSystem({ game, currentConveyorSpeed, onGameOverCheck
|
|||
if (game.shutdownTimeLeft > 0) game.shutdownTimeLeft = Math.max(0, game.shutdownTimeLeft - dt);
|
||||
for (const farm of game.eggFarms) farm.shutterProgress = Math.min(1, (farm.shutterProgress || 0) + dt * 2.8);
|
||||
}
|
||||
if (game.mixerHalfTimer > 0) game.mixerHalfTimer = Math.max(0, game.mixerHalfTimer - dt);
|
||||
if (producing && game.timeLeft > 0) {
|
||||
for (const farm of game.eggFarms) {
|
||||
farm.nextSpawn -= dt;
|
||||
|
|
@ -240,20 +239,15 @@ export function createChickSystem({ game, currentConveyorSpeed, onGameOverCheck
|
|||
const { x, y } = chick;
|
||||
countMixer(game);
|
||||
if (chick.sex === 'poop') {
|
||||
const penalty = mixerPoopPenalty(game);
|
||||
const penalty = applyMixerPoopFine(game);
|
||||
countPoopDestination(game, 'mixer');
|
||||
countMistake(game);
|
||||
game.stats.mixerPoopFine += penalty;
|
||||
game.totals.mixerPoopFine += penalty;
|
||||
applyCashDelta(game, -penalty);
|
||||
sludgeEffect(game, x, y);
|
||||
floating(game, x, y - 18, `-${yen(penalty)}`, THEME.danger);
|
||||
onGameOverCheck();
|
||||
return;
|
||||
}
|
||||
const amount = upgradedMixerPrice(game);
|
||||
game.stats.mixerRevenue += amount;
|
||||
applyCashDelta(game, amount);
|
||||
const amount = applyMixerIncome(game);
|
||||
if (chick.sex === 'male') countCorrect(game);
|
||||
else countMistake(game);
|
||||
meatEffect(game, x, y);
|
||||
|
|
@ -271,13 +265,10 @@ export function createChickSystem({ game, currentConveyorSpeed, onGameOverCheck
|
|||
const target = truckTarget(game);
|
||||
const isTarget = isTargetTruckCargo(game, chick.sex);
|
||||
if (chick.sex === 'poop') {
|
||||
const penalty = truckPoopPenalty(game);
|
||||
const penalty = applyTruckPoopFine(game);
|
||||
countPoopDestination(game, 'truck');
|
||||
if (isTarget) countCorrect(game);
|
||||
else countMistake(game);
|
||||
game.stats.truckPoopFine += penalty;
|
||||
game.totals.truckPoopFine += penalty;
|
||||
applyCashDelta(game, -penalty);
|
||||
floating(game, x, y - 18, `-${yen(penalty)}`, THEME.danger);
|
||||
onGameOverCheck();
|
||||
return;
|
||||
|
|
@ -298,10 +289,7 @@ export function createChickSystem({ game, currentConveyorSpeed, onGameOverCheck
|
|||
return;
|
||||
}
|
||||
if (shouldFineMaleTruck(game)) {
|
||||
const penalty = maleTruckPenalty(game);
|
||||
game.stats.maleTruckFine += penalty;
|
||||
game.totals.maleTruckFine += penalty;
|
||||
applyCashDelta(game, -penalty);
|
||||
const penalty = applyWrongTruckFine(game);
|
||||
countMistake(game);
|
||||
floating(game, x, y - 18, `-${yen(penalty)}`, THEME.danger);
|
||||
onGameOverCheck();
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
import { TURN_SECONDS, POOP_RATE, CONTRACT_EVENT_CHANCE, CONTRACT_EVENT_FIRST_TURN } from '../core/config.js';
|
||||
import { getSpawnRange } from '../core/state.js';
|
||||
import { applyRevenue } from './economy.js';
|
||||
|
||||
export const CONTRACT_TARGETS = [
|
||||
{
|
||||
|
|
@ -112,14 +113,14 @@ export function shouldFineMaleTruck(game) {
|
|||
return truckTarget(game) !== 'male';
|
||||
}
|
||||
|
||||
export function resolveContract(game, applyCashDelta) {
|
||||
export function resolveContract(game) {
|
||||
const contract = game.contractActive;
|
||||
if (!contract) return null;
|
||||
const count = targetTruckCount(game.stats, contract.target);
|
||||
const success = count >= contract.targetAmount;
|
||||
const bonus = success ? contract.reward : 0;
|
||||
if (bonus > 0) {
|
||||
applyCashDelta(game, bonus);
|
||||
applyRevenue(game, bonus);
|
||||
game.stats.contractBonus = bonus;
|
||||
game.totals.contractBonus += bonus;
|
||||
game.totals.contractSuccess += 1;
|
||||
|
|
|
|||
|
|
@ -1,37 +1,85 @@
|
|||
import { FAIRIES_FEE_PER_DAY, INCOME_UPGRADE_RATE, MIXER_PRICE, POOP_FINE, TRUCK_PRICE } from '../core/config.js';
|
||||
import { ECONOMY, FACILITY_DEFS, INCOME_FACILITY_IDS } from '../core/config.js';
|
||||
import { factoryValue, targetTruckCount, truckTarget } from './contracts.js';
|
||||
|
||||
export function equipmentBasePrice(objOrHit) {
|
||||
const obj = objOrHit?.ref || objOrHit || {};
|
||||
const type = objOrHit?.type || obj.type;
|
||||
if (type === 'conveyor') return FACILITY_DEFS.conveyor.price;
|
||||
if (type === 'eggFarm') return obj.price || FACILITY_DEFS.eggFarm.price;
|
||||
if (type === 'scanner') return obj.price || (obj.kind === 'auto' ? FACILITY_DEFS.autoScanner.price : FACILITY_DEFS.manualScanner.price);
|
||||
if (type === 'facility') return obj.price || FACILITY_DEFS[obj.id]?.price || 0;
|
||||
return FACILITY_DEFS[obj.id]?.price || 0;
|
||||
}
|
||||
|
||||
export function buildPrice(id) {
|
||||
return FACILITY_DEFS[id]?.price || 0;
|
||||
}
|
||||
|
||||
export function facilityUpgradeCount(game, id) {
|
||||
return Math.max(0, (game.facilities?.[id]?.level || 1) - 1);
|
||||
}
|
||||
|
||||
export function incomeMultiplier(game, id) {
|
||||
return Math.pow(INCOME_UPGRADE_RATE, facilityUpgradeCount(game, id));
|
||||
return INCOME_FACILITY_IDS.includes(id) ? Math.pow(ECONOMY.incomeUpgradeRate, facilityUpgradeCount(game, id)) : 1;
|
||||
}
|
||||
|
||||
export function upgradedMixerPrice(game) {
|
||||
return Math.ceil(MIXER_PRICE * incomeMultiplier(game, 'mixer'));
|
||||
return Math.ceil(ECONOMY.income.mixer * incomeMultiplier(game, 'mixer'));
|
||||
}
|
||||
|
||||
export function upgradedTruckPrice(game) {
|
||||
return Math.ceil(TRUCK_PRICE * incomeMultiplier(game, 'truck'));
|
||||
return Math.ceil(ECONOMY.income.truck * incomeMultiplier(game, 'truck'));
|
||||
}
|
||||
|
||||
export function mixerPoopPenalty(game) {
|
||||
return Math.ceil(POOP_FINE * incomeMultiplier(game, 'mixer'));
|
||||
return Math.ceil(ECONOMY.poopFine * incomeMultiplier(game, 'mixer'));
|
||||
}
|
||||
|
||||
export function truckPoopPenalty(game) {
|
||||
return Math.ceil(POOP_FINE * incomeMultiplier(game, 'truck'));
|
||||
return Math.ceil(ECONOMY.poopFine * incomeMultiplier(game, 'truck'));
|
||||
}
|
||||
|
||||
export function maleTruckPenalty(game) {
|
||||
const baseFine = 30 * (game.turn / 2);
|
||||
const baseFine = ECONOMY.maleTruckFinePerHalfDay * (game.turn / 2);
|
||||
return Math.ceil(baseFine * incomeMultiplier(game, 'truck'));
|
||||
}
|
||||
|
||||
export function dailyFairiesFee(game) {
|
||||
return Math.ceil(Math.max(1, game.turn) * FAIRIES_FEE_PER_DAY);
|
||||
export function zundaTaxInfo(cash) {
|
||||
const rules = ECONOMY.zundaTax;
|
||||
const profit = Math.max(0, Math.floor(Number(cash) || 0));
|
||||
const taxable = Math.max(0, profit - rules.exemption);
|
||||
if (taxable <= 0) return { profit, taxable: 0, rate: 0, ratePercent: 0, tax: 0, step: 0 };
|
||||
const step = Math.max(1, Math.ceil(taxable / rules.stepAmount));
|
||||
const rate = Math.min(rules.maxRate, step * rules.stepRate);
|
||||
const tax = Math.ceil(taxable * rate);
|
||||
return { profit, taxable, rate, ratePercent: Math.round(rate * 100), tax, step };
|
||||
}
|
||||
|
||||
export function zundaTaxForCash(cash) {
|
||||
return zundaTaxInfo(cash).tax;
|
||||
}
|
||||
|
||||
export function resaleValueFor(hit, game) {
|
||||
const obj = hit?.ref || hit || {};
|
||||
const meta = hit?.type === 'conveyor' ? game?.conveyorMeta?.get(hit.oldKey || obj.id) : obj;
|
||||
const price = meta?.price || equipmentBasePrice(hit || obj);
|
||||
const sameBuild = meta?.builtSession === game?.buildSession;
|
||||
return { amount: Math.max(0, Math.ceil(price * (sameBuild ? 1 : 0.5))), sameBuild, price };
|
||||
}
|
||||
|
||||
export function explosionDamageForPrice(price) {
|
||||
return Math.max(1, Math.ceil((Number(price) || 0) / ECONOMY.explosionDamageDivisor));
|
||||
}
|
||||
|
||||
export function upgradeCostFor(obj) {
|
||||
if (!obj) return null;
|
||||
if (obj.type === 'eggFarm') return FACILITY_DEFS.eggFarm.upgradeCosts[obj.level] || null;
|
||||
if (obj.type === 'facility' && INCOME_FACILITY_IDS.includes(obj.id)) {
|
||||
const level = obj.level || 1;
|
||||
if (level <= 1) return 300;
|
||||
return Math.ceil(900 * Math.pow(1.65, level - 2));
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
export function positivePayout(_game, amount) {
|
||||
|
|
@ -47,12 +95,20 @@ export function applyCashDelta(game, delta) {
|
|||
game.totals.maxCash = Math.max(game.totals.maxCash, game.cash);
|
||||
}
|
||||
|
||||
export function applyRevenue(game, amount) {
|
||||
const delta = Math.max(0, Math.ceil(amount));
|
||||
if (delta > 0) applyCashDelta(game, delta);
|
||||
return delta;
|
||||
}
|
||||
|
||||
export function applyPenalty(game, amount) {
|
||||
const delta = Math.max(0, Math.ceil(amount));
|
||||
if (delta > 0) applyCashDelta(game, -delta);
|
||||
return delta;
|
||||
}
|
||||
|
||||
export function spendCash(game, amount) {
|
||||
game.cash -= amount;
|
||||
game.stats.profit -= amount;
|
||||
game.totals.profit -= amount;
|
||||
game.stats.penalty += amount;
|
||||
game.totals.penalty += amount;
|
||||
applyPenalty(game, amount);
|
||||
}
|
||||
|
||||
export function refundCash(game, amount) {
|
||||
|
|
@ -63,6 +119,45 @@ export function refundCash(game, amount) {
|
|||
game.totals.maxCash = Math.max(game.totals.maxCash, game.cash);
|
||||
}
|
||||
|
||||
export function applyMixerIncome(game) {
|
||||
const amount = upgradedMixerPrice(game);
|
||||
game.stats.mixerRevenue += amount;
|
||||
applyRevenue(game, amount);
|
||||
return amount;
|
||||
}
|
||||
|
||||
export function applyMixerPoopFine(game) {
|
||||
const amount = mixerPoopPenalty(game);
|
||||
game.stats.mixerPoopFine += amount;
|
||||
game.totals.mixerPoopFine += amount;
|
||||
applyPenalty(game, amount);
|
||||
return amount;
|
||||
}
|
||||
|
||||
export function applyTruckPoopFine(game) {
|
||||
const amount = truckPoopPenalty(game);
|
||||
game.stats.truckPoopFine += amount;
|
||||
game.totals.truckPoopFine += amount;
|
||||
applyPenalty(game, amount);
|
||||
return amount;
|
||||
}
|
||||
|
||||
export function applyWrongTruckFine(game) {
|
||||
const amount = maleTruckPenalty(game);
|
||||
game.stats.maleTruckFine += amount;
|
||||
game.totals.maleTruckFine += amount;
|
||||
applyPenalty(game, amount);
|
||||
return amount;
|
||||
}
|
||||
|
||||
export function applyExplosionDamage(game, price) {
|
||||
const amount = explosionDamageForPrice(price);
|
||||
game.stats.explosionDamage += amount;
|
||||
game.totals.explosionDamage += amount;
|
||||
applyPenalty(game, amount);
|
||||
return amount;
|
||||
}
|
||||
|
||||
export function settleTruckRevenue(game) {
|
||||
const target = truckTarget(game);
|
||||
const targetCount = targetTruckCount(game.stats, target);
|
||||
|
|
@ -71,16 +166,17 @@ export function settleTruckRevenue(game) {
|
|||
const adjusted = positivePayout(game, base);
|
||||
game.stats.pendingTruckRevenue = adjusted;
|
||||
game.stats.truckRevenue = adjusted;
|
||||
if (adjusted > 0) applyCashDelta(game, adjusted);
|
||||
if (adjusted > 0) applyRevenue(game, adjusted);
|
||||
return { base, adjusted, target, targetCount, unitPrice };
|
||||
}
|
||||
|
||||
export function collectFairiesFee(game) {
|
||||
const fee = dailyFairiesFee(game);
|
||||
game.stats.fairiesFee += fee;
|
||||
game.totals.fairiesFee += fee;
|
||||
applyCashDelta(game, -fee);
|
||||
return fee;
|
||||
export function collectZundaTax(game, basisCash = game.cash) {
|
||||
const info = zundaTaxInfo(basisCash);
|
||||
if (info.tax <= 0) return info;
|
||||
game.stats.zundaTax += info.tax;
|
||||
game.totals.zundaTax += info.tax;
|
||||
applyPenalty(game, info.tax);
|
||||
return info;
|
||||
}
|
||||
|
||||
export function finalScore(game) {
|
||||
|
|
@ -101,4 +197,5 @@ export function finalScore(game) {
|
|||
return { score, factoryValue: value, base, dailyEarned, dayPenalty, correctBonus, explosionPenalty, days };
|
||||
}
|
||||
|
||||
export { MIXER_PRICE, TRUCK_PRICE };
|
||||
export const MIXER_PRICE = ECONOMY.income.mixer;
|
||||
export const TRUCK_PRICE = ECONOMY.income.truck;
|
||||
|
|
|
|||
11
src/systems/effects.js
vendored
11
src/systems/effects.js
vendored
|
|
@ -1,6 +1,6 @@
|
|||
import { EFFECT_PRIORITY, THEME } from '../core/config.js';
|
||||
import { randomBetween } from '../core/utils.js';
|
||||
import { applyCashDelta } from './economy.js';
|
||||
import { randomBetween, yen } from '../core/utils.js';
|
||||
import { applyExplosionDamage } from './economy.js';
|
||||
|
||||
export function floating(game, x, y, text, color = THEME.ink) {
|
||||
game.floatingTexts.push({ x, y, text, color, life: 1, maxLife: 1 });
|
||||
|
|
@ -81,11 +81,8 @@ function handleFlyingChickDamage(game, e, equipmentHitBoxes) {
|
|||
if (e.hit.has(box.id)) continue;
|
||||
if (e.x < box.x || e.x > box.x + box.w || e.y < box.y || e.y > box.y + box.h) continue;
|
||||
e.hit.add(box.id);
|
||||
const damage = Math.max(1, Math.ceil(box.price / 30));
|
||||
applyCashDelta(game, -damage);
|
||||
game.stats.explosionDamage += damage;
|
||||
game.totals.explosionDamage += damage;
|
||||
floating(game, e.x, e.y - 10, `-${damage}`, THEME.danger);
|
||||
const damage = applyExplosionDamage(game, box.price);
|
||||
floating(game, e.x, e.y - 10, `-${yen(damage)}`, THEME.danger);
|
||||
shockwave(game, e.x, e.y, THEME.danger, 30);
|
||||
sparkBurst(game, e.x, e.y, 5, THEME.danger);
|
||||
shake(game, 5, 0.18);
|
||||
|
|
|
|||
|
|
@ -1,22 +1,114 @@
|
|||
import { DIRS, GRID } from '../core/config.js';
|
||||
import { DIRS, GRID, MACHINE_FACILITY_IDS } from '../core/config.js';
|
||||
import { routeLabel } from '../core/text.js';
|
||||
import { key, parseKey, inGrid, cellCenter, distance, sameCell } from '../core/utils.js';
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Object lookup
|
||||
// -----------------------------------------------------------------------------
|
||||
export function scannerCenter(scanner) { return cellCenter(scanner.col, scanner.row); }
|
||||
export function scannerConnector(scanner, type) {
|
||||
return {
|
||||
inputA: { col: scanner.col, row: scanner.row - 1 },
|
||||
// Bottom input is intentionally disabled. Scanners now have one input on top
|
||||
// and two outputs on the left/right, which makes junction direction easier to read.
|
||||
inputB: null,
|
||||
left: { col: scanner.col - 1, row: scanner.row },
|
||||
right: { col: scanner.col + 1, row: scanner.row }
|
||||
}[type];
|
||||
}
|
||||
export function farmAt(game, col, row) { return game.eggFarms.find(f => f.col === col && f.row === row) || null; }
|
||||
export function scannerAt(game, col, row) { return game.scanners.find(s => s.col === col && s.row === row) || null; }
|
||||
export function scannerById(game, id) { return game.scanners.find(s => s.id === id) || null; }
|
||||
export function scannerBySlot(game, slot) { return game.scanners.find(s => s.kind === 'manual' && s.slot === slot) || null; }
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Port definitions
|
||||
// -----------------------------------------------------------------------------
|
||||
export function scannerConnector(scanner, type) {
|
||||
return {
|
||||
inputA: { col: scanner.col, row: scanner.row - 1 },
|
||||
inputB: null,
|
||||
left: { col: scanner.col - 1, row: scanner.row },
|
||||
right: { col: scanner.col + 1, row: scanner.row }
|
||||
}[type];
|
||||
}
|
||||
|
||||
function adjacentCells(point) {
|
||||
if (!point) return [];
|
||||
return DIRS.map(d => ({ col: point.col + d.dc, row: point.row + d.dr })).filter(p => inGrid(p.col, p.row));
|
||||
}
|
||||
|
||||
function conveyorAt(game, point) {
|
||||
return !!point && inGrid(point.col, point.row) && game.conveyorTiles.has(key(point.col, point.row));
|
||||
}
|
||||
|
||||
function exactConveyorCell(game, point) {
|
||||
return conveyorAt(game, point) ? [{ ...point }] : [];
|
||||
}
|
||||
|
||||
// Kept for explicit non-port use. Ports and validation intentionally use exact
|
||||
// cells only; visual adjacency is not treated as a connection.
|
||||
export function exactOrAdjacentConveyorCells(game, point, blocked = [], preferred = []) {
|
||||
if (!point || !inGrid(point.col, point.row)) return [];
|
||||
const result = [];
|
||||
const add = p => {
|
||||
if (!p || !inGrid(p.col, p.row) || !game.conveyorTiles.has(key(p.col, p.row))) return;
|
||||
if (blocked.some(b => b && sameCell(p, b))) return;
|
||||
if (!result.some(x => sameCell(x, p))) result.push({ ...p, viaTolerance: !sameCell(p, point) });
|
||||
};
|
||||
add(point);
|
||||
for (const p of preferred) add(p);
|
||||
for (const p of adjacentCells(point)) add(p);
|
||||
return result;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Strict connection tests
|
||||
// -----------------------------------------------------------------------------
|
||||
export function scannerInputCells(game, scanner) {
|
||||
return exactConveyorCell(game, scannerConnector(scanner, 'inputA'));
|
||||
}
|
||||
|
||||
function outputStartCells(game, scanner, side) {
|
||||
return exactConveyorCell(game, scannerConnector(scanner, side));
|
||||
}
|
||||
|
||||
export function facilityEntryPoint(game, dest) {
|
||||
const f = game.facilities[dest];
|
||||
if (!f) return null;
|
||||
if (f.entry) return cellCenter(f.entry.col, f.entry.row);
|
||||
if (dest === 'mixer') return { x: f.x + f.w, y: f.y + f.h * 0.52 };
|
||||
if (dest === 'truck') return { x: f.x, y: f.y + f.h * 0.52 };
|
||||
if (dest === 'trash') return { x: f.x + f.w / 2, y: f.y + 8 };
|
||||
return { x: f.x + f.w / 2, y: f.y + f.h / 2 };
|
||||
}
|
||||
|
||||
export function facilityEntryCell(game, dest) {
|
||||
return game.facilities[dest]?.entry || null;
|
||||
}
|
||||
|
||||
export function facilityEndpointCells(game, dest) {
|
||||
const f = game.facilities[dest];
|
||||
if (!f?.entry) return [];
|
||||
return exactConveyorCell(game, f.entry);
|
||||
}
|
||||
|
||||
export function portHasConveyor(game, port) {
|
||||
return exactConveyorCell(game, port).length > 0;
|
||||
}
|
||||
|
||||
export function scannerPortHasConveyor(game, scanner, type) {
|
||||
if (type === 'inputA') return scannerInputCells(game, scanner).length > 0;
|
||||
return outputStartCells(game, scanner, type).length > 0;
|
||||
}
|
||||
|
||||
export function getInputScanner(game, col, row) {
|
||||
return game.scanners.find(scanner => scannerInputCells(game, scanner).some(p => sameCell({ col, row }, p))) || null;
|
||||
}
|
||||
export function isInputConnector(game, col, row) { return !!getInputScanner(game, col, row); }
|
||||
export function isOutputConnector(game, col, row) {
|
||||
return game.scanners.some(scanner => sameCell({ col, row }, scannerConnector(scanner, 'left')) || sameCell({ col, row }, scannerConnector(scanner, 'right')));
|
||||
}
|
||||
export function inputCellsForScanner(game, scanner) { return scannerInputCells(game, scanner); }
|
||||
|
||||
export function refreshRoutingAfterEdit(game) {
|
||||
game.branchCounters?.clear?.();
|
||||
game.routeCache = null;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Conveyor graph and pathfinding
|
||||
// -----------------------------------------------------------------------------
|
||||
export function getConveyorNeighbors(game, col, row) {
|
||||
const result = [];
|
||||
for (const d of DIRS) {
|
||||
|
|
@ -25,89 +117,23 @@ export function getConveyorNeighbors(game, col, row) {
|
|||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
export function getAdjacentConveyors(game, col, row) {
|
||||
return DIRS.map(d => ({ col: col + d.dc, row: row + d.dr }))
|
||||
.filter(p => inGrid(p.col, p.row) && game.conveyorTiles.has(key(p.col, p.row)));
|
||||
}
|
||||
function conveyorCellsAdjacentTo(game, point, blocked = []) {
|
||||
if (!point) return [];
|
||||
const cells = [];
|
||||
for (const d of DIRS) {
|
||||
const p = { col: point.col + d.dc, row: point.row + d.dr };
|
||||
if (!inGrid(p.col, p.row) || !game.conveyorTiles.has(key(p.col, p.row))) continue;
|
||||
if (blocked.some(b => b && sameCell(p, b))) continue;
|
||||
cells.push(p);
|
||||
}
|
||||
return cells;
|
||||
return adjacentCells({ col, row }).filter(p => game.conveyorTiles.has(key(p.col, p.row)));
|
||||
}
|
||||
|
||||
export function scannerInputCells(game, scanner) {
|
||||
const input = scannerConnector(scanner, 'inputA');
|
||||
if (!input || !inGrid(input.col, input.row)) return [];
|
||||
const exactKey = key(input.col, input.row);
|
||||
if (game.conveyorTiles.has(exactKey)) return [{ ...input }];
|
||||
// Tolerance pass: after manual drag edits, accept belts immediately touching
|
||||
// the intended input port. This prevents visually connected top inputs from
|
||||
// failing only because the exact port cell was moved out from under the belt.
|
||||
return conveyorCellsAdjacentTo(game, input, [scannerConnector(scanner, 'left'), scannerConnector(scanner, 'right')]);
|
||||
}
|
||||
|
||||
export function getInputScanner(game, col, row) {
|
||||
return game.scanners.find(scanner => scannerInputCells(game, scanner).some(p => sameCell({ col, row }, p))) || null;
|
||||
}
|
||||
export function isInputConnector(game, col, row) { return !!getInputScanner(game, col, row); }
|
||||
export function isOutputConnector(game, col, row) {
|
||||
return game.scanners.some(scanner => {
|
||||
const l = scannerConnector(scanner, 'left');
|
||||
const r = scannerConnector(scanner, 'right');
|
||||
return sameCell({ col, row }, l) || sameCell({ col, row }, r);
|
||||
});
|
||||
}
|
||||
export function inputCellsForScanner(game, scanner) {
|
||||
return scannerInputCells(game, scanner);
|
||||
}
|
||||
|
||||
function outputStartCells(game, scanner, side) {
|
||||
const connector = scannerConnector(scanner, side);
|
||||
if (!connector || !inGrid(connector.col, connector.row)) return [];
|
||||
const exactKey = key(connector.col, connector.row);
|
||||
if (game.conveyorTiles.has(exactKey)) return [{ ...connector, viaTolerance: false }];
|
||||
const outward = side === 'left' ? { dc: -1, dr: 0 } : { dc: 1, dr: 0 };
|
||||
const preferred = { col: connector.col + outward.dc, row: connector.row + outward.dr };
|
||||
const candidates = [];
|
||||
if (inGrid(preferred.col, preferred.row) && game.conveyorTiles.has(key(preferred.col, preferred.row))) candidates.push({ ...preferred, viaTolerance: true });
|
||||
for (const p of conveyorCellsAdjacentTo(game, connector, [scannerConnector(scanner, 'inputA')])) {
|
||||
if (!candidates.some(c => sameCell(c, p))) candidates.push({ ...p, viaTolerance: true });
|
||||
}
|
||||
return candidates;
|
||||
}
|
||||
|
||||
function routeWithConnector(fromPoint, connector, cells, extraEnd = null) {
|
||||
const points = [{ x: fromPoint.x, y: fromPoint.y }];
|
||||
const connectorPoint = cellCenter(connector.col, connector.row);
|
||||
if (distance(points[points.length - 1], connectorPoint) > 1) points.push(connectorPoint);
|
||||
for (const p of routePoints(cells, extraEnd)) {
|
||||
if (distance(points[points.length - 1], p) > 1) points.push(p);
|
||||
}
|
||||
return points;
|
||||
}
|
||||
export function routePoints(cells, extraEnd = null) {
|
||||
const pts = cells.map(p => cellCenter(p.col, p.row));
|
||||
if (extraEnd) pts.push(extraEnd);
|
||||
return pts;
|
||||
}
|
||||
function dirBetween(a, b) {
|
||||
const dc = b.col - a.col, dr = b.row - a.row;
|
||||
return DIRS.find(d => d.dc === dc && d.dr === dr)?.name || null;
|
||||
}
|
||||
|
||||
function isCross(game, col, row) {
|
||||
const ns = getConveyorNeighbors(game, col, row);
|
||||
const names = new Set(ns.map(n => n.dir.name));
|
||||
return ns.length === 4 && names.has('left') && names.has('right') && names.has('up') && names.has('down');
|
||||
}
|
||||
|
||||
// Routing rule: a four-way cross conveyor is an overpass/crossing. Chicks never turn there.
|
||||
// The BFS state includes the incoming direction so every route that enters a cross must leave straight.
|
||||
// A four-way cross conveyor is an overpass/crossing. Chicks never turn there.
|
||||
export function bfsAllRoutes(game, start, isGoal) {
|
||||
const startK = key(start.col, start.row);
|
||||
if (!game.conveyorTiles.has(startK)) return [];
|
||||
|
|
@ -144,171 +170,6 @@ export function bfsAllRoutes(game, start, isGoal) {
|
|||
});
|
||||
}
|
||||
|
||||
export function chooseRoundRobin(game, id, candidates, advance = false) {
|
||||
if (!candidates.length) return null;
|
||||
const sorted = [...candidates].sort((a, b) => {
|
||||
const ka = a.key || JSON.stringify(a.route || a.cells || a);
|
||||
const kb = b.key || JSON.stringify(b.route || b.cells || b);
|
||||
return ka.localeCompare(kb);
|
||||
});
|
||||
const n = game.branchCounters.get(id) || 0;
|
||||
if (advance) game.branchCounters.set(id, n + 1);
|
||||
return sorted[n % sorted.length];
|
||||
}
|
||||
|
||||
export function scannerOutputs(scanner) {
|
||||
const rules = scannerRules(scanner);
|
||||
return { left: rules.left.destination, right: rules.right.destination };
|
||||
}
|
||||
export function scannerRules(scanner) {
|
||||
if (scanner.role === 0) {
|
||||
return {
|
||||
left: { match: 'male', destination: 'mixer' },
|
||||
right: { match: 'default', destination: 'scanner-role-1' }
|
||||
};
|
||||
}
|
||||
return {
|
||||
left: { match: 'poop', destination: 'trash' },
|
||||
right: { match: 'default', destination: 'truck' }
|
||||
};
|
||||
}
|
||||
export function autoSideFor(scanner, chick) {
|
||||
const rules = scannerRules(scanner);
|
||||
if (rules.left.match === chick.sex) return 'left';
|
||||
if (rules.right.match === chick.sex) return 'right';
|
||||
if (rules.left.match === 'default') return 'left';
|
||||
return 'right';
|
||||
}
|
||||
export function destinationLabel(dest) {
|
||||
return { mixer: 'MIXER', truck: 'TRUCK', trash: 'WASTE', 'scanner-role-1': 'NEXT', scanner: 'NEXT' }[dest] || String(dest).toUpperCase();
|
||||
}
|
||||
export function destinationColor(dest) {
|
||||
return { mixer: '#2477ff', truck: '#ff6aa8', trash: '#22b94f', 'scanner-role-1': '#526456', scanner: '#526456', input: '#526456' }[dest] || '#102015';
|
||||
}
|
||||
|
||||
export function facilityEntryPoint(game, dest) {
|
||||
const f = game.facilities[dest];
|
||||
if (!f) return null;
|
||||
if (f.entry) return cellCenter(f.entry.col, f.entry.row);
|
||||
// Legacy fallback for older save data. New facilities use fixed receiver cells on the grid edge.
|
||||
if (dest === 'mixer') return { x: f.x + f.w, y: f.y + f.h * 0.52 };
|
||||
if (dest === 'truck') return { x: f.x, y: f.y + f.h * 0.52 };
|
||||
if (dest === 'trash') return { x: f.x + f.w / 2, y: f.y + 8 };
|
||||
return { x: f.x + f.w / 2, y: f.y + f.h / 2 };
|
||||
}
|
||||
export function facilityEntryCell(game, dest) {
|
||||
const f = game.facilities[dest];
|
||||
return f?.entry || null;
|
||||
}
|
||||
|
||||
export function facilityEndpointCells(game, dest) {
|
||||
const f = game.facilities[dest];
|
||||
if (!f?.entry) return [];
|
||||
const entry = f.entry;
|
||||
const exactKey = key(entry.col, entry.row);
|
||||
if (game.conveyorTiles.has(exactKey)) return [{ ...entry }];
|
||||
// v10.4 connection tolerance: if the receiver port was moved to the grid edge
|
||||
// but the player left the belt one cell next to it, treat that adjacent belt as
|
||||
// the endpoint. This keeps moved scanners/conveyors/edge ports from appearing
|
||||
// visually correct but failing to connect.
|
||||
const adjacent = [];
|
||||
for (const d of DIRS) {
|
||||
const p = { col: entry.col + d.dc, row: entry.row + d.dr };
|
||||
if (inGrid(p.col, p.row) && game.conveyorTiles.has(key(p.col, p.row))) adjacent.push(p);
|
||||
}
|
||||
return adjacent;
|
||||
}
|
||||
|
||||
export function isFacilityEndpoint(game, p, dest, connector) {
|
||||
if (sameCell(p, connector)) return false;
|
||||
const f = game.facilities[dest];
|
||||
// New facilities only route into their explicit receiver port, or one adjacent
|
||||
// belt tile when the receiver itself has no tile. Arbitrary dead ends never
|
||||
// auto-become machine exits.
|
||||
if (f?.entry) return facilityEndpointCells(game, dest).some(e => sameCell(p, e));
|
||||
const degree = getConveyorNeighbors(game, p.col, p.row).length;
|
||||
if (degree > 1) return false;
|
||||
const entry = facilityEntryPoint(game, dest);
|
||||
if (!entry) return false;
|
||||
return distance(cellCenter(p.col, p.row), entry) <= GRID.cell * 2.2;
|
||||
}
|
||||
|
||||
export function routeFromFarmToScanner(game, farm, advance = false) {
|
||||
const starts = getAdjacentConveyors(game, farm.col, farm.row);
|
||||
const candidates = [];
|
||||
for (const start of starts) {
|
||||
const routes = bfsAllRoutes(game, start, p => isInputConnector(game, p.col, p.row));
|
||||
for (const cells of routes) {
|
||||
const last = cells[cells.length - 1];
|
||||
const scanner = getInputScanner(game, last.col, last.row);
|
||||
if (!scanner) continue;
|
||||
candidates.push({ key: `${scanner.id}:${last.col},${last.row}:${cells.length}`, scanner, cells });
|
||||
}
|
||||
}
|
||||
const chosen = chooseRoundRobin(game, `farm:${farm.id}`, candidates, advance);
|
||||
if (chosen) return { scannerId: chosen.scanner.id, route: routePoints(chosen.cells, scannerCenter(chosen.scanner)) };
|
||||
const fallback = chooseRoundRobin(game, `farm:${farm.id}:output`, starts.map(p => ({ key: key(p.col, p.row), cells: [p] })), advance);
|
||||
return fallback ? { scannerId: null, route: routePoints(fallback.cells) } : null;
|
||||
}
|
||||
|
||||
export function outputRoute(game, side, fromPoint, scannerId, advance = false) {
|
||||
const scanner = scannerById(game, scannerId);
|
||||
if (!scanner) return null;
|
||||
const connector = scannerConnector(scanner, side);
|
||||
const starts = outputStartCells(game, scanner, side);
|
||||
if (!connector || !starts.length) return null;
|
||||
const dest = scannerOutputs(scanner)[side];
|
||||
if (dest === 'scanner-role-1') {
|
||||
const targets = game.scanners.filter(s => s.role === 1 && s.id !== scanner.id && inputCellsForScanner(game, s).length);
|
||||
const candidates = [];
|
||||
for (const start of starts) {
|
||||
for (const target of targets) {
|
||||
const inputKeys = new Set(inputCellsForScanner(game, target).map(p => key(p.col, p.row)));
|
||||
const routes = bfsAllRoutes(game, start, p => inputKeys.has(key(p.col, p.row)));
|
||||
for (const cells of routes) {
|
||||
candidates.push({
|
||||
key: `start${key(start.col, start.row)}:s${target.id}:${cells.length}:${key(cells[cells.length - 1].col, cells[cells.length - 1].row)}`,
|
||||
target,
|
||||
cells
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
const chosen = chooseRoundRobin(game, `scanner:${scanner.id}:${side}:toRole1`, candidates, advance);
|
||||
if (!chosen) return null;
|
||||
return { destination: 'scanner', nextScannerId: chosen.target.id, route: routeWithConnector(fromPoint, connector, chosen.cells, scannerCenter(chosen.target)) };
|
||||
}
|
||||
const candidates = [];
|
||||
for (const start of starts) {
|
||||
const routes = bfsAllRoutes(game, start, p => isFacilityEndpoint(game, p, dest, connector));
|
||||
for (const cells of routes) {
|
||||
candidates.push({ key: `start${key(start.col, start.row)}:${dest}:${cells.length}:${key(cells[cells.length - 1].col, cells[cells.length - 1].row)}`, cells });
|
||||
}
|
||||
}
|
||||
const chosen = chooseRoundRobin(game, `scanner:${scanner.id}:${side}:${dest}`, candidates, advance);
|
||||
if (!chosen) return null;
|
||||
return { destination: dest, route: routeWithConnector(fromPoint, connector, chosen.cells, facilityEntryPoint(game, dest)) };
|
||||
}
|
||||
|
||||
export function facilityConnectionIssues(game) {
|
||||
const issues = [];
|
||||
const labels = { mixer: 'Mixer', trash: 'Shredder', truck: 'Truck' };
|
||||
for (const id of ['mixer', 'trash', 'truck']) {
|
||||
const f = game.facilities[id];
|
||||
if (!f) {
|
||||
issues.push(`${labels[id]} is missing`);
|
||||
continue;
|
||||
}
|
||||
const endpoints = facilityEndpointCells(game, id);
|
||||
if (!endpoints.length) issues.push(`${labels[id]} receiver has no conveyor`);
|
||||
}
|
||||
return issues;
|
||||
}
|
||||
|
||||
export function factoryReady(game) {
|
||||
return facilityConnectionIssues(game).length === 0;
|
||||
}
|
||||
|
||||
export function buildConveyorComponents(game) {
|
||||
const components = new Map();
|
||||
const cellToComponent = new Map();
|
||||
|
|
@ -346,3 +207,167 @@ export function nearestConveyorKey(game, x, y) {
|
|||
}
|
||||
return bestD <= GRID.cell * 1.1 ? best : null;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Route planning
|
||||
// -----------------------------------------------------------------------------
|
||||
export function routePoints(cells, extraEnd = null) {
|
||||
const pts = cells.map(p => cellCenter(p.col, p.row));
|
||||
if (extraEnd) pts.push(extraEnd);
|
||||
return pts;
|
||||
}
|
||||
|
||||
function appendPoint(points, p) {
|
||||
if (!p) return;
|
||||
if (!points.length || distance(points[points.length - 1], p) > 1) points.push(p);
|
||||
}
|
||||
|
||||
function routeWithConnector(fromPoint, connector, cells, extraEnd = null) {
|
||||
const points = [{ x: fromPoint.x, y: fromPoint.y }];
|
||||
appendPoint(points, cellCenter(connector.col, connector.row));
|
||||
for (const p of routePoints(cells, extraEnd)) appendPoint(points, p);
|
||||
return points;
|
||||
}
|
||||
|
||||
export function chooseRoundRobin(game, id, candidates, advance = false) {
|
||||
if (!candidates.length) return null;
|
||||
const sorted = [...candidates].sort((a, b) => {
|
||||
const ka = a.key || JSON.stringify(a.route || a.cells || a);
|
||||
const kb = b.key || JSON.stringify(b.route || b.cells || b);
|
||||
return ka.localeCompare(kb);
|
||||
});
|
||||
const n = game.branchCounters.get(id) || 0;
|
||||
if (advance) game.branchCounters.set(id, n + 1);
|
||||
return sorted[n % sorted.length];
|
||||
}
|
||||
|
||||
export function scannerRules(scanner) {
|
||||
if (scanner.role === 0) return { left: { match: 'male', destination: 'mixer' }, right: { match: 'default', destination: 'scanner-role-1' } };
|
||||
return { left: { match: 'poop', destination: 'trash' }, right: { match: 'default', destination: 'truck' } };
|
||||
}
|
||||
|
||||
export function scannerOutputs(scanner) {
|
||||
const rules = scannerRules(scanner);
|
||||
return { left: rules.left.destination, right: rules.right.destination };
|
||||
}
|
||||
|
||||
export function autoSideFor(scanner, chick) {
|
||||
const rules = scannerRules(scanner);
|
||||
if (rules.left.match === chick.sex) return 'left';
|
||||
if (rules.right.match === chick.sex) return 'right';
|
||||
if (rules.left.match === 'default') return 'left';
|
||||
return 'right';
|
||||
}
|
||||
|
||||
export function destinationLabel(dest) { return routeLabel(dest); }
|
||||
export function destinationColor(dest) {
|
||||
return { mixer: '#2477ff', truck: '#ff6aa8', trash: '#22b94f', 'scanner-role-1': '#526456', scanner: '#526456', input: '#526456' }[dest] || '#102015';
|
||||
}
|
||||
|
||||
export function isFacilityEndpoint(game, p, dest, connector) {
|
||||
if (sameCell(p, connector)) return false;
|
||||
const f = game.facilities[dest];
|
||||
if (f?.entry) return facilityEndpointCells(game, dest).some(e => sameCell(p, e));
|
||||
const degree = getConveyorNeighbors(game, p.col, p.row).length;
|
||||
if (degree > 1) return false;
|
||||
const entry = facilityEntryPoint(game, dest);
|
||||
return !!entry && distance(cellCenter(p.col, p.row), entry) <= GRID.cell * 2.2;
|
||||
}
|
||||
|
||||
export function routeFromFarmToScanner(game, farm, advance = false) {
|
||||
const starts = getAdjacentConveyors(game, farm.col, farm.row);
|
||||
const candidates = [];
|
||||
for (const start of starts) {
|
||||
const routes = bfsAllRoutes(game, start, p => isInputConnector(game, p.col, p.row));
|
||||
for (const cells of routes) {
|
||||
const last = cells[cells.length - 1];
|
||||
const scanner = getInputScanner(game, last.col, last.row);
|
||||
if (!scanner) continue;
|
||||
candidates.push({ key: `${scanner.id}:${last.col},${last.row}:${cells.length}`, scanner, cells });
|
||||
}
|
||||
}
|
||||
const chosen = chooseRoundRobin(game, `farm:${farm.id}`, candidates, advance);
|
||||
if (chosen) return { scannerId: chosen.scanner.id, route: routePoints(chosen.cells, scannerCenter(chosen.scanner)) };
|
||||
const fallback = chooseRoundRobin(game, `farm:${farm.id}:output`, starts.map(p => ({ key: key(p.col, p.row), cells: [p] })), advance);
|
||||
return fallback ? { scannerId: null, route: routePoints(fallback.cells) } : null;
|
||||
}
|
||||
|
||||
export function outputRoute(game, side, fromPoint, scannerId, advance = false) {
|
||||
const scanner = scannerById(game, scannerId);
|
||||
if (!scanner) return null;
|
||||
const connector = scannerConnector(scanner, side);
|
||||
const starts = outputStartCells(game, scanner, side);
|
||||
if (!connector || !starts.length) return null;
|
||||
const dest = scannerOutputs(scanner)[side];
|
||||
if (dest === 'scanner-role-1') return routeToNextScanner(game, scanner, side, fromPoint, connector, starts, advance);
|
||||
return routeToFacility(game, scanner, side, fromPoint, connector, starts, dest, advance);
|
||||
}
|
||||
|
||||
function routeToNextScanner(game, scanner, side, fromPoint, connector, starts, advance) {
|
||||
const targets = game.scanners.filter(s => s.role === 1 && s.id !== scanner.id && inputCellsForScanner(game, s).length);
|
||||
const candidates = [];
|
||||
for (const start of starts) {
|
||||
for (const target of targets) {
|
||||
const inputKeys = new Set(inputCellsForScanner(game, target).map(p => key(p.col, p.row)));
|
||||
const routes = bfsAllRoutes(game, start, p => inputKeys.has(key(p.col, p.row)));
|
||||
for (const cells of routes) {
|
||||
candidates.push({ key: `start${key(start.col, start.row)}:s${target.id}:${cells.length}:${key(cells[cells.length - 1].col, cells[cells.length - 1].row)}`, target, cells });
|
||||
}
|
||||
}
|
||||
}
|
||||
const chosen = chooseRoundRobin(game, `scanner:${scanner.id}:${side}:toRole1`, candidates, advance);
|
||||
if (!chosen) return null;
|
||||
return { destination: 'scanner', nextScannerId: chosen.target.id, route: routeWithConnector(fromPoint, connector, chosen.cells, scannerCenter(chosen.target)) };
|
||||
}
|
||||
|
||||
function routeToFacility(game, scanner, side, fromPoint, connector, starts, dest, advance) {
|
||||
const candidates = [];
|
||||
for (const start of starts) {
|
||||
const routes = bfsAllRoutes(game, start, p => isFacilityEndpoint(game, p, dest, connector));
|
||||
for (const cells of routes) {
|
||||
candidates.push({ key: `start${key(start.col, start.row)}:${dest}:${cells.length}:${key(cells[cells.length - 1].col, cells[cells.length - 1].row)}`, cells });
|
||||
}
|
||||
}
|
||||
const chosen = chooseRoundRobin(game, `scanner:${scanner.id}:${side}:${dest}`, candidates, advance);
|
||||
if (!chosen) return null;
|
||||
return { destination: dest, route: routeWithConnector(fromPoint, connector, chosen.cells, facilityEntryPoint(game, dest)) };
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Connection validation
|
||||
// -----------------------------------------------------------------------------
|
||||
function scannerName(scanner) {
|
||||
if (scanner.kind === 'manual') return `S${(scanner.slot ?? 0) + 1}`;
|
||||
return `Auto Scanner #${scanner.id}`;
|
||||
}
|
||||
|
||||
export function facilityConnectionIssues(game) {
|
||||
const issues = [];
|
||||
const labels = { mixer: 'Mixer', trash: 'Shredder', truck: 'Truck' };
|
||||
for (const id of MACHINE_FACILITY_IDS) {
|
||||
const f = game.facilities[id];
|
||||
if (!f) {
|
||||
issues.push(`${labels[id] || id} is missing`);
|
||||
continue;
|
||||
}
|
||||
if (!facilityEndpointCells(game, id).length) issues.push(`${labels[id] || id} receiver has no conveyor`);
|
||||
}
|
||||
for (const scanner of game.scanners) {
|
||||
if (!scannerPortHasConveyor(game, scanner, 'inputA')) issues.push(`${scannerName(scanner)} input has no conveyor`);
|
||||
if (!scannerPortHasConveyor(game, scanner, 'left')) issues.push(`${scannerName(scanner)} left output has no conveyor`);
|
||||
if (!scannerPortHasConveyor(game, scanner, 'right')) issues.push(`${scannerName(scanner)} right output has no conveyor`);
|
||||
for (const side of ['left', 'right']) {
|
||||
if (scannerPortHasConveyor(game, scanner, side) && !outputRoute(game, side, scannerCenter(scanner), scanner.id)) {
|
||||
issues.push(`${scannerName(scanner)} ${side} route is incomplete`);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (const farm of game.eggFarms) {
|
||||
if (!routeFromFarmToScanner(game, farm)) issues.push(`Egg Farm #${farm.id} has no scanner route`);
|
||||
}
|
||||
return [...new Set(issues)];
|
||||
}
|
||||
|
||||
export function factoryReady(game) {
|
||||
return facilityConnectionIssues(game).length === 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,9 @@
|
|||
import { BUILD_COSTS, GRID } from '../core/config.js';
|
||||
import { GRID } from '../core/config.js';
|
||||
import { key, parseKey, cellCenter } from '../core/utils.js';
|
||||
import { nearestGridEdge, layoutFacilityOnEdge } from '../core/entities.js';
|
||||
import { farmAt, scannerAt, scannerCenter } from './routing.js';
|
||||
import { farmAt, scannerAt, scannerCenter, refreshRoutingAfterEdit } from './routing.js';
|
||||
import { snapshot } from './history.js';
|
||||
import { buildPrice } from './economy.js';
|
||||
|
||||
export function createSelectionSystem({ game, canvasPoint, updatePanels, equipmentAtPoint, fail, pointInGrid, rectOfFacility, rectsOverlap }) {
|
||||
function selectionToken(item) {
|
||||
|
|
@ -114,7 +115,7 @@ export function createSelectionSystem({ game, canvasPoint, updatePanels, equipme
|
|||
if (!obj) return null;
|
||||
if (sel.type === 'conveyor') {
|
||||
const cell = parseKey(sel.id);
|
||||
return { ...sel, obj, oldKey: sel.id, currentKey: sel.id, meta: game.conveyorMeta.get(sel.id) || { price: BUILD_COSTS.conveyor, builtSession: null }, col: cell.col, row: cell.row };
|
||||
return { ...sel, obj, oldKey: sel.id, currentKey: sel.id, meta: game.conveyorMeta.get(sel.id) || { price: buildPrice('conveyor'), builtSession: null }, col: cell.col, row: cell.row };
|
||||
}
|
||||
if (sel.type === 'eggFarm' || sel.type === 'scanner') return { ...sel, obj, col: obj.col, row: obj.row };
|
||||
if (sel.type === 'facility') return { ...sel, obj, x: obj.x, y: obj.y, w: obj.w, h: obj.h, entry: obj.entry ? { ...obj.entry } : null, side: obj.side, center: { x: obj.x + obj.w / 2, y: obj.y + obj.h / 2 } };
|
||||
|
|
@ -207,7 +208,7 @@ export function createSelectionSystem({ game, canvasPoint, updatePanels, equipme
|
|||
for (const o of conveyorOrigins) {
|
||||
const newK = key(o.col + dcol, o.row + drow);
|
||||
game.conveyorTiles.add(newK);
|
||||
game.conveyorMeta.set(newK, o.meta || { price: BUILD_COSTS.conveyor, builtSession: null });
|
||||
game.conveyorMeta.set(newK, o.meta || { price: buildPrice('conveyor'), builtSession: null });
|
||||
o.currentKey = newK;
|
||||
}
|
||||
for (const origin of game.groupDrag.origins) {
|
||||
|
|
@ -226,11 +227,13 @@ export function createSelectionSystem({ game, canvasPoint, updatePanels, equipme
|
|||
game.groupDrag.selections = game.groupDrag.origins.map(o => o.type === 'conveyor' ? { type: 'conveyor', id: o.currentKey || o.oldKey } : { type: o.type, id: o.id });
|
||||
game.multiSelected = [...game.groupDrag.selections];
|
||||
game.selected = game.multiSelected[0] || null;
|
||||
refreshRoutingAfterEdit(game);
|
||||
updatePanels();
|
||||
}
|
||||
|
||||
function finishGroupDrag() {
|
||||
if (!game.groupDrag) return;
|
||||
refreshRoutingAfterEdit(game);
|
||||
game.groupDrag = null;
|
||||
updatePanels();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,7 +1,8 @@
|
|||
import { CONVEYOR_SPEED, CONVEYOR_SPEED_MAX, CONTRACT_EVENT_FIRST_TURN, FAIRIES_FEE_PER_DAY, STARTING_CASH, VERSION } from '../core/config.js';
|
||||
import { BUILD_TOOL_IDS, CONVEYOR_SPEED, CONVEYOR_SPEED_MAX, CONTRACT_EVENT_FIRST_TURN, FACILITY_DEFS, MACHINE_FACILITY_IDS, STARTING_CASH } from '../core/config.js';
|
||||
import { yen } from '../core/utils.js';
|
||||
import { TEXT } from '../core/text.js';
|
||||
import { routeFromFarmToScanner, factoryReady, facilityConnectionIssues } from './routing.js';
|
||||
import { finalScore, maleTruckPenalty, mixerPoopPenalty, truckPoopPenalty, upgradedMixerPrice } from './economy.js';
|
||||
import { buildPrice, finalScore, maleTruckPenalty, mixerPoopPenalty, truckPoopPenalty, upgradedMixerPrice, zundaTaxInfo } from './economy.js';
|
||||
import { truckTarget } from './contracts.js';
|
||||
|
||||
export function createUISystem({ game, ui, build, startGame, activeQueuedChick }) {
|
||||
|
|
@ -18,14 +19,32 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
|
||||
function updateToolButtons() {
|
||||
for (const [name, btn] of Object.entries(ui.buttons)) {
|
||||
if (btn?.classList?.contains('tool-button')) btn.classList.toggle('active', game.buildTool === name || (name === 'trash' && game.buildTool === 'trash'));
|
||||
if (!btn?.classList?.contains('tool-button')) continue;
|
||||
btn.classList.toggle('active', game.buildTool === name);
|
||||
}
|
||||
for (const id of BUILD_TOOL_IDS) {
|
||||
const btn = ui.buttons[id];
|
||||
if (!btn) continue;
|
||||
const price = buildPrice(id);
|
||||
const uniqueAlreadyBuilt = MACHINE_FACILITY_IDS.includes(id) && !!game.facilities[id];
|
||||
const unaffordable = game.cash < price;
|
||||
btn.disabled = game.phase !== 'build' || unaffordable || uniqueAlreadyBuilt;
|
||||
if (btn.disabled && game.buildTool === id) game.buildTool = null;
|
||||
btn.classList.toggle('unaffordable', unaffordable);
|
||||
btn.classList.toggle('already-built', uniqueAlreadyBuilt);
|
||||
btn.title = unaffordable
|
||||
? `Need ${yen(price - game.cash)} more`
|
||||
: uniqueAlreadyBuilt
|
||||
? `${FACILITY_DEFS[id]?.name || id} already exists`
|
||||
: '';
|
||||
}
|
||||
if (ui.buttons.erase) ui.buttons.erase.disabled = game.phase !== 'build';
|
||||
}
|
||||
|
||||
function updateBuildStatus() {
|
||||
ui.buildStatus.textContent = game.phase === 'build'
|
||||
? `BUILD: ${(game.buildTool || 'SELECT').toUpperCase()} | Right-drag pan | Click equipment for upgrade menu`
|
||||
: 'Sorting: use scanner keys. Build after clearing the day.';
|
||||
? TEXT.status.build(game.buildTool)
|
||||
: TEXT.status.sorting;
|
||||
}
|
||||
|
||||
function updateHistoryButtons() {
|
||||
|
|
@ -36,14 +55,13 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
function updateTurnSummary() {
|
||||
const connected = game.eggFarms.filter(f => routeFromFarmToScanner(game, f)).length;
|
||||
const issues = facilityConnectionIssues(game);
|
||||
const feeDay = game.phase === 'build' ? game.turn + 1 : game.turn;
|
||||
const fairiesFee = Math.ceil(Math.max(1, feeDay) * FAIRIES_FEE_PER_DAY);
|
||||
const tax = zundaTaxInfo(game.cash);
|
||||
ui.turnSummary.innerHTML = [
|
||||
`Truck target: <b>${truckTarget(game).toUpperCase()}</b> | Male fine: <b>-${yen(maleTruckPenalty(game))}</b>`,
|
||||
`Poop fine: <b>Mixer -${yen(mixerPoopPenalty(game))}</b> / <b>Shipment -${yen(truckPoopPenalty(game))}</b>`,
|
||||
`Fairies社 fee: <b>Day ${feeDay} × ${yen(FAIRIES_FEE_PER_DAY)} = -${yen(fairiesFee)}</b>`,
|
||||
`ZUNDA TAX on Next Day: <b>-${yen(tax.tax)}</b> | taxable ${yen(tax.taxable)} × ${tax.ratePercent}%`,
|
||||
`Belt: <b>${displaySpeed()}px/s fixed</b> | Farms connected: <b>${connected}/${game.eggFarms.length}</b>`,
|
||||
issues.length ? `<span class="cash-negative">Blocked: ${issues[0]}</span>` : `<span class="cash-positive">All receiver ports connected.</span>`
|
||||
issues.length ? `<span class="cash-negative">Blocked: ${issues[0]}</span>` : `<span class="cash-positive">${TEXT.status.allPortsConnected}</span>`
|
||||
].join('<br>');
|
||||
}
|
||||
|
||||
|
|
@ -51,7 +69,7 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
if (!ui.contractPanel) return;
|
||||
const offer = game.contractOffer;
|
||||
if (game.phase !== 'build') {
|
||||
ui.contractPanel.innerHTML = 'Forced events appear in Build phase.';
|
||||
ui.contractPanel.innerHTML = TEXT.status.eventPanelRunning;
|
||||
return;
|
||||
}
|
||||
if (!offer) {
|
||||
|
|
@ -80,7 +98,7 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
const obj = build.selectedObject();
|
||||
if (!obj) {
|
||||
ui.facilityPanel.className = 'facility-panel-empty';
|
||||
ui.facilityPanel.innerHTML = 'Click equipment to open upgrade / remove choices.';
|
||||
ui.facilityPanel.innerHTML = TEXT.status.equipmentPanelEmpty;
|
||||
return;
|
||||
}
|
||||
ui.facilityPanel.className = 'facility-card';
|
||||
|
|
@ -90,6 +108,7 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
}
|
||||
|
||||
function updateUI() {
|
||||
updateToolButtons();
|
||||
ui.shell.classList.toggle('phase-running', game.phase === 'running');
|
||||
ui.shell.classList.toggle('phase-build', game.phase === 'build');
|
||||
ui.shell.classList.toggle('phase-gameover', game.phase === 'gameover');
|
||||
|
|
@ -115,6 +134,8 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
ui.buttons.s1Right.disabled = game.phase !== 'running' || !activeQueuedChick(0);
|
||||
ui.buttons.s2Left.disabled = game.phase !== 'running' || !activeQueuedChick(1);
|
||||
ui.buttons.s2Right.disabled = game.phase !== 'running' || !activeQueuedChick(1);
|
||||
const nextTax = zundaTaxInfo(game.cash).tax;
|
||||
ui.buttons.nextTurn.textContent = game.phase === 'build' && nextTax > 0 ? `Next Day - ZUNDA TAX ${yen(nextTax)}` : TEXT.actions.nextDay;
|
||||
ui.buttons.nextTurn.disabled = game.phase !== 'build' || !factoryReady(game);
|
||||
}
|
||||
|
||||
|
|
@ -142,17 +163,17 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
}
|
||||
|
||||
function phaseLabel() {
|
||||
if (game.phase === 'running') return game.timeLeft <= 0 ? 'Clearing' : 'Sorting';
|
||||
if (game.phase === 'build') return 'Build';
|
||||
if (game.phase === 'gameover') return 'Game Over';
|
||||
return 'Title';
|
||||
if (game.phase === 'running') return game.timeLeft <= 0 ? TEXT.phases.clearing : TEXT.phases.running;
|
||||
if (game.phase === 'build') return TEXT.phases.build;
|
||||
if (game.phase === 'gameover') return TEXT.phases.gameover;
|
||||
return TEXT.phases.title;
|
||||
}
|
||||
|
||||
function showTitle() {
|
||||
ui.modalTitle.textContent = `Chick Sorter ${VERSION}`;
|
||||
ui.modalTitle.textContent = TEXT.versionTitle;
|
||||
ui.modalBody.innerHTML = `<div class="route-cards"><div class="route-card"><span class="route-icon">M</span><strong>Male</strong><b>-></b><em>Mixer</em><small>S1: A</small></div><div class="route-card"><span class="route-icon">F</span><strong>Female</strong><b>-></b><em>Truck</em><small>S1: D, then S2: right</small></div><div class="route-card"><span class="route-icon">P</span><strong>Poop</strong><b>-></b><em>Shredder</em><small>S1: D, then S2: left</small></div></div><p>Build phase: connect all receiver ports before Next Day. One day is one run.</p>`;
|
||||
ui.modalActions.innerHTML = '';
|
||||
ui.modalActions.appendChild(button('Start Game', startGame, 'primary-button'));
|
||||
ui.modalActions.appendChild(button(TEXT.actions.startGame, startGame, 'primary-button'));
|
||||
ui.modal.classList.remove('equipment-popover');
|
||||
ui.modal.classList.add('visible');
|
||||
}
|
||||
|
|
@ -178,7 +199,7 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
<div><strong>Mixer income</strong><span>${yen(r.mixerRevenue)} / unit ${yen(upgradedMixerPrice(game))}</span></div>
|
||||
<div><strong>Poop fine</strong><span>Mixer ${yen(r.mixerPoopFine)} / Shipment ${yen(r.truckPoopFine)}</span></div>
|
||||
<div><strong>Wrong truck fine</strong><span>${yen(r.maleTruckFine)}</span></div>
|
||||
<div><strong>Fairies社 fee</strong><span>Day ${r.turn} × ${yen(FAIRIES_FEE_PER_DAY)} = -${yen(r.fairiesFee)}</span></div>
|
||||
<div><strong>ZUNDA TAX</strong><span>Opening tax paid on Next Day: -${yen(r.zundaTax || 0)}</span></div>
|
||||
<div><strong>Explosion penalty</strong><span>${yen(r.explosionDamage)}</span></div>
|
||||
<div><strong>Daily earned formula</strong><span>(${yen(r.mixerRevenue)} + ${yen(r.ship.adjusted)} + ${yen(contractBonus)}) ÷ 1 day = ${yen(dailyEarned)}</span></div>
|
||||
<div><strong>Net profit formula</strong><span>${yen(r.revenue)} - ${yen(r.penalty)} = ${yen(r.profit)}</span></div>
|
||||
|
|
@ -186,7 +207,7 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
</div>
|
||||
${contractHtml}`;
|
||||
ui.modalActions.innerHTML = '';
|
||||
ui.modalActions.appendChild(button('Build Phase', hideModal, 'primary-button'));
|
||||
ui.modalActions.appendChild(button(TEXT.actions.buildPhase, hideModal, 'primary-button'));
|
||||
ui.modal.classList.remove('equipment-popover');
|
||||
ui.modal.classList.add('visible');
|
||||
}
|
||||
|
|
@ -195,12 +216,12 @@ export function createUISystem({ game, ui, build, startGame, activeQueuedChick }
|
|||
const processed = game.totals.processed;
|
||||
const accuracy = processed ? Math.round(game.totals.correct / processed * 100) : 0;
|
||||
const fs = finalScore(game);
|
||||
ui.modalTitle.textContent = 'Game Over';
|
||||
ui.modalTitle.textContent = TEXT.phases.gameover;
|
||||
ui.modalBody.innerHTML = `<p>Your cash went negative.</p>
|
||||
<div class="formula-box"><strong>Final score formula</strong><br>Base = Cash + Total revenue + Factory value × 0.5 + Contract bonus × 0.5 = ${yen(fs.base)}<br>Daily earned = ceil(Base ÷ Days) = ceil(${yen(fs.base)} ÷ ${fs.days}) = ${yen(fs.dailyEarned)}<br>Score = max(0, floor(Base + Daily earned + Correct×5 - Total outflow - Day penalty)) = ${fs.score}</div>
|
||||
<div class="result-grid"><div><strong>Final Score</strong><span>${fs.score}</span></div><div><strong>Survival</strong><span>${game.totals.turnsCompleted} days</span></div><div><strong>Final Cash</strong><span>${yen(game.cash)}</span></div><div><strong>Factory Value</strong><span>${yen(fs.factoryValue)}</span></div><div><strong>Total Revenue</strong><span>${yen(game.totals.revenue)}</span></div><div><strong>Daily Earned</strong><span>${yen(fs.dailyEarned)} / day</span></div><div><strong>Total Outflow</strong><span>${yen(game.totals.penalty)}</span></div><div><strong>Fairies社 Fees</strong><span>${yen(game.totals.fairiesFee)}</span></div><div><strong>Correct Sorts</strong><span>${game.totals.correct}</span></div><div><strong>Accuracy</strong><span>${accuracy}%</span></div><div><strong>Auto Sorted</strong><span>${game.totals.autoSorted}</span></div><div><strong>Poop Control</strong><span>${game.totals.poopTrash} trashed / ${game.totals.poopTruck} shipped / ${game.totals.poopMixer} mixer</span></div><div><strong>Explosion Penalty</strong><span>${yen(game.totals.explosionDamage)}</span></div><div><strong>Contract Bonus</strong><span>${yen(game.totals.contractBonus)}</span></div><div><strong>Day Penalty</strong><span>-${fs.dayPenalty}</span></div><div><strong>Contracts</strong><span>${game.totals.contractSuccess} success / ${game.totals.contractFailed} failed</span></div></div>`;
|
||||
<div class="result-grid"><div><strong>Final Score</strong><span>${fs.score}</span></div><div><strong>Survival</strong><span>${game.totals.turnsCompleted} days</span></div><div><strong>Final Cash</strong><span>${yen(game.cash)}</span></div><div><strong>Factory Value</strong><span>${yen(fs.factoryValue)}</span></div><div><strong>Total Revenue</strong><span>${yen(game.totals.revenue)}</span></div><div><strong>Daily Earned</strong><span>${yen(fs.dailyEarned)} / day</span></div><div><strong>Total Outflow</strong><span>${yen(game.totals.penalty)}</span></div><div><strong>ZUNDA TAX</strong><span>${yen(game.totals.zundaTax)}</span></div><div><strong>Correct Sorts</strong><span>${game.totals.correct}</span></div><div><strong>Accuracy</strong><span>${accuracy}%</span></div><div><strong>Auto Sorted</strong><span>${game.totals.autoSorted}</span></div><div><strong>Poop Control</strong><span>${game.totals.poopTrash} trashed / ${game.totals.poopTruck} shipped / ${game.totals.poopMixer} mixer</span></div><div><strong>Explosion Penalty</strong><span>${yen(game.totals.explosionDamage)}</span></div><div><strong>Contract Bonus</strong><span>${yen(game.totals.contractBonus)}</span></div><div><strong>Day Penalty</strong><span>-${fs.dayPenalty}</span></div><div><strong>Contracts</strong><span>${game.totals.contractSuccess} success / ${game.totals.contractFailed} failed</span></div></div>`;
|
||||
ui.modalActions.innerHTML = '';
|
||||
ui.modalActions.appendChild(button('Restart', startGame, 'primary-button'));
|
||||
ui.modalActions.appendChild(button(TEXT.actions.restart, startGame, 'primary-button'));
|
||||
ui.modal.classList.remove('equipment-popover');
|
||||
ui.modal.classList.add('visible');
|
||||
}
|
||||
|
|
|
|||
26
styles.css
26
styles.css
|
|
@ -24,7 +24,7 @@ h1, h2, p { margin: 0; }
|
|||
.hud-top-right { top: 10px; right: 10px; grid-template-columns: repeat(4, minmax(78px, auto)); }
|
||||
.hud-card { min-width: 82px; padding: 7px 9px; border: 3px solid var(--line); background: rgba(255,255,255,.88); box-shadow: 4px 4px 0 rgba(16,32,21,.16); }
|
||||
.hud-card.primary { min-width: 116px; padding: 10px 12px; background: rgba(255,255,255,.96); }
|
||||
.hud-card.primary span { font-size: 10px; }
|
||||
.hud-card.primary span { font-size: 9px; }
|
||||
.hud-card.primary strong { font-size: clamp(22px, 2vw, 32px); }
|
||||
.hud-card.time-critical { background: #fff0d1; box-shadow: inset 0 0 0 4px var(--danger), 4px 4px 0 rgba(16,32,21,.16); }
|
||||
.hud-card span { display: block; font-size: 9px; letter-spacing: .1em; color: var(--muted); margin-bottom: 4px; }
|
||||
|
|
@ -43,8 +43,8 @@ h1, h2, p { margin: 0; }
|
|||
.build-panel { position: absolute; z-index: 6; top: 118px; right: 12px; bottom: 12px; width: clamp(278px, 23vw, 360px); min-height: 0; padding: 10px; border: 4px solid var(--line); background: var(--panel); box-shadow: var(--shadow); overflow: auto; }
|
||||
.panel-head { display: grid; gap: 8px; margin-bottom: 10px; }
|
||||
.panel-head h1 { font-size: 15px; letter-spacing: .06em; }
|
||||
.panel-head h1 span { font-size: 10px; color: var(--white); background: var(--green); border: 2px solid var(--line); padding: 1px 6px; }
|
||||
.panel-head p { color: var(--muted); margin-top: 4px; font-size: 10px; line-height: 1.25; }
|
||||
.panel-head h1 span { font-size: 9px; color: var(--white); background: var(--green); border: 2px solid var(--line); padding: 1px 6px; }
|
||||
.panel-head p { color: var(--muted); margin-top: 4px; font-size: 9px; line-height: 1.25; }
|
||||
.panel-grid { display: grid; grid-template-columns: 1fr; gap: 10px; }
|
||||
.build-panel h2 { font-size: 11px; text-transform: uppercase; letter-spacing: .1em; margin-bottom: 7px; }
|
||||
.large-tools { display: grid; grid-template-columns: 1fr 1fr; gap: 6px; }
|
||||
|
|
@ -59,10 +59,10 @@ h1, h2, p { margin: 0; }
|
|||
.primary-button { padding: 10px 12px; background: var(--green); color: var(--white); white-space: nowrap; }
|
||||
.primary-button:disabled, .tool-button:disabled, .sort-button:disabled, .facility-action:disabled { opacity: .42; cursor: not-allowed; }
|
||||
.mini-box, .facility-panel-empty, .facility-card { border: 3px solid var(--line); background: var(--white); padding: 12px; line-height: 1.45; color: var(--muted); font-size: 11px; }
|
||||
.facility-card h3 { color: var(--ink); font-size: 14px; margin: 0 0 6px; }
|
||||
.facility-card h3 { color: var(--ink); font-size: 12px; margin: 0 0 6px; }
|
||||
.facility-card p { margin: 4px 0; }
|
||||
.facility-actions { display: flex; flex-wrap: wrap; gap: 6px; margin-top: 8px; }
|
||||
.facility-action { padding: 7px 9px; font-size: 10px; }
|
||||
.facility-action { padding: 7px 9px; font-size: 9px; }
|
||||
.facility-action.good { background: var(--green-soft); }
|
||||
.facility-action.warn { background: #fff0d1; }
|
||||
.facility-action.danger { background: #ffdada; }
|
||||
|
|
@ -115,7 +115,7 @@ h1, h2, p { margin: 0; }
|
|||
.result-section-title:first-child { margin-top: 0; }
|
||||
.muted-title { color: var(--muted); border: 3px solid var(--line); padding: 10px; background: #f7fff5; }
|
||||
|
||||
.compact-rules .mini-box { padding: 8px; font-size: 10px; }
|
||||
.compact-rules .mini-box { padding: 8px; font-size: 9px; }
|
||||
.primary-button:disabled { filter: grayscale(1); background: #c9d2ca; color: #526456; }
|
||||
.formula-box {
|
||||
border: 3px solid var(--line);
|
||||
|
|
@ -149,10 +149,10 @@ h1, h2, p { margin: 0; }
|
|||
position: absolute;
|
||||
left: var(--popover-x, 16px);
|
||||
top: var(--popover-y, 16px);
|
||||
width: min(320px, calc(100vw - 24px));
|
||||
max-height: min(360px, calc(100vh - 24px));
|
||||
width: min(250px, calc(100vw - 24px));
|
||||
max-height: min(280px, calc(100vh - 24px));
|
||||
overflow: auto;
|
||||
padding: 10px;
|
||||
padding: 8px;
|
||||
border-width: 3px;
|
||||
pointer-events: auto;
|
||||
box-shadow: 6px 6px 0 rgba(16,32,21,.18);
|
||||
|
|
@ -167,16 +167,16 @@ h1, h2, p { margin: 0; }
|
|||
justify-content: flex-start;
|
||||
}
|
||||
.modal.equipment-popover .modal-actions button {
|
||||
padding: 7px 9px;
|
||||
font-size: 10px;
|
||||
padding: 5px 7px;
|
||||
font-size: 9px;
|
||||
}
|
||||
.equipment-menu-lines.compact {
|
||||
padding: 7px;
|
||||
margin: 6px 0;
|
||||
font-size: 10px;
|
||||
font-size: 9px;
|
||||
}
|
||||
.formula-box.compact {
|
||||
padding: 7px;
|
||||
margin: 6px 0;
|
||||
font-size: 10px;
|
||||
font-size: 9px;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue