lots of tweaks and updates

This commit is contained in:
33333-33333 2026-06-07 20:36:52 +09:00
commit 6d6fbe85a9
18 changed files with 762 additions and 528 deletions

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@ -1,27 +1,25 @@
# Chick Sorter v11.0 Routing / Compact Upgrades
# Chick Sorter v14.0 Zunda Tax / Resale
Open `index.html` in a browser.
## Changes in this build
- Changed Egg Farm build price to `¥250`.
- Replaced the previous daily Fairies fee with `ZUNDA TAX`, paid when `Next Day` is pressed.
- `ZUNDA TAX` taxes only cash above `¥500`: `ceil((cash - 500) × rate)`, with 5% added per `¥500` band and a 95% cap.
- Removing equipment from a previous Build phase now sells it for 50% of its build price; same-Build removals still refund 100%.
- Removed visible `STOPPED` text/highlight. Blocked chicks simply stay still.
- Removed route-overlay arrows/colored flow arrows. Conveyor movement is now shown by small direction triangles inside belt tiles.
- Moved the starter S1 position lower so the Egg Farm and S1 have more distance.
- Moved the Truck to the bottom side of the grid and connected the starter S2-to-Truck belt to the new receiver.
- Made scanner and facility ports strict: a belt must occupy the exact port cell to count as connected.
- Expanded `Next Day` validation to scanner inputs/outputs and planned output routes, not just machine receiver cells.
- Build buttons for unaffordable equipment, or already-built unique machines, are disabled and visually faded.
- Removed Close buttons from clicked-equipment/upgrade popovers. Click outside the popover to close it.
- Kept `src/index.html` and `src/styles.css` removed; the project uses the root `index.html` and `styles.css` only.
- 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`.
## v11.0 changes
- Egg Farm price is now JPY 300.
- Initial S2-to-Truck conveyor lane is longer.
- Egg Farm shutters reopen in Build phase after each day.
- Mixer and Truck upgrades have no level cap. Each upgrade increases income and matching fines by `ceil(base × 1.05^upgrade count)`.
- Manual Scanner and Conveyor upgrade choices are removed.
- Equipment click menu is a compact bubble instead of a large overlay.
- Explosion damage is `ceil(equipment price / 30)`.
- Spawn blocking now highlights the stopped chick instead of showing `WAIT`.
- Scanner/facility routing is more tolerant after manual conveyor dragging.
## Controls
Sorting:
- S1: A = Mixer, D = S2
- S2: Left Arrow = Shredder, Right Arrow = Truck
Build phase:
- Left drag empty area: box select
- Drag selected equipment: move selection
- Right drag: pan
- Ctrl+Z / Ctrl+Y: undo / redo
## Structure ideas for the next cleanup pass
- Move HTML button content to a data-rendered build panel instead of hard-coded markup.
- Give every equipment object a `defId`, so runtime state never duplicates names, prices, sizes, or upgrade rules.
- Store routes as cell arrays and convert to pixel paths only at movement/draw time.
- Cache route plans per build session, then invalidate once on build/erase/drag instead of recomputing every draw.
- Split route validation into errors and warnings, so optional/unused equipment can be supported later without blocking the day.
- Remove legacy fallback paths after save compatibility is no longer needed.

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@ -3,7 +3,7 @@
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>Chick Sorter v11.0 Routing / Compact Upgrades</title>
<title>Chick Sorter v14.0 Zunda Tax / Resale</title>
<link rel="stylesheet" href="./styles.css" />
</head>
<body>
@ -12,9 +12,9 @@
<canvas id="gameCanvas" width="1440" height="900" aria-label="Chick Sorter game canvas"></canvas>
<div class="hud hud-top-left" aria-label="Run status">
<div class="hud-card cash"><span>CASH</span><strong id="money">JPY 250</strong></div>
<div class="hud-card cash"><span>CASH</span><strong id="money">250</strong></div>
<div class="hud-card"><span>TIME</span><strong id="timeLeft">60.0s</strong></div>
<div class="hud-card profit"><span>NET</span><strong id="turnProfit">JPY 0</strong></div>
<div class="hud-card profit"><span>NET</span><strong id="turnProfit">0</strong></div>
<div class="hud-card"><span>DAY</span><strong id="turn">1</strong></div>
<div class="hud-card compact"><span>PHASE</span><strong id="phaseLabel">Title</strong></div>
</div>
@ -35,7 +35,7 @@
<div id="buildPanel" class="build-panel" aria-label="Build and facility upgrades">
<div class="panel-head">
<div>
<h1>CHICK SORTER <span>v11.0</span></h1>
<h1>CHICK SORTER <span>v14.0</span></h1>
<p>Build, drag, connect all receiver ports, then start the next day.</p>
</div>
<button id="nextTurnButton" class="primary-button" type="button">Next Day</button>
@ -45,13 +45,13 @@
<section class="equipment-section">
<h2>Add / Edit Equipment</h2>
<div class="large-tools">
<button id="buildConveyorButton" class="tool-button" type="button"><strong>Conveyor</strong><span>JPY 30 / tile</span></button>
<button id="buildEggFarmButton" class="tool-button" type="button"><strong>Egg Farm</strong><span>JPY 300</span></button>
<button id="buildAutoScannerButton" class="tool-button" type="button"><strong>Auto Scanner</strong><span>JPY 360 / 4.5s cooldown</span></button>
<button id="buildManualScannerButton" class="tool-button" type="button"><strong>Manual Scanner</strong><span>JPY 260</span></button>
<button id="buildMixerButton" class="tool-button" type="button"><strong>Mixer</strong><span>JPY 450</span></button>
<button id="buildTrashButton" class="tool-button" type="button"><strong>Waste Shredder</strong><span>JPY 240</span></button>
<button id="buildTruckButton" class="tool-button" type="button"><strong>Truck</strong><span>JPY 450</span></button>
<button id="buildConveyorButton" class="tool-button" type="button"><strong>Conveyor</strong><span>30 / tile</span></button>
<button id="buildEggFarmButton" class="tool-button" type="button"><strong>Egg Farm</strong><span>¥250</span></button>
<button id="buildAutoScannerButton" class="tool-button" type="button"><strong>Auto Scanner</strong><span>360 / 4.5s cooldown</span></button>
<button id="buildManualScannerButton" class="tool-button" type="button"><strong>Manual Scanner</strong><span>260</span></button>
<button id="buildMixerButton" class="tool-button" type="button"><strong>Mixer</strong><span>450</span></button>
<button id="buildTrashButton" class="tool-button" type="button"><strong>Waste Shredder</strong><span>240</span></button>
<button id="buildTruckButton" class="tool-button" type="button"><strong>Truck</strong><span>450</span></button>
<button id="eraseButton" class="tool-button danger" type="button"><strong>Erase</strong><span>Remove any equipment</span></button>
<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>
</div>
@ -92,6 +92,6 @@
</div>
</div>
<script type="module" src="./src/game.js?v=11.0-routing-compact-upgrades"></script>
<script type="module" src="./src/game.js?v=14.0-zunda-tax-resale"></script>
</body>
</html>

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@ -1,41 +1,78 @@
export const VERSION = 'v11.0 Routing / Compact Upgrades';
export const VERSION = 'v14.0 Zunda Tax / Resale';
export const TURN_SECONDS = 60;
export const STARTING_CASH = 250;
export const MIXER_PRICE = 5;
export const TRUCK_PRICE = 10;
export const POOP_RATE = 0.08;
export const MIXER_HALF_SECONDS = 10;
export const TRUCK_POOP_DECAY = 0.01;
export const CONVEYOR_SPEED = 52;
export const CONVEYOR_SPEED_GROWTH = 1.00;
export const CONVEYOR_SPEED_MAX = 300;
export const POOP_FINE = 10;
export const FAIRIES_FEE_PER_DAY = 10;
export const INCOME_UPGRADE_RATE = 1.05;
export const ECONOMY = {
income: {
mixer: 5,
truck: 10
},
poopFine: 10,
zundaTax: {
exemption: 500,
stepAmount: 500,
stepRate: 0.05,
maxRate: 0.95
},
incomeUpgradeRate: 1.05,
explosionDamageDivisor: 30,
maleTruckFinePerHalfDay: 30
};
export const FARM_SHUTDOWN_GRACE_SECONDS = 10;
export const AUTO_SCANNER_COOLDOWN = 4.5;
export const CONTRACT_EVENT_CHANCE = 0.70;
export const CONTRACT_EVENT_FIRST_TURN = 8;
export const POOP_RATE = 0.08;
export const CONVEYOR_SPEED = 52;
export const CONVEYOR_SPEED_MAX = 300;
export const GRID = { x: 190, y: 142, cols: 22, rows: 13, cell: 46 };
export const BUILD_COSTS = {
conveyor: 30,
eggFarm: 300,
manualScanner: 260,
autoScanner: 360,
mixer: 450,
trash: 240,
truck: 450
export const FACILITY_DEFS = {
conveyor: {
id: 'conveyor', type: 'conveyor', name: 'Conveyor', shortName: 'Belt', price: 30,
buildable: true, upgradeable: false
},
eggFarm: {
id: 'eggFarm', type: 'eggFarm', name: 'Egg Farm', shortName: 'EGG', price: 250,
buildable: true, upgradeable: true, maxLevel: 4, upgradeCosts: [null, 300, 720, 1600]
},
manualScanner: {
id: 'manualScanner', type: 'scanner', kind: 'manual', name: 'Manual Scanner', shortName: 'Manual Scanner', price: 260,
buildable: true, upgradeable: false
},
autoScanner: {
id: 'autoScanner', type: 'scanner', kind: 'auto', name: 'Auto Scanner', shortName: 'Auto Scanner', price: 360,
buildable: true, upgradeable: false
},
mixer: {
id: 'mixer', type: 'facility', name: 'Mixer', shortName: 'MIXER', price: 450,
buildable: true, upgradeable: true, incomeKey: 'mixer', body: { w: 164, h: 126 }
},
trash: {
id: 'trash', type: 'facility', name: 'Waste Shredder', shortName: 'SHREDDER', price: 240,
buildable: true, upgradeable: false, body: { w: 180, h: 100 }
},
truck: {
id: 'truck', type: 'facility', name: 'Truck', shortName: 'TRUCK', price: 450,
buildable: true, upgradeable: true, incomeKey: 'truck', body: { w: 176, h: 138 }
}
};
export const FACILITY_PRICES = {
mixer: 450,
trash: 240,
truck: 450
};
export const BUILD_TOOL_IDS = ['conveyor', 'eggFarm', 'autoScanner', 'manualScanner', 'mixer', 'trash', 'truck'];
export const MACHINE_FACILITY_IDS = ['mixer', 'trash', 'truck'];
export const INCOME_FACILITY_IDS = ['mixer', 'truck'];
// Compatibility exports. New code should prefer FACILITY_DEFS and ECONOMY.
export const BUILD_COSTS = Object.fromEntries(Object.entries(FACILITY_DEFS).map(([id, def]) => [id, def.price]));
export const FACILITY_PRICES = Object.fromEntries(MACHINE_FACILITY_IDS.map(id => [id, FACILITY_DEFS[id].price]));
export const MIXER_PRICE = ECONOMY.income.mixer;
export const TRUCK_PRICE = ECONOMY.income.truck;
export const POOP_FINE = ECONOMY.poopFine;
export const ZUNDA_TAX = ECONOMY.zundaTax;
export const INCOME_UPGRADE_RATE = ECONOMY.incomeUpgradeRate;
export const DIRS = [
{ name: 'right', dc: 1, dr: 0, angle: 0, opposite: 'left' },

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@ -1,4 +1,4 @@
import { BUILD_COSTS, FACILITY_PRICES, GRID } from './config.js';
import { BUILD_COSTS, FACILITY_DEFS, GRID } from './config.js';
import { nextSpawnDelay } from './state.js';
import { currentPoopRate } from '../systems/contracts.js';
@ -15,7 +15,7 @@ export function createEggFarm(game, col, row) {
}
export function createScanner(game, col, row, kind) {
const cost = kind === 'auto' ? BUILD_COSTS.autoScanner : BUILD_COSTS.manualScanner;
const cost = kind === 'auto' ? FACILITY_DEFS.autoScanner.price : FACILITY_DEFS.manualScanner.price;
const manualCount = game.scanners.filter(s => s.kind === 'manual').length;
return {
type: 'scanner', id: game.nextId++, kind,
@ -59,11 +59,10 @@ export function layoutFacilityOnEdge(facility, entry, side) {
export function createFacility(game, id, p, price) {
const { entry, side } = nearestGridEdge(p);
const spec = {
mixer: { name: 'Mixer', w: 164, h: 126, price: FACILITY_PRICES.mixer },
trash: { name: 'Waste Shredder', w: 180, h: 100, price: FACILITY_PRICES.trash },
truck: { name: 'Truck', w: 176, h: 138, price: FACILITY_PRICES.truck }
}[id] || { name: id[0].toUpperCase() + id.slice(1), w: 168, h: 110, price };
const def = FACILITY_DEFS[id];
const spec = def
? { name: def.name, w: def.body?.w || 168, h: def.body?.h || 110, price: def.price }
: { name: id[0].toUpperCase() + id.slice(1), w: 168, h: 110, price };
const f = {
type: 'facility', id,
name: spec.name,

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@ -1,4 +1,4 @@
import { STARTING_CASH, TURN_SECONDS, FARM_SHUTDOWN_GRACE_SECONDS, BUILD_COSTS, FACILITY_PRICES, GRID } from './config.js';
import { STARTING_CASH, TURN_SECONDS, FARM_SHUTDOWN_GRACE_SECONDS, BUILD_COSTS, FACILITY_DEFS, GRID } from './config.js';
import { randomBetween } from './utils.js';
export function newTurnStats() {
@ -18,7 +18,7 @@ export function newTurnStats() {
pendingTruckRevenue: 0,
mixerRevenue: 0,
truckRevenue: 0,
fairiesFee: 0,
zundaTax: 0,
mixerPoopFine: 0,
truckPoopFine: 0,
maleTruckFine: 0,
@ -46,7 +46,7 @@ export function newTotalStats() {
poopMixer: 0,
explosionDamage: 0,
contractBonus: 0,
fairiesFee: 0,
zundaTax: 0,
mixerPoopFine: 0,
truckPoopFine: 0,
maleTruckFine: 0,
@ -109,14 +109,10 @@ export function nextSpawnDelay(farm) {
}
function facilityBodyForEntry(id, entry, side) {
const sizes = {
mixer: { w: 164, h: 126, name: 'Mixer', price: FACILITY_PRICES.mixer },
trash: { w: 180, h: 100, name: 'Waste Shredder', price: FACILITY_PRICES.trash },
truck: { w: 176, h: 138, name: 'Truck', price: FACILITY_PRICES.truck }
};
const def = FACILITY_DEFS[id];
const spec = { ...def.body, name: def.name, price: def.price };
const g = { left: GRID.x, right: GRID.x + GRID.cols * GRID.cell, top: GRID.y, bottom: GRID.y + GRID.rows * GRID.cell };
const c = { x: GRID.x + entry.col * GRID.cell + GRID.cell / 2, y: GRID.y + entry.row * GRID.cell + GRID.cell / 2 };
const spec = sizes[id];
let x = c.x - spec.w / 2;
let y = c.y - spec.h / 2;
if (side === 'left') { x = g.left - spec.w - 18; y = c.y - spec.h / 2; }
@ -129,9 +125,9 @@ function facilityBodyForEntry(id, entry, side) {
export function defaultFacilities() {
return {
// Machine bodies sit outside the build grid. Only these receiver cells sit on the grid edge.
mixer: facilityBodyForEntry('mixer', { col: 0, row: 4 }, 'left'),
mixer: facilityBodyForEntry('mixer', { col: 0, row: 5 }, 'left'),
trash: facilityBodyForEntry('trash', { col: 10, row: 12 }, 'bottom'),
truck: facilityBodyForEntry('truck', { col: 21, row: 7 }, 'right')
truck: facilityBodyForEntry('truck', { col: 17, row: 12 }, 'bottom')
};
}
@ -139,27 +135,27 @@ export function resetLayout(game) {
game.conveyorTiles.clear();
game.conveyorMeta.clear();
const initial = [
// Egg Farm -> S1 top input. Shorter starter approach lane.
[4, 1], [4, 2], [4, 3],
// Egg Farm -> S1 top input. S1 starts lower so the farm is not pressed against it.
[4, 1], [4, 2], [4, 3], [4, 4],
// S1 left output -> Mixer receiver on the left grid edge.
[3, 4], [2, 4], [1, 4], [0, 4],
[3, 5], [2, 5], [1, 5], [0, 5],
// S1 right output -> S2 top input.
[5, 4], [6, 4], [7, 4], [8, 4], [9, 4],
[9, 5], [10, 5], [11, 5], [11, 6],
[5, 5], [6, 5], [7, 5], [8, 5], [9, 5], [10, 5], [11, 5],
[11, 6], [11, 7],
// S2 left output -> Waste Shredder receiver on bottom grid edge.
[10, 7], [10, 8], [10, 9], [10, 10], [10, 11], [10, 12],
// S2 right output -> Truck receiver on the right grid edge.
// Restored a longer lane so S2-to-truck transport is readable and less congested.
[12, 7], [13, 7], [14, 7], [15, 7], [16, 7], [17, 7], [18, 7], [19, 7], [20, 7], [21, 7]
]; for (const [col, row] of initial) {
[10, 8], [10, 9], [10, 10], [10, 11], [10, 12],
// S2 right output -> Truck receiver on the bottom grid edge.
[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
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@ -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();
}

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@ -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)); }

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@ -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);

View file

@ -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)}`, 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) {

View file

@ -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)}`);

View file

@ -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();

View file

@ -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;

View file

@ -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;

View file

@ -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);

View file

@ -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;
}

View file

@ -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();
}

View file

@ -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 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');
}

View file

@ -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;
}