diff --git a/README.md b/README.md index 90ddd52..eb0daf6 100644 --- a/README.md +++ b/README.md @@ -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. diff --git a/index.html b/index.html index 44a21b6..1e94edb 100644 --- a/index.html +++ b/index.html @@ -3,7 +3,7 @@
-Build, drag, connect all receiver ports, then start the next day.