lots of tweaks and updates
This commit is contained in:
parent
b454ffbd40
commit
6d6fbe85a9
18 changed files with 762 additions and 528 deletions
48
README.md
48
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.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue