lots of tweaks and updates

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# 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.