cards and lot of
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README.md
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README.md
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# Chick Sorter v14.0 Zunda Tax / Resale
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# Chick Sorter v16.1 Card Target Overlay Fix
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## Changes in this build
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- Changed Egg Farm build price to `¥250`.
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- Replaced the previous daily Fairies fee with `ZUNDA TAX`, paid when `Next Day` is pressed.
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- `ZUNDA TAX` taxes only cash above `¥500`: `ceil((cash - 500) × rate)`, with 5% added per `¥500` band and a 95% cap.
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- Removing equipment from a previous Build phase now sells it for 50% of its build price; same-Build removals still refund 100%.
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- Removed visible `STOPPED` text/highlight. Blocked chicks simply stay still.
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- Removed route-overlay arrows/colored flow arrows. Conveyor movement is now shown by small direction triangles inside belt tiles.
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- Moved the starter S1 position lower so the Egg Farm and S1 have more distance.
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- Moved the Truck to the bottom side of the grid and connected the starter S2-to-Truck belt to the new receiver.
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- Made scanner and facility ports strict: a belt must occupy the exact port cell to count as connected.
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- Expanded `Next Day` validation to scanner inputs/outputs and planned output routes, not just machine receiver cells.
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- Build buttons for unaffordable equipment, or already-built unique machines, are disabled and visually faded.
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- Removed Close buttons from clicked-equipment/upgrade popovers. Click outside the popover to close it.
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- Kept `src/index.html` and `src/styles.css` removed; the project uses the root `index.html` and `styles.css` only.
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- Continued centralized price/income/fine/facility definitions in `src/core/config.js`, shared text in `src/core/text.js`, and economy logic in `src/systems/economy.js`.
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This build refines the v15 card and tax system.
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## Structure ideas for the next cleanup pass
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- Move HTML button content to a data-rendered build panel instead of hard-coded markup.
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- Give every equipment object a `defId`, so runtime state never duplicates names, prices, sizes, or upgrade rules.
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- Store routes as cell arrays and convert to pixel paths only at movement/draw time.
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- Cache route plans per build session, then invalidate once on build/erase/drag instead of recomputing every draw.
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- Split route validation into errors and warnings, so optional/unused equipment can be supported later without blocking the day.
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- Remove legacy fallback paths after save compatibility is no longer needed.
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## v16.1 changes
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- Fixed equipment improvement target-picking overlay by importing the target bounds helper into the renderer.
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- Non-candidate equipment now receives a full dark overlay, and valid upgrade candidates are explicitly white-highlighted.
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- Added a fallback message when a target picker has no valid target, so the game no longer appears frozen.
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## v16 changes
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- `Extra Cards` is now immediate.
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- Selecting it consumes the current card pick, then grants 2 more card selections in the same draft.
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- It no longer increases future draft size.
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- Equipment improvement cards now target machines on the map.
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- Valid targets are highlighted in white.
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- Non-target areas are darkened.
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- Click a highlighted machine to apply the upgrade.
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- `Esc` cancels target selection and returns to the card draft.
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- ZUNDA TAX and Fairies tribute no longer contaminate the next day’s profit display.
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- They are still paid when `Next Day` is pressed.
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- They still affect cash and total outflow.
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- They are not counted inside the new day’s `Turn Profit`.
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- ZUNDA TAX exemption / Legal Work behavior was rechecked and kept explicit.
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- Base exemption: ¥500.
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- `Legal Work`: exemption +¥250 and 95% cap point +¥250.
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- Tax rate: 5% from the first yen above the exemption.
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- +5% per ¥500 taxable band.
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- Maximum rate: 95%.
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- EGG FARM price remains ¥250.
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## Active ZUNDA TAX formula
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```text
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taxable = max(0, cash - exemption)
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rate = min(95%, ceil(taxable / 500) × 5%)
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ZUNDA TAX = ceil(taxable × rate)
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```
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With no `Legal Work`, `exemption = ¥500`, so ¥501 starts at 5% and ¥10,000 reaches 95%.
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