Session 14: Buy All Upgrades (bulk-buy for upgrades) + empty-slot boost leak fix
- Added Game.buyAllUpgrades(): buys every affordable upgrade at once, respecting per-upgrade requirements and looping until nothing remains. - Added a 'Buy All' button to the Upgrades tab header; UI.updateBuyAllButton() shows/hides & enables/disables it live each tick based on affordability. - Fixed empty-slot branch of switchSlot(): added productionBoostUntil: 0 so a temporary golden-bloom boost cannot leak into a fresh slot. - Added .upgrades-header / .buy-all-btn CSS (gold accent theme). Verified: headless test buy-all-upgrades-test.mjs 24/24 pass; existing golden-bloom (22/22) and buy-max (6/6) tests re-run clean, no regressions.
This commit is contained in:
@@ -327,6 +327,42 @@ h2, h3 {
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opacity: 0.4;
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}
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/* Upgrades header + Buy All button */
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.upgrades-header {
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display: flex;
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align-items: center;
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justify-content: space-between;
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margin-bottom: 10px;
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}
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.upgrades-header h3 {
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margin: 0;
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}
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.buy-all-btn {
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background: var(--accent-gold);
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color: var(--bg-primary, #1a1035);
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border: none;
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border-radius: 6px;
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padding: 6px 14px;
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cursor: pointer;
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font-weight: bold;
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font-size: 0.8rem;
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transition: all 0.2s ease;
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}
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.buy-all-btn:hover:not(:disabled) {
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background: #f1c40f;
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transform: scale(1.03);
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}
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.buy-all-btn:disabled {
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background: var(--text-muted);
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color: var(--bg-primary, #1a1035);
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cursor: not-allowed;
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opacity: 0.4;
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}
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/* Side Panel Tabs */
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.tabs {
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display: flex;
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@@ -386,3 +386,31 @@ Wrote a headless Node.js test (`/opt/data/idle-game-test/slot-preview-test.mjs`)
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- Consider adding a "Buy Max" button to upgrades too (one-time purchases — less critical).
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- Potential new building tiers or prestige milestones.
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- Sound variations or background music.
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---
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### Session 14 - 2026-08-24 (Morning)
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**Status:** ✅ Buy All Upgrades (Bulk-Buy for Upgrades) Added
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#### What was done:
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- Followed up on Sessions 10, 11, and 13's recurring "next goal" by adding a **Buy All** button to the Upgrades tab. Previously one-time upgrades could only be purchased individually (one click each), which was tedious once dozens were available — buildings already had a Buy Max bulk-buy from Session 10, but upgrades did not.
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- Added `Game.buyAllUpgrades()` which loops through every upgrade in `UPGRADES`, skips owned ones, respects each upgrade's `requirements` (building-count gates), and buys everything affordable at once. It runs until a full pass purchases nothing (so buying one upgrade can unlock affordability for another via the stardust re-check), then returns `{ bought: count, ids: [...] }`.
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- Wired a **Buy All** button into the Upgrades tab header in `index.html` (`#buy-all-upgrades`).
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- Added `UI.updateBuyAllButton()` (called from `UI.updateUpgrades()` each tick) which shows/hides the button based on whether any unowned, requirement-met upgrade is currently affordable, and toggles its disabled state live.
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- Added CSS for `.upgrades-header` (flex layout) and `.buy-all-btn` (gold accent theme matching existing buttons, hover scale, disabled state).
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- Fixed a latent bug found during testing: the empty-slot branch of `Game.switchSlot()` did not reset `state.productionBoostUntil`, which could leave a stale golden-bloom boost active after switching to a fresh slot. Added `productionBoostUntil: 0` to that branch for symmetry with `reset()`.
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#### Files modified:
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- `js/game.js` - added `buyAllUpgrades()` method; wired Buy All button click listener in setupEventListeners(); fixed empty-slot productionBoostUntil reset in switchSlot()
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- `js/ui.js` - added `updateBuyAllButton()`; called it from `updateUpgrades()` each tick
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- `index.html` - added Buy All button to Upgrades tab header
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- `css/game.css` - `.upgrades-header`, `.buy-all-btn` styles
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- `dev-journal.md` - appended Session 14 entry
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#### Verification:
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Wrote a headless Node.js test (`/opt/data/idle-game-test/buy-all-upgrades-test.mjs`) evaluating the real game.js and ui.js in-process with DOM/audio/particle stubs. **24/24 checks pass**, covering: no-op when nothing affordable, bulk purchase with requirement gating (blocks unmet requirements), chained affordability across loop passes, idempotent second call, already-owned upgrade skipping, notification-on-purchase vs silence on no-op, and the real `UI.updateBuyAllButton()` show/hide/enabled state against actual BUILDINGS/UPGRADES data. Existing buy-max (6/6) and golden-bloom (22/22) tests re-ran clean — no regressions. All modified JS files pass `node --check`.
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#### Next goals:
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- Consider adding a "Buy Max" button to the prestige upgrades list as well.
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- Potential new building tiers or prestige milestones.
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- Sound variations or background music.
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@@ -58,7 +58,10 @@
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</div>
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<div id="upgrades-tab" class="tab-content active">
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<div class="upgrades-header">
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<h3>Upgrades</h3>
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<button id="buy-all-upgrades" class="buy-all-btn" style="display:none" title="Buy every upgrade you can currently afford">Buy All</button>
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</div>
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<div id="upgrades-list"></div>
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</div>
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+53
@@ -124,6 +124,14 @@ const Game = {
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UI.hideImportModal();
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});
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// Buy All upgrades button.
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const buyAllBtn = document.getElementById('buy-all-upgrades');
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if (buyAllBtn) {
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buyAllBtn.addEventListener('click', () => {
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Game.buyAllUpgrades();
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});
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}
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document.getElementById('reset-btn').addEventListener('click', () => {
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if (confirm('Are you sure you want to reset all progress? This cannot be undone!')) {
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this.reset();
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@@ -419,6 +427,48 @@ const Game = {
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return false;
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},
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/**
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* Buy every upgrade the player can currently afford at once.
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* Returns an object describing what happened: { bought: count, ids: [...] }.
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* Upgrades are one-time purchases, so we loop until nothing affordable remains.
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*/
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buyAllUpgrades() {
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const bought = [];
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// Loop until a pass buys nothing (each purchase may unlock new affordability).
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let progress = true;
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while (progress) {
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progress = false;
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for (const [id, upgrade] of Object.entries(UPGRADES)) {
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if (this.state.upgrades.includes(id)) continue;
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// Respect requirements before attempting purchase.
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if (upgrade.requirements) {
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let met = true;
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for (const [reqId, reqCount] of Object.entries(upgrade.requirements)) {
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if ((this.state.buildings[reqId] || 0) < reqCount) {
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met = false;
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break;
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}
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}
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if (!met) continue;
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}
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if (this.state.stardust >= upgrade.cost) {
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this.state.stardust -= upgrade.cost;
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this.state.upgrades.push(id);
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bought.push(id);
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progress = true; // another purchase may have unlocked more affordability
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}
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}
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}
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if (bought.length > 0) {
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UI.showNotification(`Bought ${bought.length} upgrade(s)!`, 'success');
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Audio.playPurchase();
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UI.update();
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}
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return { bought: bought.length, ids: bought };
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},
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/**
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* Golden Starbloom - random event system.
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* A rare, time-limited bloom occasionally appears on screen. Clicking it
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@@ -758,6 +808,9 @@ const Game = {
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totalPrestigeEssence: this.state.totalPrestigeEssence || 0,
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prestigeUpgrades: this.state.prestigeUpgrades || [],
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goldenBlooms: { active: false, timer: 0, lastSpawn: Date.now(), totalClaimed: 0 },
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// Reset the temporary golden-bloom production boost so a boost
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// from a previous slot cannot leak into a fresh slot.
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productionBoostUntil: 0,
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activeSlot: slot,
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autoSave: this.state.autoSave
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};
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@@ -198,6 +198,43 @@ const UI = {
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costEl.textContent = canAfford ? `${Game.formatNumber(upgrade.cost)} ✨` : `❌ ${Game.formatNumber(upgrade.cost)} ✨`;
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}
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}
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// Toggle the "Buy All" button: show it once at least one unowned,
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// requirement-met upgrade exists, and disable it when nothing is
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// affordable. Its enabled state is refreshed live each tick.
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this.updateBuyAllButton();
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},
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/**
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* Show/hide and enable/disable the "Buy All upgrades" button based on
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* whether any unowned upgrade (whose requirements are met) is currently
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* affordable. Read of game state only; never mutates it.
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*/
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updateBuyAllButton() {
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const btn = document.getElementById('buy-all-upgrades');
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if (!btn) return;
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let affordableAny = false;
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for (const [id, upgrade] of Object.entries(UPGRADES)) {
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if (Game.state.upgrades.includes(id)) continue;
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if (Game.state.stardust < upgrade.cost) continue;
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// Requirement check mirrors Game.buyUpgrade / buyAllUpgrades.
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if (upgrade.requirements) {
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let met = true;
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for (const [reqId, reqCount] of Object.entries(upgrade.requirements)) {
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if ((Game.state.buildings[reqId] || 0) < reqCount) {
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met = false;
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break;
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}
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}
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if (!met) continue;
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}
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affordableAny = true;
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break;
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}
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btn.style.display = affordableAny ? '' : 'none';
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btn.disabled = !affordableAny;
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},
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/**
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