Session 10: Buy Max bulk-buy feature for buildings
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@@ -301,6 +301,32 @@ h2, h3 {
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opacity: 0.5;
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}
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.buy-max-btn {
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display: block;
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width: 100%;
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margin-top: 6px;
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background: var(--accent-purple);
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color: var(--text-primary);
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border: none;
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border-radius: 6px;
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padding: 5px 12px;
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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-max-btn:hover:not(:disabled) {
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background: #9b59b6;
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transform: scale(1.03);
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}
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.buy-max-btn:disabled {
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background: var(--text-muted);
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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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+27
-1
@@ -266,5 +266,31 @@ firstPrestige achievement, save/load round-trip preserving essence.
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(Requires `pip install py_mini_racer`.)
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#### Next goals:
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- Achievement progress tracking in stats panel
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- Consider adding a "next essence at X stardust" progress hint
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---
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### Session 10 - 2026-08-22 (Morning)
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**Status:** ✅ Buy Max (Bulk-Buy) Feature Added
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#### What was done:
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- Added a "Buy Max" bulk-buy mechanic — a staple of idle/clicker games that was previously missing (you could only buy one building at a time, forcing many tedious clicks).
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- Added `Game.getMaxAffordable(buildingId)` which computes how many of a given building the player can afford right now using an iterative cost-scaling loop. It is read-only and does not mutate state.
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- Added `Game.buyMaxBuilding(buildingId)` which loops buying one at a time until unaffordable, deducting the correct total stardust and incrementing counts properly (respects prestige costReduction upgrades since it reuses `getBuildingCost`).
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- Wired a "Buy Max" button onto every building card in `UI.renderBuildings()` with an affordable-count badge (e.g. "5x Max").
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- Updated `UI.updateBuildings()` so the Buy Max badge refreshes its count and enabled/disabled state every game tick, keeping it accurate as stardust accrues.
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- Added CSS styling for `.buy-max-btn` (purple theme, hover scale, disabled state) to match existing building-card layout.
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#### Files modified:
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- `js/game.js` - added getMaxAffordable() and buyMaxBuilding() methods
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- `js/ui.js` - rendered Buy Max button per building card + tick refresh in updateBuildings()
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- `css/game.css` - .buy-max-btn styles
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- `dev-journal.md` - appended Session 10 entry
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#### Verification:
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Wrote a headless Node.js test (`/opt/data/idle-game-test/buy-max-test.mjs`, lives OUTSIDE the repo). Evaluated the real game.js in-process with DOM/UI stubs. 6/6 checks pass: getMaxAffordable matches manual cost-scaling calc, buyMax deducts correct stardust and increments counts correctly, unaffordable purchase returns 0, getMaxAffordable is idempotent, and notifications fire on purchase.
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#### Next goals:
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- Consider adding "Buy Max" to upgrades too (upgrades are one-time so less critical, but a bulk "buy all affordable" could be nice).
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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
-1
@@ -233,7 +233,7 @@ const Game = {
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},
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/**
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* Buy a building
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* Buy a single building
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*/
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buyBuilding(buildingId) {
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const cost = this.getBuildingCost(buildingId);
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@@ -261,6 +261,63 @@ const Game = {
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return false;
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},
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/**
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* Calculate how many of a building the player can currently afford.
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* Does not modify game state.
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*/
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getMaxAffordable(buildingId) {
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const building = BUILDINGS[buildingId];
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if (!building) return 0;
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let stardust = this.state.stardust;
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let count = 0;
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let owned = this.state.buildings[buildingId] || 0;
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while (true) {
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const cost = Math.floor(building.baseCost * Math.pow(this.config.costScaling, owned + count));
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if (stardust < cost) break;
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stardust -= cost;
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count++;
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}
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return count;
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},
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/**
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* Buy as many of a building as the player can afford at once.
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* Returns the number purchased.
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*/
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buyMaxBuilding(buildingId) {
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const building = BUILDINGS[buildingId];
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if (!building) return 0;
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let count = 0;
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while (this.state.stardust >= this.getBuildingCost(buildingId)) {
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const cost = this.getBuildingCost(buildingId);
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this.state.stardust -= cost;
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this.state.buildings[buildingId] = (this.state.buildings[buildingId] || 0) + 1;
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count++;
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}
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if (count > 0) {
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UI.showNotification(`Bought ${count}x ${building.name}!`, 'success');
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// Audio feedback
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Audio.playPurchase();
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// Particle effect on building purchase
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const card = document.getElementById(`building-${buildingId}`);
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if (card) {
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const rect = card.getBoundingClientRect();
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Particles.createBuildingEffect(rect.left + rect.width / 2, rect.top + rect.height / 2);
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}
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UI.update();
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}
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return count;
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},
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/**
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* Buy an upgrade
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*/
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@@ -69,6 +69,7 @@ const UI = {
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<div class="building-cost">${Game.formatNumber(cost)} ✨</div>
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<div class="building-count">${count}</div>
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<button class="buy-btn" ${!canAfford || locked ? 'disabled' : ''}>Buy</button>
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<button class="buy-max-btn" data-building="${id}" ${locked || count === 0 ? 'title="Buy as many as you can afford"' : 'disabled'}>${Game.formatNumber(Game.getMaxAffordable(id))}x Max</button>
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</div>
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`;
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@@ -76,6 +77,12 @@ const UI = {
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card.querySelector('.buy-btn').addEventListener('click', () => {
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Game.buyBuilding(id);
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});
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const maxBtn = card.querySelector('.buy-max-btn');
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if (maxBtn) {
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maxBtn.addEventListener('click', () => {
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Game.buyMaxBuilding(id);
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});
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}
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}
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container.appendChild(card);
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@@ -103,6 +110,15 @@ const UI = {
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btn.disabled = !canAfford || locked;
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}
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// Buy Max button - reflect how many can be bought at current stardust
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const maxBtn = card.querySelector('.buy-max-btn');
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if (maxBtn) {
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const affordable = Game.getMaxAffordable(id);
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maxBtn.textContent = `${Game.formatNumber(affordable)}x Max`;
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maxBtn.disabled = locked || affordable === 0;
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maxBtn.title = affordable > 0 ? `Buy up to ${affordable} ${building.name}(s)` : 'Not enough stardust';
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}
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card.classList.toggle('locked', locked);
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}
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},
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