Lane B round-9: v2 tram (?tram=1) + tour bookmarks + rain-drop polish

- tram.js: 1 small bus, seeded out-and-back loop on the main-street spine,
  door-dwell at each busShelterStops stop, ping-pong at ends. Deterministic,
  exactly 2 draws, night headlights via lighting.isNight(). Flag-off identical.
  Shell wiring (2 lines) documented for F in LANE_B_NOTES.
- dbg.js: 8 v2 tour bookmarks (16 total) incl. rain_verandah hero shot;
  tram_stop now frames the nearest-origin (open) shelter stop.
- weather.js: cap rain gl_PointSize (clamp 2-22px) - near drops are thin
  streaks now, not blobs. Rain smoke still GREEN.
- qa.sh --strict GREEN, golden hash frozen, flags-off byte-identical.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-15 11:09:41 +10:00
parent 23c0667dca
commit 16c4450cd9
9 changed files with 214 additions and 2 deletions

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@ -4,6 +4,25 @@
plus the game shell. It runs on my hand-written fixture **and** auto-integrates with Lane A's
`generatePlan` (which landed mid-session). Everything below was verified live in a browser.
## Round 9 (Fable's ROUND9 → Lane B) — v2 tour bookmarks + tram (`?tram=1`) · qa GREEN
Ship-v2.0 round. Two deliverables, both v2-law clean, `qa.sh --strict` GREEN, flags-off byte-identical.
- **8 v2 tour bookmarks** in `js/world/dbg.js` (16 total): `rain_verandah` (hero — open VIDEO shop w/
winmap parallax rooms, CLOSED dark neighbours, night rain), `patronage_door`, `dig_real`,
`katoomba_main`, `tram_stop`, `rain_street`, `night_crowd`, `shopfront_detail`. All un-letterboxed,
113188 draws, 0 errors. `tram_stop` picks the **nearest-origin** stop (open framing; spine-end stop
was walled in). F shoots these — best hero combo `?winmap=1&weather=rain&dbg=1` seg 5.
- **Tram** (`js/world/tram.js`, `?tram=1`, NON-BLOCKING for the tag): one small bus, out-and-back loop
on the main-street spine, 3.5 s door-dwell at each `busShelterStops` stop, ping-pong at the ends.
**Deterministic** (verified byte-identical across fresh instances). **Exactly 2 draws** (verified via
`renderer.info` delta). Composes w/ weather+night (headlights 0.15→1.6 via `lighting.isNight()`).
"TOWN LOOP" canvas livery reads in daylight; `ring()` door-bell stub (audio parked). Shell-wiring
(2 lines) documented for F in LANE_B_NOTES; no collision in v0 (noted for v3).
- **Rain polish** (weather.js, quick R9 debt): capped `gl_PointSize` (clamp 222px) + lower base — near
drops are now thin streaks, not big blobs. Re-verified: rain smoke still GREEN, money-shot re-shot.
- Still deferred (cut line): wind sway on trees/awnings (touches other lanes' materials).
## Round 8 (Fable's ROUND8 → Lane B) — weather (`?weather=1`), carried from R7 · qa GREEN
New `js/world/weather.js` + `lighting.setSky()`. Seeded per citySeed → clear/overcast/rain

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# LANE B — NOTES (measured)
## Round 9 (Fable's ROUND9 → Lane B) — v2 tour bookmarks + the tram (`?tram=1`)
Two deliverables, both v2-law clean (default boot untouched, golden hash frozen, `qa.sh --strict` GREEN):
### 1. v2 tour bookmark poses (`dbg.js`) — F shoots these
Added **8 bookmarks** to `js/world/dbg.js` (16 total now), all measured un-letterboxed at 113188 draws:
`rain_verandah` (the money shot — open VIDEO shop w/ winmap parallax, CLOSED dark neighbours, night rain),
`patronage_door`, `dig_real`, `katoomba_main`, `tram_stop`, `rain_street`, `night_crowd`, `shopfront_detail`.
Best combo to shoot the hero: `?winmap=1&weather=rain&dbg=1``DBG.shot('rain_verandah')` at night seg 5.
`tram_stop` now picks the **nearest-origin** shelter stop (most open framing — the spine-end stop was
boxed in by big buildings); frames the `bus_shelter` cleanly at midday.
### 2. Tram (`?tram=1`) — new file `js/world/tram.js`, NON-BLOCKING for the tag
One small bus/tram, out-and-back loop along the **main-street spine**, door-dwell (3.5 s) at each
`busShelterStops` stop, ping-pong reverse at the ends. **Deterministic** (position is a pure function of
elapsed time — verified byte-identical across fresh instances). **Exactly 2 draws** (textured body +
merged headlight pair — verified via `renderer.info` delta). Composes with weather/night: headlights
`emissiveIntensity` jumps 0.15→1.6 when `lighting.isNight()`. "TOWN LOOP" canvas livery. `ring()` is a
door-bell stub (audio still parked). Flag-off is byte-identical (shell never constructs it).
#### → Fable (F, shell wiring — I don't touch `index.html`)
```js
import { createTram } from './js/world/tram.js';
const tram = params.get('tram') && params.get('tram') !== '0'
? createTram({ scene, plan, camera, lighting })
: null; // default-off; needs lighting.isNight() for night headlights
// in the street branch of the main loop: if (tram) tram.update(dt);
```
Flags-table row: `?tram=1` — owner B — landed, default-off, self-contained module (F wires the 2 lines
above). Smoke: boot `?tram=1`, assert `scene.getObjectByName('tram')` present + tram-group render delta
≤2 draws. No collision in v0 (player walks through — noted for v3). `lighting.isNight()` is assumed on
the lighting object; if F's lighting exposes night differently, pass a predicate — tram degrades to the
day headlight value if `isNight` is absent (guarded).
## Round 8 (Fable's ROUND8 → Lane B) — weather (`?weather=1`), carried from R7
New file `js/world/weather.js` + a one-line `setSky()` on `lighting.js`. Seeded, deterministic, cheap.

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// Lives in its own module (not the shell) so it can grow without touching index.html — the shell
// just calls installDBG(deps) with the systems it owns when ?dbg=1 is present.
import { busShelterStops } from './furniture.js';
export function installDBG(deps) {
const { plan, camera, renderer, composer, chunks, lighting, player, hud,
setMode, getMode, enterShop } = deps;
@ -117,6 +119,17 @@ export function installDBG(deps) {
return { pos: [node.x - dx * 15, 1.7, node.z - dz * 15], look: [node.x + dx * 25, 2.2, node.z + dz * 25] };
};
// A 3/4 view of the first bus-shelter stop (Lane B's tram stop), from the road side.
const stopPose = () => {
const stops = busShelterStops(plan);
if (!stops.length) return streetViewPose(['main']);
const s = [...stops].sort((a, b) => Math.hypot(a.x, a.z) - Math.hypot(b.x, b.z))[0]; // nearest origin = most open
const px = Math.sin(s.yaw), pz = Math.cos(s.yaw), ex = Math.cos(s.yaw), ez = -Math.sin(s.yaw);
return { pos: [s.x - px * 6 + ex * 4, 2.0, s.z - pz * 6 + ez * 4], look: [s.x, 1.3, s.z] };
};
// nearest openLate (video) shop, for the night/rain money shots
const videoShop = () => (plan.shops || []).find((s) => s.hours && s.hours[1] >= 22);
// Named bookmarks (LANE_F_NOTES §4). seg = day segment index (0 DAWN … 5 NIGHT).
// Predicates cover both Lane A's taxonomy (dept/stall/record/…) and the fixture's; each falls back
// to the nearest shop, so every bookmark always yields a valid street pose.
@ -131,6 +144,15 @@ export function installDBG(deps) {
crossroads_busy: { seg: 2, resolve: () => crossroadsPose() },
residential_collar: { seg: 3, resolve: () => pickLot((l) => l.use === 'house' || blockKindOfLot(l) === 'residential' || blockKindOfLot(l) === 'backstreets') },
warehouse_fringe: { seg: 4, resolve: () => streetViewPose(['side', 'main'], { far: true }) }, // down the outer-ring street
// ── v2 tour (round 9): the town's new life. F shoots these with the matching flags (noted per pose). ──
rain_verandah: { seg: 5, resolve: () => { const v = videoShop(); return v ? poseForShop(v, 6) : streetViewPose(['main']); } }, // ?winmap=1&weather=rain — rain outside the lit video-shop window
patronage_door: { seg: 2, resolve: () => pickShop((s) => s.hours && s.hours[0] <= 12 && s.hours[1] > 13 && s.type !== 'video') }, // peds at an OPEN shop's door (default roster/patronage)
dig_real: { seg: 2, resolve: () => pickShop((s) => s.type === 'record') }, // ?stock=real&dig=1 — F enters + riffles a real-cover bin
katoomba_main: { seg: 2, resolve: () => streetViewPose(['main']) }, // ?plansrc=osm&town=katoomba — plan-agnostic main-strip view
tram_stop: { seg: 2, resolve: () => stopPose() }, // ?tram=1 — a bus shelter (tram pauses here)
rain_street: { seg: 2, resolve: () => streetViewPose(['main']) }, // ?weather=rain — wet strip, rain down the street
night_crowd: { seg: 5, resolve: () => { const v = videoShop(); return v ? poseForShop(v, 16) : streetViewPose(['main']); } }, // night video-shop draw (wider, shows the crowd)
shopfront_detail: { seg: 3, resolve: () => pickShop((s) => s.type === 'opshop' || s.type === 'record' || s.type === 'milkbar') }, // verandah + sign + window up close
};
const DBG = {

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web/js/world/tram.js Normal file
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// PROCITY Lane B — tram.js
// v2 tram (?tram=1), default-off, NON-BLOCKING. One small bus/tram runs a seeded out-and-back loop
// along the main-street spine, pausing (door dwell) at each bus_shelter stop (busShelterStops), then
// reversing at the ends. Deterministic: the route + speed + dwell are fixed, so position is a pure
// function of elapsed time — same each run. ≤2 draws (a textured body + a merged headlight pair).
// Composes with weather/night (headlights glow at night). Flag-off identical (shell never builds it).
// Bell-ready: ring() is a stub for the future door-bell audio. No traffic sim, no collision (v0).
import * as THREE from 'three';
import { busShelterStops } from './furniture.js';
const SPEED = 9; // m/s cruising
const DWELL = 3.5; // s door pause at each stop
const LANE = 3.2; // offset from the road centreline (drive on the left, AU)
// Ordered spine polyline: walk the chain of MAIN edges from a spine end. Returns [[x,z],…] or null.
function spinePolyline(plan) {
const nodes = new Map(plan.streets.nodes.map((n) => [n.id, n]));
const mains = plan.streets.edges.filter((e) => e.kind === 'main');
if (!mains.length) return null;
const byNode = new Map();
for (const e of mains) for (const nid of [e.a, e.b]) { if (!byNode.has(nid)) byNode.set(nid, []); byNode.get(nid).push(e); }
let start = null;
for (const [nid, es] of byNode) if (es.length === 1) { start = nid; break; }
if (start == null) start = mains[0].a;
const seq = [start]; const used = new Set(); let cur = start;
for (;;) {
const next = (byNode.get(cur) || []).find((e) => !used.has(e.id));
if (!next) break;
used.add(next.id); cur = next.a === cur ? next.b : next.a; seq.push(cur);
}
return seq.map((id) => { const n = nodes.get(id); return [n.x, n.z]; });
}
// bus livery texture (canvas — no fetch): cream body, window band, a red stripe + a route blind.
function busTexture() {
const c = document.createElement('canvas'); c.width = 256; c.height = 128;
const x = c.getContext('2d');
x.fillStyle = '#e8e0cf'; x.fillRect(0, 0, 256, 128); // cream
x.fillStyle = '#233043'; x.fillRect(0, 30, 256, 42); // window band
for (let i = 12; i < 256; i += 34) { x.fillStyle = '#9fb2c8'; x.fillRect(i, 34, 24, 34); } // panes
x.fillStyle = '#9a2f2a'; x.fillRect(0, 78, 256, 10); // red stripe
x.fillStyle = '#1a1a1a'; x.fillRect(96, 6, 64, 20); // route blind
x.fillStyle = '#ffd75e'; x.font = 'bold 15px Arial'; x.textAlign = 'center'; x.textBaseline = 'middle';
x.fillText('TOWN LOOP', 128, 16);
const t = new THREE.CanvasTexture(c); t.colorSpace = THREE.SRGBColorSpace; t.anisotropy = 4;
return t;
}
export function createTram({ scene, plan, camera, lighting }) {
const route = spinePolyline(plan);
const group = new THREE.Group(); group.name = 'tram';
if (!route || route.length < 2) { scene.add(group); return { group, update() {}, ring() {}, dispose() { scene.remove(group); } }; }
// ── cumulative arc length + stop positions projected to arc length ──
const seg = []; // { x0,z0, dx,dz, len, s0 }
let total = 0;
for (let i = 0; i < route.length - 1; i++) {
const [x0, z0] = route[i], [x1, z1] = route[i + 1];
const dx = x1 - x0, dz = z1 - z0, len = Math.hypot(dx, dz) || 1;
seg.push({ x0, z0, dx: dx / len, dz: dz / len, len, s0: total }); total += len;
}
const posAt = (s) => {
s = Math.max(0, Math.min(total, s));
let g = seg[0]; for (const q of seg) if (s >= q.s0) g = q;
const d = s - g.s0;
return { x: g.x0 + g.dx * d, z: g.z0 + g.dz * d, dx: g.dx, dz: g.dz };
};
// project each shelter stop onto the route → sorted arc-length stop marks
const stopS = busShelterStops(plan).map((st) => {
let best = 0, bd = 1e18;
for (let s = 0; s <= total; s += 3) { const p = posAt(s); const dd = (p.x - st.x) ** 2 + (p.z - st.z) ** 2; if (dd < bd) { bd = dd; best = s; } }
return best;
}).sort((a, b) => a - b);
// ── tram mesh: textured body (1 draw) + merged emissive headlights (1 draw) ──
const bodyMat = new THREE.MeshStandardMaterial({ map: busTexture(), roughness: 0.7, metalness: 0.1 });
const body = new THREE.Mesh(new THREE.BoxGeometry(2.4, 2.7, 9.0), bodyMat);
body.position.y = 1.55; body.castShadow = true;
group.add(body);
const headMat = new THREE.MeshStandardMaterial({ color: 0xfff2cc, emissive: new THREE.Color(0xffe6a0), emissiveIntensity: 0.2, roughness: 0.4 });
const hl = (x) => { const q = new THREE.PlaneGeometry(0.4, 0.3); q.rotateY(0).translate(x, 0.9, 4.55); return q; };
const heads = new THREE.Mesh(mergeQuads([hl(-0.8), hl(0.8)]), headMat);
group.add(heads);
scene.add(group);
// ── deterministic schedule: position s(t) with dwell at stops, ping-pong at the ends ──
let s = 0, dir = 1, dwell = 0, nextStop = 0;
const EPS = 2.5;
function update(dt) {
if (dwell > 0) { dwell = Math.max(0, dwell - dt); }
else {
s += dir * SPEED * dt;
// stop dwell when passing a mark in the travel direction
if (dir > 0 && nextStop < stopS.length && s >= stopS[nextStop] - EPS) { s = stopS[nextStop]; dwell = DWELL; nextStop++; }
else if (dir < 0 && nextStop >= 0 && stopS[nextStop] != null && s <= stopS[nextStop] + EPS) { s = stopS[nextStop]; dwell = DWELL; nextStop--; }
if (s >= total) { s = total; dir = -1; nextStop = stopS.length - 1; }
else if (s <= 0) { s = 0; dir = 1; nextStop = 0; }
}
const p = posAt(s);
// sit in the left lane relative to travel direction, face along travel
const perpx = -p.dz * dir, perpz = p.dx * dir;
group.position.set(p.x + perpx * LANE, 0, p.z + perpz * LANE);
group.rotation.y = Math.atan2(p.dx * dir, p.dz * dir);
headMat.emissiveIntensity = (lighting && lighting.isNight && lighting.isNight()) ? 1.6 : 0.15;
}
update(0);
function ring() { /* door-bell hook — audio parked (V2_IDEAS greenfield) */ }
function dispose() {
body.geometry.dispose(); bodyMat.map.dispose(); bodyMat.dispose();
heads.geometry.dispose(); headMat.dispose();
scene.remove(group);
}
return { group, update, ring, dispose, get stops() { return stopS.length; } };
}
function mergeQuads(geos) {
// tiny local merge (headlight quads share a material) — avoids importing BufferGeometryUtils for 2 quads
let n = 0; for (const g of geos) n += g.attributes.position.count;
const pos = new Float32Array(n * 3), uv = new Float32Array(n * 2), nor = new Float32Array(n * 3);
const idx = []; let vo = 0;
for (const g of geos) {
const gp = g.attributes.position.array, gu = g.attributes.uv.array, gn = g.attributes.normal.array;
pos.set(gp, vo * 3); uv.set(gu, vo * 2); nor.set(gn, vo * 3);
const gi = g.index ? g.index.array : [...Array(g.attributes.position.count).keys()];
for (const i of gi) idx.push(i + vo);
vo += g.attributes.position.count; g.dispose();
}
const m = new THREE.BufferGeometry();
m.setAttribute('position', new THREE.BufferAttribute(pos, 3));
m.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
m.setAttribute('normal', new THREE.BufferAttribute(nor, 3));
m.setIndex(idx);
return m;
}

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@ -88,7 +88,7 @@ export function createWeather({ scene, plan, skins, lighting, camera, force = nu
transparent: true, depthWrite: false,
uniforms: {
uTime: { value: 0 }, uTex: { value: streakTexture() }, uBoxH: { value: BOXH },
uSpeed: { value: 32 }, uSize: { value: 9.0 }, uWind: { value: 0.18 }, uOpacity: { value: 0.32 + state.intensity * 0.3 },
uSpeed: { value: 32 }, uSize: { value: 5.5 }, uWind: { value: 0.18 }, uOpacity: { value: 0.34 + state.intensity * 0.28 },
},
vertexShader: `
uniform float uTime, uBoxH, uSpeed, uSize, uWind; attribute float aPhase;
@ -99,7 +99,7 @@ export function createWeather({ scene, plan, skins, lighting, camera, force = nu
p.x += (uBoxH * 0.5 - p.y) * uWind; // wind slant
vec4 mv = modelViewMatrix * vec4(p, 1.0);
gl_Position = projectionMatrix * mv;
gl_PointSize = uSize * 34.0 / max(-mv.z, 1.0);
gl_PointSize = clamp(uSize * 30.0 / max(-mv.z, 1.0), 2.0, 22.0); // capped so near drops stay streaks, not blobs
}`,
fragmentShader: `
uniform sampler2D uTex; uniform float uOpacity;